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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.43 by root, Tue Dec 19 05:12:52 2006 UTC vs.
Revision 1.114 by root, Tue Jul 10 06:44:31 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
581#define IMPROVE_DAMAGE 2 581#define IMPROVE_DAMAGE 2
582#define IMPROVE_WEIGHT 3 582#define IMPROVE_WEIGHT 3
583#define IMPROVE_ENCHANT 4 583#define IMPROVE_ENCHANT 4
584#define IMPROVE_STR 5 584#define IMPROVE_STR 5
585#define IMPROVE_DEX 6 585#define IMPROVE_DEX 6
586#define IMPROVE_CON 7 586#define IMPROVE_CON 7
587#define IMPROVE_WIS 8 587#define IMPROVE_WIS 8
588#define IMPROVE_CHA 9 588#define IMPROVE_CHA 9
589#define IMPROVE_INT 10 589#define IMPROVE_INT 10
590#define IMPROVE_POW 11 590#define IMPROVE_POW 11
591
592 591
593/** 592/**
594 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
595 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
596 */ 595 */
764{ 763{
765 object *otmp; 764 object *otmp;
766 765
767 if (op->type != PLAYER) 766 if (op->type != PLAYER)
768 return 0; 767 return 0;
768
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 770 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 772 return 0;
773 } 773 }
774
774 otmp = find_marked_object (op); 775 otmp = find_marked_object (op);
775 if (!otmp) 776 if (!otmp)
776 { 777 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 778 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 779 return 0;
779 } 780 }
781
780 if (otmp->type != WEAPON && otmp->type != BOW) 782 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 783 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 784 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 785 return 0;
784 } 786 }
787
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 788 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 789 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 790 esrv_send_item (op, otmp);
788 return 1; 791 return 1;
789} 792}
850 { 853 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 854 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 855 pow++;
853 } 856 }
854 857
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 859 }
857 else 860 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 861 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 862
860 if (!settings.armor_weight_linear) 863 if (!settings.armor_weight_linear)
861 { 864 {
862 int base = 100; 865 int base = 100;
863 int pow = 0; 866 int pow = 0;
866 { 869 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 870 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 871 pow++;
869 } 872 }
870 873
871 armour->weight = (armour->arch->clone.weight * base) / 100; 874 armour->weight = (armour->arch->weight * base) / 100;
872 } 875 }
873 else 876 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 877 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 878
876 if (armour->weight <= 0) 879 if (armour->weight <= 0)
877 { 880 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 881 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 882 armour->weight = 1;
880 } 883 }
881 884
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 885 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 886
884 if (op->type == PLAYER) 887 if (op->type == PLAYER)
885 { 888 {
886 esrv_send_item (op, armour); 889 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 890 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 891 op->update_stats ();
889 } 892 }
890 decrease_ob (improver); 893 decrease_ob (improver);
891 if (tmp) 894 if (tmp)
892 { 895 {
893 insert_ob_in_ob (tmp, op); 896 insert_ob_in_ob (tmp, op);
939 942
940 price_in = cost * item->value; 943 price_in = cost * item->value;
941 } 944 }
942 else 945 else
943 { 946 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 947 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 948 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 949 return 0;
947 950
948 if (CONV_NEED (converter)) 951 if (CONV_NEED (converter))
949 { 952 {
980 else 983 else
981 { 984 {
982 if (converter->other_arch == NULL) 985 if (converter->other_arch == NULL)
983 { 986 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 987 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); 988 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 989 return -1;
987 } 990 }
988 991
989 item = object_create_arch (converter->other_arch); 992 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 993 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 1000 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1001 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1002 else if (price_in < item->nrof * item->value)
1000 { 1003 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1004 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); 1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003 1006
1004 /** 1007 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1008 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1009 * probably had something in mind when doing this
1007 */ 1010 */
1008 } 1011 }
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1012 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1013 return 1;
1011} 1014}
1014 * Handle apply on containers. 1017 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1018 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1019 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1020 * added the alchemical cauldron to the code -b.t.
1018 */ 1021 */
1019
1020int 1022int
1021apply_container (object *op, object *sack) 1023apply_container (object *op, object *sack)
1022{ 1024{
1023 char buf[MAX_BUF]; 1025 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1026 return 0; /* This might change */
1028 1027
1029 if (sack == NULL || sack->type != CONTAINER) 1028 if (!sack || sack->type != CONTAINER)
1030 { 1029 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1031 return 0;
1033 } 1032 }
1034 1033
1035 op->contr->last_used = 0; 1034 op->contr->last_used = 0;
1036 1035
1037 if (sack->env != op) 1036 if (sack->env && sack->env != op)
1037 {
1038 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1039 return 1;
1038 { 1040 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1041
1042 // already applied == open on ground, or open in inv, or active in inv
1043 if (sack->flag [FLAG_APPLIED])
1044 {
1045 if (op->container == sack)
1040 { 1046 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1047 // open on ground or inv, so close
1048 op->close_container ();
1042 return 1; 1049 return 1;
1043 } 1050 }
1044 1051 else if (!sack->env)
1045 /* It's on the ground, the problems begin */
1046 if (op->container != sack)
1047 {
1048 /* it's closed OR some player has opened it */
1049 if (QUERY_FLAG (sack, FLAG_APPLIED))
1050 { 1052 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1053 // active, but not ours: some other player has opened it
1052 if (tmp)
1053 {
1054 /* some other player have opened it */
1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1055 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1056 }
1062 if (op->container == NULL)
1063 {
1064 tmp = arch_to_object (sack->other_arch);
1065 /* not good, but insert_ob_in_ob() is too smart */
1066 CLEAR_FLAG (tmp, FLAG_REMOVED);
1067 tmp->x = tmp->y = 0;
1068 tmp->map = NULL;
1069 tmp->env = sack;
1070 if (sack->inv)
1071 sack->inv->above = tmp;
1072 tmp->below = sack->inv;
1073 tmp->above = NULL;
1074 sack->inv = tmp;
1075 sack->move_off = MOVE_ALL; /* trying force closing it */
1076 }
1077 else
1078 {
1079 sack->move_off = 0;
1080 tmp = sack->inv;
1081 1057
1082 if (tmp && tmp->type == CLOSE_CON) 1058 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1059 }
1060 else if (sack->env)
1061 {
1062 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1063 op->close_container ();
1091 { 1064 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1065 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1066 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1094 tmp = op->container; 1067 return 1;
1095 apply_container (op, tmp); 1068 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1069
1097 op->container = sack; 1070 // it's locked?
1098 strcat (buf, query_name (sack)); 1071 if (sack->slaying)
1099 strcat (buf, "."); 1072 {
1100 } 1073 if (object *tmp = find_key (op, op, sack))
1101 else 1074 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1102 {
1103 CLEAR_FLAG (sack, FLAG_APPLIED);
1104 op->container = NULL;
1105 sprintf (buf, "You close %s.", query_name (sack));
1106 }
1107 }
1108 else 1075 else
1109 { 1076 {
1110 CLEAR_FLAG (sack, FLAG_APPLIED);
1111 sprintf (buf, "You open %s.", query_name (sack));
1112 SET_FLAG (sack, FLAG_APPLIED);
1113 op->container = sack;
1114 }
1115 }
1116 else
1117 { /* not applied */
1118 if (sack->slaying)
1119 { /* it's locked */
1120 tmp = find_key (op, op, sack);
1121 if (tmp)
1122 {
1123 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1124 SET_FLAG (sack, FLAG_APPLIED);
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 {
1134 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1077 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1135 }
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141 if (sack->env == NULL)
1142 { /* if it's on ground,open it also */
1143 new_draw_info (NDI_UNIQUE, 0, op, buf);
1144 apply_container (op, sack);
1145 return 1; 1078 return 1;
1146 } 1079 }
1147 }
1148 } 1080 }
1149 1081
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1082 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1083
1155 return 1; 1084 return 1;
1156} 1085}
1157
1158/**
1159 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1160 * the player has in their inventory, eg, sacks, luggages, etc.
1161 *
1162 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1163 * This version is for client/server mode.
1164 * op is the player, sack is the container the player is opening or closing.
1165 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1166 *
1167 * Reminder - there are three states for any container - closed (non applied),
1168 * applied (not open, but objects that match get tossed into it), and open
1169 * (applied flag set, and op->container points to the open container)
1170 */
1171
1172int
1173esrv_apply_container (object *op, object *sack)
1174{
1175 object *tmp = op->container;
1176
1177 if (op->type != PLAYER)
1178 return 0; /* This might change */
1179
1180 if (sack == NULL || sack->type != CONTAINER)
1181 {
1182 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1183 return 0;
1184 }
1185
1186 /* If we have a currently open container, then it needs to be closed in all cases
1187 * if we are opening this one up. We then fall through if appropriate for
1188 * openening the new container.
1189 */
1190
1191 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1192 {
1193 if (op->container->env != op)
1194 { /* if container is on the ground */
1195 op->container->move_off = 0;
1196 }
1197
1198 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1199 return 1;
1200
1201 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1202 CLEAR_FLAG (op->container, FLAG_APPLIED);
1203 op->container = NULL;
1204 esrv_update_item (UPD_FLAGS, op, tmp);
1205 if (tmp == sack)
1206 return 1;
1207 }
1208
1209
1210 /* If the player is trying to open it (which he must be doing if we got here),
1211 * and it is locked, check to see if player has the equipment to open it.
1212 */
1213
1214 if (sack->slaying)
1215 { /* it's locked */
1216 tmp = find_key (op, op, sack);
1217 if (tmp)
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1220 }
1221 else
1222 {
1223 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1224 return 0;
1225 }
1226 }
1227
1228 /* By the time we get here, we have made sure any other container has been closed and
1229 * if this is a locked container, the player they key to open it.
1230 */
1231
1232 /* There are really two cases - the sack is either on the ground, or the sack is
1233 * part of the players inventory. If on the ground, we assume that the player is
1234 * opening it, since if it was being closed, that would have been taken care of above.
1235 */
1236
1237
1238 if (sack->env != op)
1239 {
1240 /* Hypothetical case - the player is trying to open a sack that belong to someone
1241 * else. This normally should not happen, but a misbehaving client/player could
1242 * try to do it, so lets handle it gracefully.
1243 */
1244 if (sack->env)
1245 {
1246 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1247 return 0;
1248 }
1249 /* set these so when the player walks off, we can unapply the sack */
1250 sack->move_off = MOVE_ALL; /* trying force closing it */
1251
1252 CLEAR_FLAG (sack, FLAG_APPLIED);
1253 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1254 SET_FLAG (sack, FLAG_APPLIED);
1255 op->container = sack;
1256 esrv_update_item (UPD_FLAGS, op, sack);
1257 esrv_send_inventory (op, sack);
1258
1259 }
1260 else
1261 { /* sack is in players inventory */
1262 if (QUERY_FLAG (sack, FLAG_APPLIED))
1263 { /* readied sack becoming open */
1264 CLEAR_FLAG (sack, FLAG_APPLIED);
1265 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1266 SET_FLAG (sack, FLAG_APPLIED);
1267 op->container = sack;
1268 esrv_update_item (UPD_FLAGS, op, sack);
1269 esrv_send_inventory (op, sack);
1270 }
1271 else
1272 {
1273 CLEAR_FLAG (sack, FLAG_APPLIED);
1274 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1275 SET_FLAG (sack, FLAG_APPLIED);
1276 esrv_update_item (UPD_FLAGS, op, sack);
1277 }
1278 }
1279 return 1;
1280}
1281
1282 1086
1283/** 1087/**
1284 * Handles dropping things on altar. 1088 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1089 * Returns true if sacrifice was accepted.
1286 */ 1090 */
1439 */ 1243 */
1440static void 1244static void
1441apply_sign (object *op, object *sign, int autoapply) 1245apply_sign (object *op, object *sign, int autoapply)
1442{ 1246{
1443 readable_message_type *msgType; 1247 readable_message_type *msgType;
1444 char newbuf[HUGE_BUF];
1445 1248
1446 if (sign->msg == NULL) 1249 if (sign->msg == NULL)
1447 { 1250 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1251 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1449 return; 1252 return;
1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1273 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1471 { 1274 {
1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1275 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1473 return; 1276 return;
1474 } 1277 }
1278
1279 if (op->contr)
1280 if (client *ns = op->contr->ns)
1281 {
1475 msgType = get_readable_message_type (sign); 1282 msgType = get_readable_message_type (sign);
1283
1284 if (ns->can_msg)
1285 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1286 else
1287 {
1288 char newbuf[HUGE_BUF];
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1289 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1477 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1290 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1291 }
1292 }
1478} 1293}
1479 1294
1480/** 1295/**
1481 * 'victim' moves onto 'trap' 1296 * 'victim' moves onto 'trap'
1482 * 'victim' leaves 'trap' 1297 * 'victim' leaves 'trap'
1505 * proper. This code was causing needless crashes. 1320 * proper. This code was causing needless crashes.
1506 */ 1321 */
1507 if (recursion_depth >= 500) 1322 if (recursion_depth >= 500)
1508 { 1323 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1324 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1510 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1325 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1511 return; 1326 return;
1512 } 1327 }
1328
1513 recursion_depth++; 1329 recursion_depth++;
1514 if (trap->head) 1330 if (trap->head)
1515 trap = trap->head; 1331 trap = trap->head;
1516 1332
1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1333 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1532 1348
1533 /* Just put in some sanity check. I think there is a bug in the 1349 /* Just put in some sanity check. I think there is a bug in the
1534 * above with some objects have zero speed, and thus the player 1350 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed. 1351 * getting permanently paralyzed.
1536 */ 1352 */
1537 if (victim->speed_left < -50.0) 1353 if (victim->speed_left < -50.f)
1538 victim->speed_left = -50.0; 1354 victim->speed_left = -50.f;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1355 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 } 1356 }
1541 goto leave; 1357 goto leave;
1542 1358
1543 case SPINNER: 1359 case SPINNER:
1629 1445
1630 1446
1631 case CONVERTER: 1447 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1448 if (convert_item (victim, trap) < 0)
1633 { 1449 {
1634 object *op;
1635
1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1450 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637 1451 get_archetype ("burnout")->insert_at (trap, trap);
1638 op = get_archetype ("burnout");
1639 if (op != NULL)
1640 {
1641 op->x = trap->x;
1642 op->y = trap->y;
1643 insert_ob_in_map (op, trap->map, trap, 0);
1644 } 1452 }
1645 } 1453
1646 goto leave; 1454 goto leave;
1647 1455
1648 case TRIGGER_BUTTON: 1456 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1457 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1458 case TRIGGER_ALTAR:
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1488 {
1681 /* Basically, don't show exits leading to random maps the 1489 /* Basically, don't show exits leading to random maps the
1682 * players output. 1490 * players output.
1683 */ 1491 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1492 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1493 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1494
1686 enter_exit (victim, trap); 1495 victim->enter_exit (trap);
1687 } 1496 }
1688 goto leave; 1497 goto leave;
1689 1498
1690 case ENCOUNTER: 1499 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1500 /* may be some leftovers on this */
1706 1515
1707 apply_sign (victim, trap, 1); 1516 apply_sign (victim, trap, 1);
1708 goto leave; 1517 goto leave;
1709 1518
1710 case CONTAINER: 1519 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1520 apply_container (victim, trap);
1715 goto leave; 1521 goto leave;
1716 1522
1717 case RUNE: 1523 case RUNE:
1718 case TRAP: 1524 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1525 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1722 } 1528 }
1723 goto leave; 1529 goto leave;
1724 1530
1725 default: 1531 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1534 goto leave;
1729 } 1535 }
1730 1536
1731leave: 1537leave:
1732 recursion_depth--; 1538 recursion_depth--;
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1550 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1551 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1552 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747 return; 1553 return;
1748 } 1554 }
1555
1749 if (tmp->msg == NULL) 1556 if (!tmp->msg)
1750 { 1557 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1558 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752 return; 1559 return;
1753 } 1560 }
1754 1561
1755 /* need a literacy skill to read stuff! */ 1562 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1563 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1564 if (!skill_ob)
1758 { 1565 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1566 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1760 return; 1567 return;
1761 } 1568 }
1569
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1570 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1571 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1572 {
1765 if (lev_diff < 2) 1573 if (lev_diff < 2)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1574 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1777 return; 1585 return;
1778 } 1586 }
1779 1587
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1588 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1589
1590 if (player *pl = op->contr)
1591 if (client *ns = pl->ns)
1592 if (ns->can_msg)
1593 {
1594 dynbuf_text buf;
1595 buf << long_desc (tmp, op)
1596 << "\n\n"
1597 << tmp->msg
1598 << '\0';
1599 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1600 }
1601 else
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1602 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1603 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1604 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1605 long_desc (tmp, op), &tmp->msg);
1785 1606
1786 /* gain xp from reading */ 1607 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1608 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1609 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1610 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1616
1796 /* If in a container, update how it looks */ 1617 /* If in a container, update how it looks */
1797 if (tmp->env) 1618 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1619 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1620 else
1800 op->contr->socket->floorbox_update (); 1621 op->contr->ns->floorbox_update ();
1801 } 1622 }
1802 1623
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1624 change_exp (op, exp_gain, skill_ob->skill, 0);
1804 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1625 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1626 }
1910 1731
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1732 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1733 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1734 * legacy spellbooks
1914 */ 1735 */
1915
1916 if (tmp->slaying != NULL) 1736 if (tmp->slaying)
1917 { 1737 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1738 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1739 if (!spell)
1920 { 1740 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1741 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922 return; 1742 return;
1923 } 1743 }
1924 else 1744 else
1925 insert_ob_in_ob (spell, tmp); 1745 insert_ob_in_ob (spell, tmp);
1746
1926 tmp->slaying = NULL; 1747 tmp->slaying = 0;
1927 } 1748 }
1928 1749
1929 skop = find_skill_by_name (op, tmp->skill); 1750 skop = find_skill_by_name (op, tmp->skill);
1930 1751
1931 /* need a literacy skill to learn spells. Also, having a literacy level 1752 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */ 1753 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1754 if (!skop)
1934 { 1755 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1756 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1936 return; 1757 return;
1937 } 1758 }
1938 1759
1939 spell = tmp->inv; 1760 spell = tmp->inv;
1940 1761
1941 if (!spell) 1762 if (!spell)
1942 { 1763 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1764 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1765 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1766 return;
1946 } 1767 }
1947 1768
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1769 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1770 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1771 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1951 return; 1772 return;
1952 } 1773 }
1953 1774
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1775 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1776
1958 identify (tmp); 1779 identify (tmp);
1959 1780
1960 if (tmp->env) 1781 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1782 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1783 else
1963 op->contr->socket->floorbox_update (); 1784 op->contr->ns->floorbox_update ();
1964 } 1785 }
1965 1786
1966 /* I removed the check for special_prayer_mark here - it didn't make 1787 /* I removed the check for special_prayer_mark here - it didn't make
1967 * a lot of sense - special prayers are not found in spellbooks, and 1788 * a lot of sense - special prayers are not found in spellbooks, and
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1789 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark. 1790 * they would have a special prayer mark.
1970 */ 1791 */
1971 if (check_spell_known (op, spell->name)) 1792 if (check_spell_known (op, spell->name))
1972 { 1793 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to leanr spells twice, and would only waste the spellbook.>\n");
1974 return; 1795 return;
1975 } 1796 }
1976 1797
1977 if (spell->skill) 1798 if (spell->skill)
1978 { 1799 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1800 spell_skill = find_skill_by_name (op, spell->skill);
1980 1801
1981 if (!spell_skill) 1802 if (!spell_skill)
1982 { 1803 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1804 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1805 return;
1985 } 1806 }
1986 1807
1987 if (spell_skill->level < spell->level) 1808 if (spell_skill->level < spell->level)
1988 { 1809 {
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1841 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 } 1842 }
2022 else 1843 else
2023 { 1844 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1845 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1846 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2026 } 1847 }
1848
2027 decrease_ob (tmp); 1849 decrease_ob (tmp);
2028} 1850}
2029 1851
2030/** 1852/**
2031 * Handles applying a spell scroll. 1853 * Handles applying a spell scroll.
2041 return; 1863 return;
2042 } 1864 }
2043 1865
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1866 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1867 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1868 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2047 return; 1869 return;
2048 } 1870 }
2049 1871
2050 if (op->type == PLAYER) 1872 if (op->type == PLAYER)
2051 { 1873 {
2057 */ 1879 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1880 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1881
2060 if (!skop) 1882 if (!skop)
2061 { 1883 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1884 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2063 return; 1885 return;
2064 } 1886 }
2065 1887
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1888 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1889 change_exp (op, exp_gain, skop->skill, 0);
2069 1891
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1892 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1893 identify (tmp);
2072 1894
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1895 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074
2075 1896
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1897 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1898 decrease_ob (tmp);
2078} 1899}
2079 1900
2083 * chest. 1904 * chest.
2084 */ 1905 */
2085static void 1906static void
2086apply_treasure (object *op, object *tmp) 1907apply_treasure (object *op, object *tmp)
2087{ 1908{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1909 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1910 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1911 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1912 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure 1913 * treasure
2096 */ 1914 */
2097
2098 treas = tmp->inv; 1915 object *treas = tmp->inv;
2099 if (treas == NULL) 1916
1917 if (!treas)
2100 { 1918 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1919 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp); 1920 decrease_ob (tmp);
2103 return; 1921 return;
2104 } 1922 }
1923
2105 while (tmp->inv) 1924 while (tmp->inv)
2106 { 1925 {
2107 treas = tmp->inv; 1926 treas = tmp->inv;
2108 1927
2109 treas->remove (); 1928 treas->remove ();
2191 /* special food hack -b.t. */ 2010 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2011 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp); 2012 eat_special_food (op, tmp);
2194 } 2013 }
2195 } 2014 }
2015
2196 handle_apply_yield (tmp); 2016 handle_apply_yield (tmp);
2197 decrease_ob (tmp); 2017 decrease_ob (tmp);
2198} 2018}
2199 2019
2200/** 2020/**
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2047 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2048 return 0;
2229 2049
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2050 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2051 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2052 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2053 if (tmp->type == FORCE)
2235 { 2054 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2055 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2056 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2057 abil = tmp;
2240 }
2241 }
2242 2058
2243 /* if either skin or ability are missing, this is an old player 2059 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2060 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2061 if (skin == NULL || abil == NULL)
2246 return 0; 2062 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2103 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2104 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2105 chance = MIN (100., chance * 2.);
2290 2106
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2107 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2108 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2109 {
2294 atnr_winner[winners] = i; 2110 atnr_winner[winners] = i;
2295 winners++; 2111 winners++;
2296 } 2112 }
2297 2113
2328 2144
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2145 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2146 {
2331 /* resistance increased! */ 2147 /* resistance increased! */
2332 skin->resist[i]++; 2148 skin->resist[i]++;
2333 fix_player (op); 2149 op->update_stats ();
2334 2150
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2151 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2336 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2152 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2153 }
2338 2154
2357 } 2173 }
2358 } 2174 }
2359 return 1; 2175 return 1;
2360} 2176}
2361 2177
2362static void
2363apply_savebed (object *pl)
2364{
2365#ifndef COZY_SERVER
2366 if (!pl->contr->name_changed || !pl->stats.exp)
2367 {
2368 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2369 return;
2370 }
2371#endif
2372 INVOKE_PLAYER (LOGOUT, pl->contr);
2373 /* Need to call terminate_all_pets() before we remove the player ob */
2374 terminate_all_pets (pl);
2375 pl->remove ();
2376 pl->direction = 0;
2377 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2378
2379 /* update respawn position */
2380 strcpy (pl->contr->savebed_map, pl->map->path);
2381 pl->contr->bed_x = pl->x;
2382 pl->contr->bed_y = pl->y;
2383
2384 strcpy (pl->contr->killer, "left");
2385 check_score (pl); /* Always check score */
2386 (void) save_player (pl, 0);
2387 pl->map->players--;
2388#if MAP_MAXTIMEOUT
2389 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2390#endif
2391 play_again (pl);
2392 pl->speed = 0;
2393 update_ob_speed (pl);
2394}
2395
2396/** 2178/**
2397 * Handles applying an improve armor scroll. 2179 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2180 * Does some sanity checks, then calls improve_armour.
2399 */ 2181 */
2400static void 2182static void
2401apply_armour_improver (object *op, object *tmp) 2183apply_armour_improver (object *op, object *tmp)
2402{ 2184{
2403 object *armor; 2185 object *armor;
2404 2186
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2187 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2406 { 2188 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2189 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2408 return; 2190 return;
2409 } 2191 }
2192
2410 armor = find_marked_object (op); 2193 armor = find_marked_object (op);
2194
2411 if (!armor) 2195 if (!armor)
2412 { 2196 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2197 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2414 return; 2198 return;
2415 } 2199 }
2200
2416 if (armor->type != ARMOUR 2201 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2202 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2203 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2204 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2205 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2423 2208
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2209 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2210 improve_armour (op, tmp, armor);
2426} 2211}
2427 2212
2428
2429extern void 2213extern void
2430apply_poison (object *op, object *tmp) 2214apply_poison (object *op, object *tmp)
2431{ 2215{
2432 if (op->type == PLAYER) 2216 if (op->type == PLAYER)
2433 { 2217 {
2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2218 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2219 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2436 strcpy (op->contr->killer, "poisonous booze"); 2220 strcpy (op->contr->killer, "poisonous booze");
2437 } 2221 }
2222
2438 if (tmp->stats.hp > 0) 2223 if (tmp->stats.hp > 0)
2439 { 2224 {
2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2225 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2441 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2226 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2442 } 2227 }
2228
2443 op->stats.food -= op->stats.food / 4; 2229 op->stats.food -= op->stats.food / 4;
2444 handle_apply_yield (tmp); 2230 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2231 decrease_ob (tmp);
2446} 2232}
2447 2233
2448/** 2234/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2235 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2450 * A valid 2 way exit means: 2236 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2237 * -You can come back (there is another exit at the other side)
2452 * -You are 2238 * -You are
2453 * ° the owner of the exit 2239 * ° the owner of the exit
2454 * ° or in the same party as the owner 2240 * ° or in the same party as the owner
2455 * 2241 *
2456 * Note: a owner in a 2 way exit is saved as the owner's name 2242 * Note: a owner in a 2 way exit is saved as the owner's name
2457 * in the field exit->name cause the field exit->owner doesn't 2243 * in the field exit->name cause the field exit->owner doesn't
2458 * survive in the swapping (in fact the whole exit doesn't survive). 2244 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2245 */
2460int 2246int
2461is_legal_2ways_exit (object *op, object *exit) 2247is_legal_2ways_exit (object *op, object *exit)
2462{ 2248{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2249 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2250 return 1; /*This is not a 2 way, so it is legal */
2251
2252#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2253 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2254 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2255#endif
2473 * all the exits in destination and try to find one with same path as 2256
2474 * the current exit's position */ 2257 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2258
2476 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2477 else
2478 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2479 if (exitmap) 2259 if (exitmap)
2480 { 2260 {
2261 exitmap->load_sync ();
2262
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2263 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2264
2482 if (!tmp) 2265 if (!tmp)
2483 return 0; 2266 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2267
2268 for (; tmp; tmp = tmp->above)
2485 { 2269 {
2486 if (tmp->type != EXIT) 2270 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2271 continue; /*Not an exit */
2272
2488 if (!EXIT_PATH (tmp)) 2273 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2274 continue; /*Not a valid exit */
2275
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2276 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2277 continue; /*Not in the same place */
2278
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2279 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2280 continue; /*Not in the same map */
2494 2281
2495 /* From here we have found the exit is valid. However we do 2282 /* From here we have found the exit is valid. However we do
2496 * here the check of the exit owner. It is important for the 2283 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2284 * town portals to prevent strangers from visiting your appartments
2498 */ 2285 */
2499 if (!exit->race) 2286 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2287 return 1; /*No owner, free for all! */
2288
2501 exit_owner = NULL; 2289 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2290
2291 for_all_players (pp)
2503 { 2292 {
2504 if (!pp->ob) 2293 if (!pp->ob)
2505 continue; 2294 continue;
2295
2506 if (pp->ob->name != exit->race) 2296 if (pp->ob->name != exit->race)
2507 continue; 2297 continue;
2298
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2299 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2300 break;
2510 } 2301 }
2302
2511 if (!exit_owner) 2303 if (!exit_owner)
2512 return 0; /* No more owner */ 2304 return 0; /* No more owner */
2305
2513 if (exit_owner->contr == op->contr) 2306 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2307 return 1; /*It is your exit */
2308
2515 if (exit_owner && /*There is a owner */ 2309 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2310 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2311 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2518 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2312 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2313 return 0;
2314
2520 return 1; 2315 return 1;
2521 } 2316 }
2522 } 2317 }
2318
2523 return 0; 2319 return 0;
2524} 2320}
2525
2526 2321
2527/** 2322/**
2528 * Main apply handler. 2323 * Main apply handler.
2529 * 2324 *
2530 * Checks for unpaid items before applying. 2325 * Checks for unpaid items before applying.
2538 * being applied. 2333 * being applied.
2539 * 2334 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2335 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2336 * them in this function - they are passed to apply_special
2542 */ 2337 */
2543
2544int 2338int
2545manual_apply (object *op, object *tmp, int aflag) 2339manual_apply (object *op, object *tmp, int aflag)
2546{ 2340{
2547 if (tmp->head) 2341 if (tmp->head)
2548 tmp = tmp->head; 2342 tmp = tmp->head;
2549 2343
2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2344 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 { 2345 {
2552 if (op->type == PLAYER) 2346 if (op->type == PLAYER)
2553 { 2347 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2555 return 1; 2349 return 1;
2556 } 2350 }
2557 else 2351 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2352 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2353 }
2562 2354
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2355 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2356 return RESULT_INT (0);
2565 2357
2566 switch (tmp->type) 2358 switch (tmp->type)
2567 { 2359 {
2568
2569 case CF_HANDLE: 2360 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2361 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2362 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2572 tmp->value = tmp->value ? 0 : 1; 2363 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2364 SET_ANIMATION (tmp, tmp->value);
2580 { 2371 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2372 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2373 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2583 } 2374 }
2584 else 2375 else
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2376 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2587 } 2377
2588 return 1; 2378 return 1;
2589 2379
2590 case EXIT: 2380 case EXIT:
2591 if (op->type != PLAYER) 2381 if (op->type != PLAYER)
2592 return 0; 2382 return 0;
2383
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2384 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2594 {
2595 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2385 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else 2386 else
2598 { 2387 {
2599 /* Don't display messages for random maps. */ 2388 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2389 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2390 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2391
2602 enter_exit (op, tmp); 2392 op->enter_exit (tmp);
2603 } 2393 }
2394
2604 return 1; 2395 return 1;
2605 2396
2606 case SIGN: 2397 case SIGN:
2607 apply_sign (op, tmp, 0); 2398 apply_sign (op, tmp, 0);
2608 return 1; 2399 return 1;
2612 { 2403 {
2613 apply_book (op, tmp); 2404 apply_book (op, tmp);
2614 return 1; 2405 return 1;
2615 } 2406 }
2616 else 2407 else
2617 {
2618 return 0; 2408 return 0;
2619 }
2620 2409
2621 case SKILLSCROLL: 2410 case SKILLSCROLL:
2622 if (op->type == PLAYER) 2411 if (op->type == PLAYER)
2623 { 2412 {
2624 apply_skillscroll (op, tmp); 2413 apply_skillscroll (op, tmp);
2625 return 1; 2414 return 1;
2626 } 2415 }
2416 else
2627 return 0; 2417 return 0;
2628 2418
2629 case SPELLBOOK: 2419 case SPELLBOOK:
2630 if (op->type == PLAYER) 2420 if (op->type == PLAYER)
2631 { 2421 {
2632 apply_spellbook (op, tmp); 2422 apply_spellbook (op, tmp);
2633 return 1; 2423 return 1;
2634 } 2424 }
2425 else
2635 return 0; 2426 return 0;
2636 2427
2637 case SCROLL: 2428 case SCROLL:
2638 apply_scroll (op, tmp, 0); 2429 apply_scroll (op, tmp, 0);
2639 return 1; 2430 return 1;
2640 2431
2641 case POTION: 2432 case POTION:
2642 (void) apply_potion (op, tmp); 2433 apply_potion (op, tmp);
2643 return 1; 2434 return 1;
2644 2435
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2436 /* Eneq(@csd.uu.se): Handle apply on containers. */
2437 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2438 case CLOSE_CON:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp->env);
2649 else
2650 (void) apply_container (op, tmp->env); 2439 apply_container (op, tmp->env);
2651 return 1; 2440 return 1;
2652 2441
2653 case CONTAINER: 2442 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2443 apply_container (op, tmp);
2658 return 1; 2444 return 1;
2659 2445
2660 case TREASURE: 2446 case TREASURE:
2661 if (op->type == PLAYER) 2447 if (op->type == PLAYER)
2662 { 2448 {
2663 apply_treasure (op, tmp); 2449 apply_treasure (op, tmp);
2664 return 1; 2450 return 1;
2665 } 2451 }
2666 else 2452 else
2667 {
2668 return 0; 2453 return 0;
2669 }
2670 2454
2671 case WEAPON: 2455 case WEAPON:
2672 case ARMOUR: 2456 case ARMOUR:
2673 case BOOTS: 2457 case BOOTS:
2674 case GLOVES: 2458 case GLOVES:
2687 case LAMP: 2471 case LAMP:
2688 case BUILDER: 2472 case BUILDER:
2689 case SKILL_TOOL: 2473 case SKILL_TOOL:
2690 if (tmp->env != op) 2474 if (tmp->env != op)
2691 return 2; /* not in inventory */ 2475 return 2; /* not in inventory */
2476
2692 (void) apply_special (op, tmp, aflag); 2477 apply_special (op, tmp, aflag);
2693 return 1; 2478 return 1;
2694 2479
2695 case DRINK: 2480 case DRINK:
2696 case FOOD: 2481 case FOOD:
2697 case FLESH: 2482 case FLESH:
2701 case POISON: 2486 case POISON:
2702 apply_poison (op, tmp); 2487 apply_poison (op, tmp);
2703 return 1; 2488 return 1;
2704 2489
2705 case SAVEBED: 2490 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2491 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2492
2716 case ARMOUR_IMPROVER: 2493 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2494 if (op->type == PLAYER)
2718 { 2495 {
2719 apply_armour_improver (op, tmp); 2496 apply_armour_improver (op, tmp);
2720 return 1; 2497 return 1;
2721 } 2498 }
2722 else 2499 else
2723 {
2724 return 0; 2500 return 0;
2725 }
2726 2501
2727 case WEAPON_IMPROVER: 2502 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2503 check_improve_weapon (op, tmp);
2729 return 1; 2504 return 1;
2730 2505
2731 case CLOCK: 2506 case CLOCK:
2732 if (op->type == PLAYER) 2507 if (op->type == PLAYER)
2733 { 2508 {
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2516 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2742 new_draw_info (NDI_UNIQUE, 0, op, buf); 2517 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2518 return 1;
2744 } 2519 }
2745 else 2520 else
2746 {
2747 return 0; 2521 return 0;
2748 }
2749 2522
2750 case MENU: 2523 case MENU:
2751 if (op->type == PLAYER) 2524 if (op->type == PLAYER)
2752 { 2525 {
2753 shop_listing (op); 2526 shop_listing (tmp, op);
2754 return 1; 2527 return 1;
2755 } 2528 }
2756 else 2529 else
2757 {
2758 return 0; 2530 return 0;
2759 }
2760 2531
2761 case POWER_CRYSTAL: 2532 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */ 2533 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1; 2534 return 1;
2764 2535
2767 { 2538 {
2768 apply_lighter (op, tmp); 2539 apply_lighter (op, tmp);
2769 return 1; 2540 return 1;
2770 } 2541 }
2771 else 2542 else
2772 {
2773 return 0; 2543 return 0;
2774 }
2775 2544
2776 case ITEM_TRANSFORMER: 2545 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2546 apply_item_transformer (op, tmp);
2778 return 1; 2547 return 1;
2779 2548
2792int 2561int
2793player_apply (object *pl, object *op, int aflag, int quiet) 2562player_apply (object *pl, object *op, int aflag, int quiet)
2794{ 2563{
2795 int tmp; 2564 int tmp;
2796 2565
2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2566 if (op->env && (pl->move_type & MOVE_FLYING))
2798 { 2567 {
2799 /* player is flying and applying object not in inventory */ 2568 /* player is flying and applying object not in inventory */
2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2569 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 { 2570 {
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2571 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2803 return 0; 2572 return 0;
2804 } 2573 }
2805 }
2806
2807 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2808 * applied.
2809 */
2810 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2811 {
2812 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2813 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2814 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2815 op->destroy ();
2816 return 1;
2817 } 2574 }
2818 2575
2819 pl->contr->last_used = op; 2576 pl->contr->last_used = op;
2820 2577
2821 tmp = manual_apply (pl, op, aflag); 2578 tmp = manual_apply (pl, op, aflag);
2824 if (tmp == 0) 2581 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2582 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2826 else if (tmp == 2) 2583 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2584 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2828 } 2585 }
2586
2829 return tmp; 2587 return tmp;
2830} 2588}
2831 2589
2832/** 2590/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2591 * player_apply_below attempts to apply the object 'below' the player.
2834 * If the player has an open container, we use that for below, otherwise 2592 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2593 * we use the ground.
2836 */ 2594 */
2837
2838void 2595void
2839player_apply_below (object *pl) 2596player_apply_below (object *pl)
2840{ 2597{
2841 object *tmp, *next;
2842 int floors; 2598 int floors = 0;
2843 2599
2844 /* If using a container, set the starting item to be the top 2600 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2601 * item in the container. Otherwise, use the map.
2846 */
2847 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2848
2849 /* This is perhaps more complicated. However, I want to make sure that 2602 * This is perhaps more complicated. However, I want to make sure that
2850 * we don't use a corrupt pointer for the next object, so we get the 2603 * we don't use a corrupt pointer for the next object, so we get the
2851 * next object in the stack before applying. This is can only be a 2604 * next object in the stack before applying. This is can only be a
2852 * problem if player_apply() has a bug in that it uses the object but does 2605 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2606 * not return a proper value.
2854 */ 2607 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2608 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2609 {
2857 next = tmp->below; 2610 next = tmp->below;
2611
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2612 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2613 floors++;
2860 else if (floors > 0) 2614 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2615 return; /* process only floor objects after first floor object */
2862 2616
2882 * to keep the size of apply_special to a more managable size. 2636 * to keep the size of apply_special to a more managable size.
2883 */ 2637 */
2884static int 2638static int
2885unapply_special (object *who, object *op, int aflags) 2639unapply_special (object *who, object *op, int aflags)
2886{ 2640{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2641 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2642 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2643 return RESULT_INT (0);
2889 2644
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2645 CLEAR_FLAG (op, FLAG_APPLIED);
2646
2893 switch (op->type) 2647 switch (op->type)
2894 { 2648 {
2649 case SKILL_TOOL:
2650 // unapplying a skill tool should also unapply the skill it governs
2651 // but this is hard, as it shouldn't do so when the skill can
2652 // be used for other reasons
2653 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2654 if (tmp->skill == op->skill
2655 && tmp->type == SKILL
2656 && tmp->flag [FLAG_APPLIED]
2657 && !tmp->flag [FLAG_CAN_USE_SKILL])
2658 unapply_special (who, tmp, 0);
2659
2660 change_abil (who, op);
2661 break;
2662
2895 case WEAPON: 2663 case WEAPON:
2664 if (player *pl = who->contr)
2665 if (op == pl->combat_ob)
2666 {
2667 pl->combat_ob = 0;
2668 who->change_weapon (pl->ranged_ob);
2669 }
2670
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2671 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2672
2898 (void) change_abil (who, op); 2673 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2674 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2675 break;
2903 2676
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2677 case SKILL:
2906 if (op != who->chosen_skill) 2678 if (who->contr)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 } 2679 {
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible) 2680 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else 2682 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 } 2684 }
2922 } 2685
2923 (void) change_abil (who, op); 2686 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2687 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2688 break;
2927 2689
2928 case ARMOUR: 2690 case ARMOUR:
2929 case HELMET: 2691 case HELMET:
2934 case AMULET: 2696 case AMULET:
2935 case GIRDLE: 2697 case GIRDLE:
2936 case BRACERS: 2698 case BRACERS:
2937 case CLOAK: 2699 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2700 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2701 change_abil (who, op);
2940 break; 2702 break;
2703
2941 case LAMP: 2704 case LAMP:
2705 {
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2706 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2707
2943 tmp2 = arch_to_object (op->other_arch); 2708 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2709 tmp2->x = op->x;
2945 tmp2->y = op->y; 2710 tmp2->y = op->y;
2946 tmp2->map = op->map; 2711 tmp2->map = op->map;
2947 tmp2->below = op->below; 2712 tmp2->below = op->below;
2948 tmp2->above = op->above; 2713 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2714 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2715 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2716
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2717 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2718 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2719
2955 if (who->type == PLAYER) 2720 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2721 esrv_del_item (who->contr, op->count);
2957 2722
2958 op->destroy (); 2723 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2724 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2725 who->update_stats ();
2726
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2727 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2728 {
2963 if (who->type == PLAYER) 2729 if (who->contr)
2964 { 2730 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2731 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2732 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 } 2733 }
2968 } 2734 }
2969 if (who->type == PLAYER) 2735
2736 if (who->contr)
2970 esrv_send_item (who, tmp2); 2737 esrv_send_item (who, tmp2);
2738 }
2739
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2740 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2741
2973 case BOW: 2742 case BOW:
2974 case WAND: 2743 case WAND:
2975 case ROD: 2744 case ROD:
2976 case HORN: 2745 case HORN:
2977 clear_skill (who); 2746 if (player *pl = who->contr)
2747 {
2748 if (op == pl->ranged_ob)
2749 {
2750 pl->ranged_ob = 0;
2751 who->change_weapon (pl->combat_ob);
2752 }
2753
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2754 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2979 if (who->type == PLAYER)
2980 {
2981 who->contr->shoottype = range_none;
2982 } 2755 }
2983 else 2756 else
2984 { 2757 {
2758 who->change_skill (0);
2759
2985 if (op->type == BOW) 2760 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2761 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2762 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2763 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2764 }
2765
2990 break; 2766 break;
2991 2767
2992 case BUILDER: 2768 case BUILDER:
2769 if (who->contr)
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2770 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2994 who->contr->shoottype = range_none;
2995 who->contr->ranges[range_builder] = NULL;
2996 break; 2771 break;
2997 2772
2998 default: 2773 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2774 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000 break; 2775 break;
3001 } 2776 }
3002 2777
3003 fix_player (who); 2778 who->update_stats ();
3004 2779
3005 if (!(aflags & AP_NO_MERGE)) 2780 if (!(aflags & AP_NO_MERGE))
3006 { 2781 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL); 2782 object *tmp = merge_ob (op, 0);
3010 if (who->type == PLAYER) 2783
2784 if (who->contr)
3011 { 2785 {
3012 if (tmp) 2786 if (tmp)
3013 { /* it was merged */ 2787 { /* it was merged */
3014 esrv_del_item (who->contr, op->count); 2788 esrv_del_item (who->contr, op->count);
3015 op = tmp; 2789 op = tmp;
3016 } 2790 }
3017 2791
3018 esrv_send_item (who, op); 2792 esrv_send_item (who, op);
3019 } 2793 }
3020 } 2794 }
2795
3021 return 0; 2796 return 0;
3022} 2797}
3023 2798
3024/** 2799/**
3025 * Returns the object that is using location 'loc'. 2800 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2801 * Note that 'start' is the first object to start examing - we
3027 * then go through the below of this. In this way, you can do 2802 * then go through the below of this. In this way, you can do
3028 * something like: 2803 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2804 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2805 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 2806 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 2807 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 2808 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 2809 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 2810 * invisible other objects that use
3036 * up body locations can be used as restrictions. 2811 * up body locations can be used as restrictions.
3037 */ 2812 */
3038object * 2813static object *
3039get_item_from_body_location (object *start, int loc) 2814get_next_item_from_body_location (int loc, object *start)
3040{ 2815{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 2816 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2817 if (tmp->flag [FLAG_APPLIED]
2818 && tmp->slot[loc].info
2819 && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp; 2820 return tmp;
3049 2821
3050 return NULL; 2822 return 0;
3051} 2823}
3052
3053
3054 2824
3055/** 2825/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 2826 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 2827 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 2828 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 2831 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply 2832 * if aflags is AP_PRINT, we instead print out waht to unapply
3063 * instead of doing it. This is a lot less code than having 2833 * instead of doing it. This is a lot less code than having
3064 * another function that does just that. 2834 * another function that does just that.
3065 */ 2835 */
2836
2837#define CANNOT_REMOVE_CURSED \
2838 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2839 "Praying over an altar, scrolls of remove curse/damnation, " \
2840 "priests or even other players might help.>"
2841
3066int 2842int
3067unapply_for_ob (object *who, object *op, int aflags) 2843unapply_for_ob (object *who, object *op, int aflags)
3068{ 2844{
3069 int i; 2845 if (op->is_range ())
3070 object *tmp = NULL, *last;
3071
3072 /* If we are applying a shield or weapon, unapply any equipped shield
3073 * or weapons first - only allowed to use one weapon/shield at a time.
3074 */
3075 if (op->type == WEAPON || op->type == SHIELD)
3076 {
3077 for (tmp = who->inv; tmp; tmp = tmp->below) 2846 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2847 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3080 {
3081 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2848 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 { 2849 {
3083 if (aflags & AP_PRINT) 2850 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2851 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3085 else 2852 else
3086 unapply_special (who, tmp, aflags); 2853 unapply_special (who, tmp, aflags);
3087 } 2854 }
3088 else 2855 else
3089 { 2856 {
3090 /* In this case, we want to try and remove a cursed item. 2857 /* In this case, we want to try and remove a cursed item.
3091 * While we know it won't work, we want unapply_special to 2858 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 2859 * at least generate the message.
3093 */ 2860 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2861 new_draw_info_format (NDI_UNIQUE, 0, who,
2862 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2863 query_name (tmp));
3095 return 1; 2864 return 1;
3096 }
3097
3098 } 2865 }
3099 }
3100 }
3101 2866
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2867 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 2868 {
3104 /* this used up a slot that we need to free */ 2869 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 2870 if (op->slot[i].info)
3106 { 2871 {
3107 last = who->inv; 2872 object *last = who->inv;
3108 2873
3109 /* We do a while loop - may need to remove several items in order 2874 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 2875 * to free up enough slots.
3111 */ 2876 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 2877 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 2878 {
3114 tmp = get_item_from_body_location (last, i); 2879 object *tmp = get_next_item_from_body_location (i, last);
2880
3115 if (!tmp) 2881 if (!tmp)
3116 { 2882 {
3117#if 0 2883#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 2884 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 2885 * equipped.
3120 */ 2886 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2887 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 2888#endif
3123 return 1; 2889 return 1;
3124 } 2890 }
2891
3125 /* If we are just printing, we don't care about cursed status */ 2892 /* If we are just printing, we don't care about cursed status */
3126 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2893 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 { 2894 {
3128 if (aflags & AP_PRINT) 2895 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2896 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3135 /* Cursed item that we can't unequip - tell the player. 2902 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few, 2903 * Note this could be annoying if this is just one of a few,
3137 * so it may not be critical (eg, putting on a ring and you have 2904 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 2905 * one cursed ring.)
3139 */ 2906 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2907 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3141 } 2908 }
2909
3142 last = tmp->below; 2910 last = tmp->below;
3143 } 2911 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2912 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3145 * return in the !tmp would have kicked in. 2913 * return in the !tmp would have kicked in.
3146 */ 2914 */
3147 } /* if op is using this body location */ 2915 } /* if op is using this body location */
3148 } /* for body lcoations */ 2916 } /* for body lcoations */
2917
3149 return 0; 2918 return 0;
3150} 2919}
3151 2920
3152/** 2921/**
3153 * Checks to see if 'who' can apply object 'op'. 2922 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 2923 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 2924 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 2925 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2926 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3158 * is set, do we really are what the other flags may be?) 2927 * is set, do we really care what the other flags may be?)
3159 * 2928 *
3160 * See include/define.h for detailed description of the meaning of 2929 * See include/define.h for detailed description of the meaning of
3161 * these return values. 2930 * these return values.
3162 */ 2931 */
3163int 2932int
3164can_apply_object (object *who, object *op) 2933can_apply_object (object *who, object *op)
3165{ 2934{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2935 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 2936 return RESULT_INT (0);
3168 2937
3169 int i, retval = 0; 2938 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 2939 object *tmp = 0, *ws = 0;
3171 2940
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2941 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3173 * 2 weapons, but we don't want to let them do that. So if they are
3174 * trying to equip a weapon or shield, see if they already have one
3175 * in place and store that way.
3176 */
3177 if (op->type == WEAPON || op->type == SHIELD)
3178 { 2942 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2943 if (op->slot[i].info)
3180 { 2944 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2945 /* Item uses more slots than we have */
2946 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 2947 {
3183 retval = CAN_APPLY_UNAPPLY;
3184 ws = tmp;
3185 }
3186 }
3187 }
3188
3189
3190 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3191 {
3192 if (op->body_info[i])
3193 {
3194 /* Item uses more slots than we have */
3195 if (FABS (op->body_info[i]) > who->body_info[i])
3196 {
3197 /* Could return now for efficiently - rest of info below isn' 2948 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 2949 * really needed.
3199 */ 2950 */
3200 retval |= CAN_APPLY_NEVER; 2951 retval |= CAN_APPLY_NEVER;
3201 } 2952 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 2953 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 2954 {
3204 /* in this case, equipping this would use more free spots than 2955 /* in this case, equipping this would use more free spots than
3205 * we have. 2956 * we have.
3206 */ 2957 */
3207 object *tmp1;
3208
3209 2958
3210 /* if we have an applied weapon/shield, and unapply it would free 2959 /* if we have an applied weapon/shield, and unapply it would free
3211 * enough slots to equip the new item, then just set this can 2960 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 2961 * apply unapply". We don't care about the logic below - if you have a
3213 * shield equipped and try to equip another shield, there is only 2962 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 2963 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 2964 * does take into the account cases where what is being applied
3216 * may be two handed for example. 2965 * may be two handed for example.
3217 */ 2966 */
3218 if (ws) 2967 if (ws)
3219 { 2968 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3220 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3221 { 2969 {
3222 retval |= CAN_APPLY_UNAPPLY; 2970 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 2971 continue;
3224 } 2972 }
3225 }
3226 2973
3227 tmp1 = get_item_from_body_location (who->inv, i); 2974 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 2975 if (!tmp1)
3229 { 2976 {
3230#if 0 2977#if 0
3231 /* This is sort of an error, but happens a lot when old players 2978 /* This is sort of an error, but happens a lot when old players
3232 * join in with more stuff equipped than they are now allowed. 2979 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 2987 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 2988 * is different than we had found before, it means they need
3242 * to apply multiple objects 2989 * to apply multiple objects
3243 */ 2990 */
3244 retval |= CAN_APPLY_UNAPPLY; 2991 retval |= CAN_APPLY_UNAPPLY;
2992
3245 if (!tmp) 2993 if (!tmp)
3246 tmp = tmp1; 2994 tmp = tmp1;
3247 else if (tmp != tmp1) 2995 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 2996 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 2997
3251 /* This object isn't using up all the slots, so there must 2998 /* This object isn't using up all the slots, so there must
3252 * be another. If so, and it the new item doesn't need all 2999 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 3000 * the slots, the player then has a choice.
3254 */ 3001 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3002 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3003 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3004 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 3005
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 3006 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 3007 * equipped? If not, there must be something else to unapply.
3260 */ 3008 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3009 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 3010 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3011 }
3265 } /* if not enough free slots */ 3012 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3013 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3014 } /* for i -> num_body_locations loop */
3268 3015
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 3020 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 3021 * all use the same location.
3275 */ 3022 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3023 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3026 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3280 3028
3281
3282 if (who->type != PLAYER) 3029 if (who->type != PLAYER)
3283 { 3030 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3031 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION; 3032 retval |= CAN_APPLY_RESTRICTION;
3033
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3034 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3035 retval |= CAN_APPLY_RESTRICTION;
3036
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3037 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3038 retval |= CAN_APPLY_RESTRICTION;
3039
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3040 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3041 retval |= CAN_APPLY_RESTRICTION;
3292 } 3042 }
3043
3293 return retval; 3044 return retval;
3294} 3045}
3295
3296
3297 3046
3298/** 3047/**
3299 * who is the object using the object. It can be a monster. 3048 * who is the object using the object. It can be a monster.
3300 * op is the object they are using. op is an equipment type item, 3049 * op is the object they are using. op is an equipment type item,
3301 * eg, one which you put on and keep on for a while, and not something 3050 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 3059 * AP_UNAPPLY=always unapply).
3311 * 3060 *
3312 * Optional flags: 3061 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 3062 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 3063 * AP_IGNORE_CURSE: unapply cursed items
3064 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 3065 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3066 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3067 *
3318 * apply_special() doesn't check for unpaid items. 3068 * apply_special() doesn't check for unpaid items.
3319 */ 3069 */
3070
3071#define LACK_ITEM_POWER \
3072 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3073
3320int 3074int
3321apply_special (object *who, object *op, int aflags) 3075apply_special (object *who, object *op, int aflags)
3322{ 3076{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3077 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3078 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3079
3327 if (who == NULL) 3080 if (who == NULL)
3328 { 3081 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3082 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3083 return 1;
3340 if (basic_flag == AP_APPLY) 3093 if (basic_flag == AP_APPLY)
3341 return 0; 3094 return 0;
3342 3095
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3096 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 { 3097 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3098 new_draw_info_format (NDI_UNIQUE, 0, who,
3099 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3100 query_name (op));
3346 return 1; 3101 return 1;
3347 } 3102 }
3103
3348 return unapply_special (who, op, aflags); 3104 return unapply_special (who, op, aflags);
3349 } 3105 }
3350 3106
3351 if (basic_flag == AP_UNAPPLY) 3107 if (basic_flag == AP_UNAPPLY)
3352 return 0; 3108 return 0;
3353 3109
3354 i = can_apply_object (who, op); 3110 // if the item is combat/ranged, wield the relevant slot first
3111 // to resolve conflicts.
3112 if (player *pl = who->contr)
3113 switch (op->slottype ())
3114 {
3115 case slot_combat: who->change_weapon (pl->combat_ob); break;
3116 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3117 }
3118
3119 splay (op);
3355 3120
3356 /* Can't just apply this object. Lets see what not and what to do */ 3121 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 3122 if (int i = can_apply_object (who, op))
3358 { 3123 {
3359 if (i & CAN_APPLY_NEVER) 3124 if (i & CAN_APPLY_NEVER)
3360 { 3125 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3126 new_draw_info_format (NDI_UNIQUE, 0, who,
3127 "You don't have the body to use a %s. H<You can never apply this item.>",
3128 query_name (op));
3362 return 1; 3129 return 1;
3363 } 3130 }
3364 else if (i & CAN_APPLY_RESTRICTION) 3131 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3132 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3133 new_draw_info_format (NDI_UNIQUE, 0, who,
3134 "You have a prohibition against using a %s. "
3135 "H<Your belief, profession or class prevents you from applying this item.>",
3136 query_name (op));
3367 return 1; 3137 return 1;
3368 } 3138 }
3139
3369 if (who->type != PLAYER) 3140 if (who->type != PLAYER)
3370 { 3141 {
3371 /* Some error, so don't try to equip something more */ 3142 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3143 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3144 return 1;
3374 } 3145 }
3375 else 3146 else
3376 { 3147 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3148 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3149 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3150 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3380 unapply_for_ob (who, op, AP_PRINT); 3151 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3152 return 1;
3382 } 3153 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3154 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3155 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3156 return 1;
3388 } 3157 }
3389 }
3390 } 3158 }
3159
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3160 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3161 {
3393 skop = find_skill_by_name (who, op->skill); 3162 skop = find_skill_by_name (who, op->skill);
3163
3394 if (!skop) 3164 if (!skop)
3395 { 3165 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3166 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3397 return 1; 3167 return 1;
3398 } 3168 }
3399 else 3169 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3170 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3171 * skill so that the dam and wc get updated
3403 */ 3172 */
3404 change_skill (who, skop, 0); 3173 who->change_skill (skop);
3405 }
3406 }
3407
3408 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3409 { 3174 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3175
3176 if (who->type == PLAYER
3177 && op->item_power
3178 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3179 {
3180 new_draw_info (NDI_UNIQUE, 0, who,
3181 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3411 return 1; 3182 return 1;
3412 } 3183 }
3413
3414 3184
3415 /* Ok. We are now at the state where we can apply the new object. 3185 /* Ok. We are now at the state where we can apply the new object.
3416 * Note that we don't have the checks for can_use_... 3186 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3187 * below - that is already taken care of by can_apply_object.
3418 */ 3188 */
3419
3420
3421 if (op->nrof > 1) 3189 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1); 3190 tmp = get_split_ob (op, op->nrof - 1);
3423 else 3191 else
3424 tmp = NULL; 3192 tmp = 0;
3425 3193
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3194 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 3195 return RESULT_INT (0);
3428 3196
3429 switch (op->type) 3197 switch (op->type)
3430 { 3198 {
3431 case WEAPON: 3199 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3200 if (!check_weapon_power (who, op->last_eat))
3433 { 3201 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3202 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3435 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3203 "It would consume your soul!." LACK_ITEM_POWER);
3204
3436 if (tmp != NULL) 3205 if (tmp)
3437 (void) insert_ob_in_ob (tmp, who); 3206 insert_ob_in_ob (tmp, who);
3207
3438 return 1; 3208 return 1;
3439 } 3209 }
3210
3211 //TODO: this obviously fails for players using a shorter prefix
3212 // i.e. "R" can use Ragnarok's sword.
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3213 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3214 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 3215 /* if the weapon does not have the name as the character, can't use it. */
3443 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3216 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3444 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3217 new_draw_info (NDI_UNIQUE, 0, who,
3218 "The weapon does not recognize you as its owner. "
3219 "H<Its name indicates that it belongs to somebody else.>");
3220
3445 if (tmp != NULL) 3221 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3222 insert_ob_in_ob (tmp, who);
3223
3447 return 1; 3224 return 1;
3448 } 3225 }
3226
3227 if (!skop)
3228 {
3229 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3230 return 1;
3231 }
3232
3449 SET_FLAG (op, FLAG_APPLIED); 3233 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3234 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3235
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3236 if (who->contr)
3237 who->change_weapon (who->contr->combat_ob = op);
3455 3238
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3239 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457 3240
3241 SET_FLAG (who, FLAG_READY_WEAPON);
3458 (void) change_abil (who, op); 3242 change_abil (who, op);
3459 break; 3243 break;
3460 3244
3461 case ARMOUR: 3245 case ARMOUR:
3462 case HELMET: 3246 case HELMET:
3463 case SHIELD: 3247 case SHIELD:
3468 case CLOAK: 3252 case CLOAK:
3469 case RING: 3253 case RING:
3470 case AMULET: 3254 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3255 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3256 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3473 (void) change_abil (who, op); 3257 change_abil (who, op);
3474 break; 3258 break;
3259
3475 case LAMP: 3260 case LAMP:
3476 if (op->stats.food < 1) 3261 if (op->stats.food < 1)
3477 { 3262 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3263 new_draw_info_format (NDI_UNIQUE, 0, who,
3264 "Your %s is out of fuel! "
3265 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3479 return 1; 3266 return 1;
3480 } 3267 }
3268
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3269 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482 tmp2 = arch_to_object (op->other_arch); 3270 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3271 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3272 SET_FLAG (tmp2, FLAG_APPLIED);
3273
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3274 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3275 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3276
3487 insert_ob_in_ob (tmp2, who); 3277 insert_ob_in_ob (tmp2, who);
3488 3278
3489 /* Remove the old lantern */ 3279 /* Remove the old lantern */
3490 if (who->type == PLAYER) 3280 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count); 3281 esrv_del_item (who->contr, op->count);
3492 3282
3493 op->destroy (); 3283 op->destroy ();
3494 3284
3495 /* insert the portion that was split off */ 3285 /* insert the portion that was split off */
3496 if (tmp != NULL) 3286 if (tmp)
3497 { 3287 {
3498 (void) insert_ob_in_ob (tmp, who); 3288 insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3289 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3290 esrv_send_item (who, tmp);
3501 } 3291 }
3502 fix_player (who); 3292
3293 who->update_stats ();
3294
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3295 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3505 if (who->type == PLAYER) 3296 if (who->type == PLAYER)
3506 { 3297 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3298 new_draw_info (NDI_UNIQUE, 0, who,
3299 "Oops, it feels deadly cold! "
3300 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 } 3302 }
3510 } 3303
3511 if (who->type == PLAYER) 3304 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2); 3305 esrv_send_item (who, tmp2);
3306
3513 return 0; 3307 return 0;
3308
3309 case SKILL_TOOL:
3310 // applying a skill tool also readies the skill
3311 SET_FLAG (op, FLAG_APPLIED);
3312
3313 if (!(aflags & AP_NO_READY))
3314 {
3315 skop = find_skill_by_name (who, op->skill);
3316 if (!skop->flag [FLAG_APPLIED])
3317 apply_special (who, skop, AP_APPLY);
3318 }
3514 break; 3319 break;
3515 3320
3516 /* this part is needed for skill-tools */
3517 case SKILL: 3321 case SKILL:
3518 case SKILL_TOOL: 3322 if (player *pl = who->contr)
3519 if (who->chosen_skill)
3520 {
3521 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3522 return 1;
3523 } 3323 {
3524 if (who->type == PLAYER) 3324 if (IS_COMBAT_SKILL (op->subtype))
3525 { 3325 {
3526 who->contr->shoottype = range_skill; 3326 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3527 who->contr->ranges[range_skill] = op; 3327 {
3328 for (object *item = who->inv; item; item = item->below)
3329 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3330 {
3331 if (item->skill == op->skill)
3332 {
3333 who->change_weapon (pl->combat_ob = item);
3334 goto found_weapon;
3335 }
3336 }
3337
3338 new_draw_info_format (NDI_UNIQUE, 0, who,
3339 "You need to apply a '%s' melee weapon before readying this skill. "
3340 "H<Some skills need an item, in this case a melee weapon, to function.>",
3341 &op->skill);
3342 return 1;
3343
3344 found_weapon:;
3345 }
3346 else
3347 who->change_weapon (pl->combat_ob = op);
3348 }
3349 else if (IS_RANGED_SKILL (op->subtype))
3350 {
3351 if (skill_flags [op->subtype] & SF_NEED_BOW)
3352 {
3353 for (object *item = who->inv; item; item = item->below)
3354 if (item->type == BOW && item->flag [FLAG_APPLIED])
3355 {
3356 //TODO: bows should/must all have skill missile weapon right now
3357 who->change_weapon (pl->ranged_ob = item);
3358 goto found_bow;
3359 }
3360
3361 new_draw_info (NDI_UNIQUE, 0, who,
3362 "You need to apply a missile weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a missile weapon, to function.>");
3364 return 1;
3365
3366 found_bow:;
3367 }
3368 else
3369 who->change_weapon (pl->ranged_ob = op);
3370 }
3371
3528 if (!op->invisible) 3372 if (!op->invisible)
3529 { 3373 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3374 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3531 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3532 } 3376 }
3533 else 3377 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3378 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3536 } 3379 }
3380 else
3537 } 3381 {
3538 SET_FLAG (op, FLAG_APPLIED); 3382 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3383 change_abil (who, op);
3540 who->chosen_skill = op; 3384 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3385 SET_FLAG (who, FLAG_READY_SKILL);
3386 }
3387
3542 break; 3388 break;
3543 3389
3544 case BOW: 3390 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3391 if (!check_weapon_power (who, op->last_eat))
3546 { 3392 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3393 new_draw_info (NDI_UNIQUE, 0, who,
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3394 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3395
3549 if (tmp != NULL) 3396 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3397 insert_ob_in_ob (tmp, who);
3398
3551 return 1; 3399 return 1;
3552 } 3400 }
3401
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3402 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 { 3403 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3404 new_draw_info (NDI_UNIQUE, 0, who,
3405 "The weapon does not recognize you as its owner. "
3406 "H<Its name indicates that it belongs to somebody else.>");
3556 if (tmp != NULL) 3407 if (tmp)
3557 (void) insert_ob_in_ob (tmp, who); 3408 insert_ob_in_ob (tmp, who);
3409
3558 return 1; 3410 return 1;
3559 } 3411 }
3412
3560 /*FALLTHROUGH*/ case WAND: 3413 /*FALLTHROUGH*/
3414 case WAND:
3561 case ROD: 3415 case ROD:
3562 case HORN: 3416 case HORN:
3563 /* check for skill, alter player status */ 3417 /* check for skill, alter player status */
3418
3419 if (!skop)
3420 {
3421 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3422 return 1;
3423 }
3424
3564 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3426 who->change_skill (skop);
3427
3428 if (who->contr)
3429 {
3430 who->contr->ranged_ob = op;
3431
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3433
3569 if (who->type == PLAYER)
3570 {
3571 if (op->type == BOW) 3434 if (op->type == BOW)
3572 { 3435 {
3436 who->current_weapon = op;
3573 (void) change_abil (who, op); 3437 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who, 3438 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3439 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3576 who->contr->shoottype = range_bow;
3577 }
3578 else
3579 {
3580 who->contr->shoottype = range_misc;
3581 } 3440 }
3582 } 3441 }
3583 else 3442 else
3584 { 3443 {
3585 if (op->type == BOW) 3444 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3445 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3446 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3447 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3448 }
3449
3590 break; 3450 break;
3591 3451
3592 case BUILDER: 3452 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3453 if (who->type == PLAYER)
3454 {
3455 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3456 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3457 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3458
3596 who->contr->ranges[range_builder] = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3459 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3460
3461 who->contr->ranged_ob = op;
3462 }
3598 break; 3463 break;
3599 3464
3600 default: 3465 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3602 } /* end of switch op->type */ 3467 } /* end of switch op->type */
3603 3468
3604 SET_FLAG (op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3605 3470
3606 if (tmp != NULL) 3471 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3472 tmp = insert_ob_in_ob (tmp, who);
3608 3473
3609 fix_player (who); 3474 who->update_stats ();
3610 3475
3611 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3478 * you don't know anything about them.
3614 */ 3479 */
3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3480 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 3481 SET_FLAG (op, FLAG_BEEN_APPLIED);
3617 3482
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3620 if (who->type == PLAYER) 3484 if (who->type == PLAYER)
3621 { 3485 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3486 new_draw_info (NDI_UNIQUE, 0, who,
3487 "Oops, it feels deadly cold! "
3488 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3489 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3490 }
3625 } 3491
3626 if (who->type == PLAYER) 3492 if (who->type == PLAYER)
3627 { 3493 {
3628 /* if multiple objects were applied, update both slots */ 3494 /* if multiple objects were applied, update both slots */
3629 if (tmp) 3495 if (tmp)
3630 esrv_send_item (who, tmp); 3496 esrv_send_item (who, tmp);
3497
3631 esrv_send_item (who, op); 3498 esrv_send_item (who, op);
3632 } 3499 }
3500
3633 return 0; 3501 return 0;
3634} 3502}
3635
3636 3503
3637int 3504int
3638monster_apply_special (object *who, object *op, int aflags) 3505monster_apply_special (object *who, object *op, int aflags)
3639{ 3506{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3507 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1; 3508 return 1;
3509
3642 return apply_special (who, op, aflags); 3510 return apply_special (who, op, aflags);
3643} 3511}
3644 3512
3645/** 3513/**
3646 * Map was just loaded, handle op's initialisation. 3514 * Map was just loaded, handle op's initialisation.
3684 3552
3685 case TREASURE: 3553 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3554 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3555 return 0;
3688 3556
3689 while ((op->stats.hp--) > 0) 3557 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3558 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3691 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3559 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3560
3693 /* If we generated an object and put it in this object inventory, 3561 /* If we generated an object and put it in this object inventory,
3694 * move it to the parent object as the current object is about 3562 * move it to the parent object as the current object is about
3711 } 3579 }
3712 return tmp ? 1 : 0; 3580 return tmp ? 1 : 0;
3713} 3581}
3714 3582
3715/** 3583/**
3716 * fix_auto_apply goes through the entire map (only the first time 3584 * fix_auto_apply goes through the entire map every time a map
3717 * when an original map is loaded) and performs special actions for 3585 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3586 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3587 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3588 */
3721void 3589void
3722fix_auto_apply (maptile *m) 3590maptile::fix_auto_apply ()
3723{ 3591{
3724 object *tmp, *above = NULL; 3592 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3593 return;
3729 3594
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3595 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3596 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3597 {
3734 above = tmp->above; 3598 object *above = tmp->above;
3735 3599
3736 if (tmp->inv) 3600 if (tmp->inv)
3737 { 3601 {
3738 object *invtmp, *invnext; 3602 object *invtmp, *invnext;
3739 3603
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3604 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3605 {
3742 invnext = invtmp->below; 3606 invnext = invtmp->below;
3743 3607
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3608 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3609 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3610 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3611 {
3748 while ((invtmp->stats.hp--) > 0) 3612 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3613 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3614
3751 invtmp->randomitems = NULL; 3615 invtmp->randomitems = NULL;
3752 } 3616 }
3753 else if (invtmp && invtmp->arch 3617 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3618 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3619 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3620 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3621 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3622 * treasure again for this object
3759 */ 3623 */
3760 invtmp->randomitems = NULL; 3624 invtmp->randomitems = NULL;
3761 } 3625 }
3762 } 3626 }
3763 /* This is really temporary - the code at the bottom will 3627 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3628 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3629 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3630 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3631 * MSW 2004-05-13
3768 * 3632 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3633 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3634 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3635 * Ryo 2004-08-16
3772 */ 3636 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3637 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3774 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3638 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3775 tmp->randomitems = NULL;
3776
3777 }
3778
3779 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3780 auto_apply (tmp);
3781 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3782 {
3783 while ((tmp->stats.hp--) > 0)
3784 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3785 tmp->randomitems = NULL; 3639 tmp->randomitems = NULL;
3640
3786 } 3641 }
3642
3643 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3644 auto_apply (tmp);
3645 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3646 {
3647 while ((tmp->stats.hp--) > 0)
3648 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3649 tmp->randomitems = NULL;
3650 }
3787 else if (tmp->type == TIMED_GATE) 3651 else if (tmp->type == TIMED_GATE)
3788 { 3652 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3653 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3654
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3655 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3656 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3657 }
3797 /* This function can be called everytime a map is loaded, even when 3658 /* This function can be called everytime a map is loaded, even when
3798 * swapping back in. As such, we don't want to create the treasure 3659 * swapping back in. As such, we don't want to create the treasure
3799 * over and ove again, so after we generate the treasure, blank out 3660 * over and ove again, so after we generate the treasure, blank out
3800 * randomitems so if it is swapped in again, it won't make anything. 3661 * randomitems so if it is swapped in again, it won't make anything.
3801 * This is a problem for the above objects, because they have counters 3662 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3663 * which say how many times to make the treasure.
3803 */ 3664 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3665 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3666 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3667 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3668 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3669 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3670 tmp->randomitems = NULL;
3810 } 3671 }
3672
3673 // close all containers
3674 else if (tmp->type == CONTAINER)
3675 tmp->flag [FLAG_APPLIED] = 0;
3676
3677 tmp = above;
3811 } 3678 }
3812 3679
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3680 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3681 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3815 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3816 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3682 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3683 check_trigger (tmp, tmp->above);
3818} 3684}
3819 3685
3820/** 3686/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3687 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3688 * This used to call cast_change_attr(), but
3823 * that doesn't work with the new spell code. Since we know what 3689 * that doesn't work with the new spell code. Since we know what
3824 * the food changes, just grab a force and use that instead. 3690 * the food changes, just grab a force and use that instead.
3825 */ 3691 */
3826
3827void 3692void
3828eat_special_food (object *who, object *food) 3693eat_special_food (object *who, object *food)
3829{ 3694{
3830 object *force; 3695 object *force;
3831 int i, did_one = 0; 3696 int i, did_one = 0;
3832 sint8 k;
3833 3697
3834 force = get_archetype (FORCE_NAME); 3698 force = get_archetype (FORCE_NAME);
3835 3699
3836 for (i = 0; i < NUM_STATS; i++) 3700 for (i = 0; i < NUM_STATS; i++)
3837 { 3701 if (sint8 k = food->stats.stat (i))
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 { 3702 {
3841 set_attr_value (&force->stats, i, k); 3703 force->stats.stat (i) = k;
3842 did_one = 1; 3704 did_one = 1;
3843 } 3705 }
3844 }
3845 3706
3846 /* check if we can protect the eater */ 3707 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++) 3708 for (i = 0; i < NROFATTACKS; i++)
3848 { 3709 {
3849 if (food->resist[i] > 0) 3710 if (food->resist[i] > 0)
3850 { 3711 {
3851 force->resist[i] = food->resist[i] / 2; 3712 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3713 did_one = 1;
3853 } 3714 }
3854 } 3715 }
3716
3855 if (did_one) 3717 if (did_one)
3856 { 3718 {
3857 force->speed = 0.1; 3719 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3720 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3721 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3722 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3723 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3724 insert_ob_in_ob (force, who);
3865 } 3725 }
3866 else 3726 else
3869 /* check for hp, sp change */ 3729 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3730 if (food->stats.hp != 0)
3871 { 3731 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3732 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3733 {
3874 strcpy (who->contr->killer, food->name); 3734 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3735 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3736 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3737 }
3878 else 3738 else
3879 { 3739 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3758 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3759 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3760 /* place limit on max sp from food? */
3901 } 3761 }
3902 } 3762 }
3903 fix_player (who); 3763 who->update_stats ();
3904} 3764}
3905
3906 3765
3907/** 3766/**
3908 * Designed primarily to light torches/lanterns/etc. 3767 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3768 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3769 * the selected object to "burn". -b.t.
3911 */ 3770 */
3912
3913void 3771void
3914apply_lighter (object *who, object *lighter) 3772apply_lighter (object *who, object *lighter)
3915{ 3773{
3916 object *item; 3774 object *item;
3917 int is_player_env = 0; 3775 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3776
3920 item = find_marked_object (who); 3777 item = find_marked_object (who);
3921 if (item) 3778 if (item)
3922 { 3779 {
3923 if (lighter->last_eat && lighter->stats.food) 3780 if (lighter->last_eat && lighter->stats.food)
3941 else if (lighter->last_eat) 3798 else if (lighter->last_eat)
3942 { /* no charges left in lighter */ 3799 { /* no charges left in lighter */
3943 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3800 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3944 return; 3801 return;
3945 } 3802 }
3803
3946 /* Perhaps we should split what we are trying to light on fire? 3804 /* Perhaps we should split what we are trying to light on fire?
3947 * I can't see many times when you would want to light multiple 3805 * I can't see many times when you would want to light multiple
3948 * objects at once. 3806 * objects at once.
3949 */ 3807 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3808
3951 * name object, so make a copy so the message we print out makes
3952 * some sense.
3953 */
3954 strcpy (item_name, item->name);
3955 if (who == is_player_inv (item)) 3809 if (who == item->in_player ())
3956 is_player_env = 1; 3810 is_player_env = 1;
3957 3811
3958 save_throw_object (item, AT_FIRE, who); 3812 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3813
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3814 if (item->destroyed ())
3963 { 3815 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3816 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3965 /* Need to update the player so that the players glow radius 3817 /* Need to update the player so that the players glow radius
3966 * gets changed. 3818 * gets changed.
3967 */ 3819 */
3968 if (is_player_env) 3820 if (is_player_env)
3969 fix_player (who); 3821 who->update_stats ();
3970 } 3822 }
3971 else 3823 else
3972 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3824 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 } 3825 }
3974 else /* nothing to light */ 3826 else /* nothing to light */
3988 3840
3989 if (failure <= -1 && failure > -15) 3841 if (failure <= -1 && failure > -15)
3990 { /* wonder */ 3842 { /* wonder */
3991 object *tmp; 3843 object *tmp;
3992 3844
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3845 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3994 tmp = get_archetype (SPELL_WONDER); 3846 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp); 3847 cast_wonder (op, op, 0, tmp);
3996 tmp->destroy (); 3848 tmp->destroy ();
3997 } 3849 }
3998 else if (failure <= -15 && failure > -35) 3850 else if (failure <= -15 && failure > -35)
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3871 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4020 blind_player (op, op, power); 3872 blind_player (op, op, power);
4021 } 3873 }
4022 else if (failure <= -80) 3874 else if (failure <= -80)
4023 { /* blast the immediate area */ 3875 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3876 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3877 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3878 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4029 tmp->destroy (); 3879 tmp->destroy ();
4030 } 3880 }
4031 } 3881 }
4032} 3882}
4033 3883
4053 */ 3903 */
4054 int i, j; 3904 int i, j;
4055 3905
4056 for (i = 0; i < NUM_STATS; i++) 3906 for (i = 0; i < NUM_STATS; i++)
4057 { 3907 {
4058 sint8 stat = get_attr_value (stats, i); 3908 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3909 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3910
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3911 if (stat > 20 + race_bonus)
4063 { 3912 {
4064 excess_stat++; 3913 excess_stat++;
4065 stat = 20 + race_bonus; 3914 stat = 20 + race_bonus;
4066 } 3915 }
4067 set_attr_value (stats, i, stat); 3916
3917 stats->stat (i) = stat;
4068 } 3918 }
4069 3919
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3920 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3921 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3922 int i = rndm (0, 6);
4073 int stat = get_attr_value (stats, i);
4074 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4075 3923
4076 if (i == CHA) 3924 if (i == CHA)
4077 continue; /* exclude cha from this */ 3925 continue; /* exclude cha from this */
3926
3927 int stat = stats->stat (i);
3928 int race_bonus = pl->arch->stats.stat (i);
4078 if (stat < 20 + race_bonus) 3929 if (stat < 20 + race_bonus)
4079 { 3930 {
4080 change_attr_value (stats, i, 1); 3931 change_attr_value (stats, i, 1);
4081 excess_stat--; 3932 excess_stat--;
4082 } 3933 }
4085 /* insert the randomitems from the change's treasurelist into 3936 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 3937 * the player ref: player.c
4087 */ 3938 */
4088 if (change->randomitems != NULL) 3939 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems); 3940 give_initial_items (pl, change->randomitems);
4090
4091 3941
4092 /* set up the face, for some races. */ 3942 /* set up the face, for some races. */
4093 3943
4094 /* first, look for the force object banning 3944 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 3945 * changing the face. Certain races never change face with class.
4140 char got[MAX_BUF]; 3990 char got[MAX_BUF];
4141 int len; 3991 int len;
4142 3992
4143 if (!pl || !transformer) 3993 if (!pl || !transformer)
4144 return; 3994 return;
3995
4145 marked = find_marked_object (pl); 3996 marked = find_marked_object (pl);
3997
4146 if (!marked) 3998 if (!marked)
4147 { 3999 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4000 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4149 return; 4001 return;
4150 } 4002 }
4003
4151 if (!marked->slaying) 4004 if (!marked->slaying)
4152 { 4005 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4006 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4154 return; 4007 return;
4155 } 4008 }
4009
4156 /* check whether they are compatible or not */ 4010 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 4011 find = strstr (marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4012 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 4013 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4014 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4161 return; 4015 return;
4162 } 4016 }
4017
4163 find += strlen (transformer->arch->name) + 1; 4018 find += strlen (transformer->arch->archname) + 1;
4164 /* Item can be used, now find how many and what it yields */ 4019 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find))) 4020 if (isdigit (*(find)))
4166 { 4021 {
4167 yield = atoi (find); 4022 yield = atoi (find);
4168 if (yield < 1) 4023 if (yield < 1)
4176 4031
4177 while (isdigit (*find)) 4032 while (isdigit (*find))
4178 find++; 4033 find++;
4179 while (*find == ' ') 4034 while (*find == ' ')
4180 find++; 4035 find++;
4036
4181 memset (got, 0, MAX_BUF); 4037 memset (got, 0, MAX_BUF);
4038
4182 if ((separator = strchr (find, ';')) != NULL) 4039 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find; 4040 len = separator - find;
4185 }
4186 else 4041 else
4187 {
4188 len = strlen (find); 4042 len = strlen (find);
4189 } 4043
4190 if (len > MAX_BUF - 1) 4044 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1; 4045 len = MAX_BUF - 1;
4046
4192 strcpy (got, find); 4047 strcpy (got, find);
4193 got[len] = '\0'; 4048 got[len] = '\0';
4194 4049
4195 /* Now create new item, remove used ones when required. */ 4050 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got); 4051 new_item = get_archetype (got);
4204 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4059 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4205 insert_ob_in_ob (new_item, pl); 4060 insert_ob_in_ob (new_item, pl);
4206 esrv_send_inventory (pl, pl); 4061 esrv_send_inventory (pl, pl);
4207 /* Eat up one item */ 4062 /* Eat up one item */
4208 decrease_ob_nr (marked, 1); 4063 decrease_ob_nr (marked, 1);
4064
4209 /* Eat one transformer if needed */ 4065 /* Eat one transformer if needed */
4210 if (transformer->stats.food) 4066 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0) 4067 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1); 4068 decrease_ob_nr (transformer, 1);
4213} 4069}

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