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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 1.121 by root, Tue Jul 31 19:23:31 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.
161 157
162/** 158/**
163 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
164 * matching item. 160 * matching item.
165 **/ 161 **/
166static void 162void
167handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
168{ 164{
169 const char *yield; 165 const char *yield;
170 166
171 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
195apply_potion (object *op, object *tmp) 191apply_potion (object *op, object *tmp)
196{ 192{
197 int got_one = 0, i; 193 int got_one = 0, i;
198 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
199 195
200 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
201 197
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 199 {
204 if (op->type == PLAYER) 200 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 201 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
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 */
597
598int 596int
599prepare_weapon (object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
600{ 598{
601 int sacrifice_count, i; 599 int sacrifice_count, i;
602 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
604 if (weapon->level != 0) 602 if (weapon->level != 0)
605 { 603 {
606 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
607 return 0; 605 return 0;
608 } 606 }
607
609 for (i = 0; i < NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
610 if (weapon->resist[i]) 609 if (weapon->resist[i])
611 break; 610 break;
612 611
613 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
619 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
620 { 619 {
621 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
622 return 0; 621 return 0;
623 } 622 }
623
624 sacrifice_count = check_sacrifice (op, improver); 624 sacrifice_count = check_sacrifice (op, improver);
625 if (sacrifice_count <= 0) 625 if (sacrifice_count <= 0)
626 return 0; 626 return 0;
627
627 weapon->level = isqrt (sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
628 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
629 eat_item (op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
630 631
631 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
764{ 765{
765 object *otmp; 766 object *otmp;
766 767
767 if (op->type != PLAYER) 768 if (op->type != PLAYER)
768 return 0; 769 return 0;
770
769 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 771 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
770 { 772 {
771 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 773 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
772 return 0; 774 return 0;
773 } 775 }
776
774 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
775 if (!otmp) 778 if (!otmp)
776 { 779 {
777 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 780 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
778 return 0; 781 return 0;
779 } 782 }
783
780 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 785 {
782 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 786 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
783 return 0; 787 return 0;
784 } 788 }
789
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
788 return 1; 793 return 1;
789} 794}
850 { 855 {
851 base = base - (base * settings.armor_speed_improvement) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
852 pow++; 857 pow++;
853 } 858 }
854 859
855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
856 } 861 }
857 else 862 else
858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
859 864
860 if (!settings.armor_weight_linear) 865 if (!settings.armor_weight_linear)
861 { 866 {
862 int base = 100; 867 int base = 100;
863 int pow = 0; 868 int pow = 0;
866 { 871 {
867 base = base - (base * settings.armor_weight_reduction) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
868 pow++; 873 pow++;
869 } 874 }
870 875
871 armour->weight = (armour->arch->clone.weight * base) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
872 } 877 }
873 else 878 else
874 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
875 880
876 if (armour->weight <= 0) 881 if (armour->weight <= 0)
877 { 882 {
878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
879 armour->weight = 1; 884 armour->weight = 1;
880 } 885 }
881 886
882 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
883 888
884 if (op->type == PLAYER) 889 if (op->type == PLAYER)
885 { 890 {
886 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 893 op->update_stats ();
889 } 894 }
890 decrease_ob (improver); 895 decrease_ob (improver);
891 if (tmp) 896 if (tmp)
892 { 897 {
893 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
894 esrv_send_item (op, tmp); 899 esrv_send_item (op, tmp);
895 } 900 }
896 return 1; 901 return 1;
897} 902}
898
899 903
900/* 904/*
901 * convert_item() returns 1 if anything was converted, 0 if the item was not 905 * convert_item() returns 1 if anything was converted, 0 if the item was not
902 * what the converter wants, -1 if the converter is broken. 906 * what the converter wants, -1 if the converter is broken.
903 */ 907 */
919 923
920 /* We make some assumptions - we assume if it takes money as it type, 924 /* We make some assumptions - we assume if it takes money as it type,
921 * it wants some amount. We don't make change (ie, if something costs 925 * it wants some amount. We don't make change (ie, if something costs
922 * 3 gp and player drops a platinum, tough luck) 926 * 3 gp and player drops a platinum, tough luck)
923 */ 927 */
924 if (!strcmp (CONV_FROM (converter), "money")) 928 if (CONV_FROM (converter) == shstr_money)
925 { 929 {
926 int cost;
927
928 if (item->type != MONEY) 930 if (item->type != MONEY)
929 return 0; 931 return 0;
930 932
931 nr = (item->nrof * item->value) / CONV_NEED (converter); 933 nr = (item->nrof * item->value) / CONV_NEED (converter);
932 if (!nr) 934 if (!nr)
933 return 0; 935 return 0;
936
937 converter->play_sound (sound_find ("shop_buy"));
938
934 cost = nr * CONV_NEED (converter) / item->value; 939 int cost = nr * CONV_NEED (converter) / item->value;
935 /* take into account rounding errors */ 940 /* take into account rounding errors */
936 if (nr * CONV_NEED (converter) % item->value) 941 if (nr * CONV_NEED (converter) % item->value)
937 cost++; 942 cost++;
943
938 decrease_ob_nr (item, cost); 944 decrease_ob_nr (item, cost);
939 945
940 price_in = cost * item->value; 946 price_in = cost * item->value;
941 } 947 }
942 else 948 else
943 { 949 {
944 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 950 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
945 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 951 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
946 return 0; 952 return 0;
953
954 converter->play_sound (sound_find ("convert_item"));
947 955
948 if (CONV_NEED (converter)) 956 if (CONV_NEED (converter))
949 { 957 {
950 nr = item->nrof / CONV_NEED (converter); 958 nr = item->nrof / CONV_NEED (converter);
951 decrease_ob_nr (item, nr * CONV_NEED (converter)); 959 decrease_ob_nr (item, nr * CONV_NEED (converter));
956 price_in = item->value; 964 price_in = item->value;
957 item->destroy (); 965 item->destroy ();
958 } 966 }
959 } 967 }
960 968
961 if (converter->inv != NULL) 969 if (converter->inv)
962 { 970 {
963 object *ob; 971 object *ob;
964 int i; 972 int i;
965 object *ob_to_copy; 973 object *ob_to_copy;
966 974
967 /* select random object from inventory to copy */ 975 /* select random object from inventory to copy */
968 ob_to_copy = converter->inv; 976 ob_to_copy = converter->inv;
969 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) 977 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
970 {
971 if (rndm (0, i) == 0) 978 if (rndm (0, i) == 0)
972 {
973 ob_to_copy = ob; 979 ob_to_copy = ob;
974 } 980
975 }
976 item = object_create_clone (ob_to_copy); 981 item = object_create_clone (ob_to_copy);
977 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE); 982 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
978 unflag_inv (item, FLAG_IS_A_TEMPLATE); 983 unflag_inv (item, FLAG_IS_A_TEMPLATE);
979 } 984 }
980 else 985 else
981 { 986 {
982 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
983 { 988 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 991 return -1;
987 } 992 }
988 993
989 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
991 } 996 }
992 997
993 if (CONV_NR (converter)) 998 if (CONV_NR (converter))
994 item->nrof = CONV_NR (converter); 999 item->nrof = CONV_NR (converter);
1000
995 if (nr) 1001 if (nr)
996 item->nrof *= nr; 1002 item->nrof *= nr;
1003
997 if (is_in_shop (converter)) 1004 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1005 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1006 else if (price_in < item->nrof * item->value)
1000 { 1007 {
1001 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1008 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); 1009 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1003
1004 /** 1010 /**
1005 * elmex: we are going to let the game continue, as the mapcreator 1011 * elmex: we are going to let the game continue, as the mapcreator
1006 * propably had something in mind when doing this 1012 * hopefully had something in mind when doing this.
1007 */ 1013 */
1008 } 1014 }
1015
1016 SET_FLAG (item, FLAG_IDENTIFIED);
1009 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1010 return 1; 1018 return 1;
1011} 1019}
1012 1020
1013/** 1021/**
1014 * Handle apply on containers. 1022 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1023 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1025 * added the alchemical cauldron to the code -b.t.
1018 */ 1026 */
1019
1020int 1027int
1021apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
1022{ 1029{
1023 char buf[MAX_BUF]; 1030 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1031 return 0; /* This might change */
1028 1032
1029 if (sack == NULL || sack->type != CONTAINER) 1033 if (!sack || sack->type != CONTAINER)
1030 { 1034 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1035 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1036 return 0;
1033 } 1037 }
1034 1038
1035 op->contr->last_used = 0; 1039 op->contr->last_used = 0;
1036 1040
1037 if (sack->env != op) 1041 if (sack->env && sack->env != op)
1042 {
1043 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1044 return 1;
1038 { 1045 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1046
1047 // already applied == open on ground, or open in inv, or active in inv
1048 if (sack->flag [FLAG_APPLIED])
1049 {
1050 if (op->container == sack)
1040 { 1051 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1052 // open on ground or inv, so close
1053 op->close_container ();
1042 return 1; 1054 return 1;
1043 } 1055 }
1044 1056 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 { 1057 {
1051 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1058 // 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)); 1059 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1056 return 1; 1060 return 1;
1057 }
1058 }
1059 }
1060 if (QUERY_FLAG (sack, FLAG_APPLIED))
1061 { 1061 }
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 1062
1082 if (tmp && tmp->type == CLOSE_CON) 1063 // fall through to opening it (active in inv)
1083 tmp->destroy ();
1084 }
1085 }
1086 }
1087
1088 if (QUERY_FLAG (sack, FLAG_APPLIED))
1089 { 1064 }
1065 else if (sack->env)
1066 {
1067 // it is in our env, so activate it, do not open yet
1090 if (op->container) 1068 op->close_container ();
1091 { 1069 sack->flag [FLAG_APPLIED] = 1;
1092 if (op->container != sack) 1070 esrv_update_item (UPD_FLAGS, op, sack);
1093 { 1071 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1094 tmp = op->container; 1072 return 1;
1095 apply_container (op, tmp); 1073 }
1096 sprintf (buf, "You close %s and open ", query_name (tmp)); 1074
1097 op->container = sack; 1075 // it's locked?
1098 strcat (buf, query_name (sack)); 1076 if (sack->slaying)
1099 strcat (buf, "."); 1077 {
1100 } 1078 if (object *tmp = find_key (op, op, sack))
1101 else 1079 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 1080 else
1109 { 1081 {
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)); 1082 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; 1083 return 1;
1146 } 1084 }
1147 }
1148 } 1085 }
1149 1086
1150 new_draw_info (NDI_UNIQUE, 0, op, buf); 1087 op->open_container (sack);
1151
1152 if (op->contr)
1153 op->contr->socket->floorbox_update ();
1154 1088
1155 return 1; 1089 return 1;
1156} 1090}
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 1091
1283/** 1092/**
1284 * Handles dropping things on altar. 1093 * Handles dropping things on altar.
1285 * Returns true if sacrifice was accepted. 1094 * Returns true if sacrifice was accepted.
1286 */ 1095 */
1333 double opinion; 1142 double opinion;
1334 object *tmp, *next; 1143 object *tmp, *next;
1335 1144
1336 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1337 1146
1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1338 if (op->type != PLAYER) 1158 if (op->type != PLAYER)
1339 { 1159 {
1340 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1341 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1342 * the shop. 1162 * the shop.
1368 /* unpaid objects, or non living objects, can't transfer by 1188 /* unpaid objects, or non living objects, can't transfer by
1369 * shop mats. Instead, put it on a nearby space. 1189 * shop mats. Instead, put it on a nearby space.
1370 */ 1190 */
1371 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1372 { 1192 {
1373
1374 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1375 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1376 1195
1377 if (i != -1) 1196 if (i != -1)
1378 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat); 1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1386 } 1205 }
1387 else if (can_pay (op) && get_payment (op)) 1206 else if (can_pay (op) && get_payment (op))
1388 { 1207 {
1389 /* this is only used for players */ 1208 /* this is only used for players */
1390 rv = teleport (shop_mat, SHOP_MAT, op); 1209 rv = teleport (shop_mat, SHOP_MAT, op);
1210
1211 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op))
1214 op->contr->play_sound (sound_find ("shop_enter"));
1215 else
1216 op->contr->play_sound (sound_find ("shop_leave"));
1391 1217
1392 if (shop_mat->msg) 1218 if (shop_mat->msg)
1393 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1219 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1394 /* This check below is a bit simplistic - generally it should be correct, 1220 /* This check below is a bit simplistic - generally it should be correct,
1395 * but there is never a guarantee that the bottom space on the map is 1221 * but there is never a guarantee that the bottom space on the map is
1410 } 1236 }
1411 } 1237 }
1412 else 1238 else
1413 { 1239 {
1414 /* if we get here, a player tried to leave a shop but was not able 1240 /* if we get here, a player tried to leave a shop but was not able
1415 * to afford the items he has. We try to move the player so that 1241 * to afford the items he has. We try to move the player so that
1416 * they are not on the mat anymore 1242 * they are not on the mat anymore
1417 */ 1243 */
1418 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1244 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1419 1245
1420 if (i == -1) 1246 if (i == -1)
1421 {
1422 LOG (llevError, "Internal shop-mat problem.\n"); 1247 LOG (llevError, "Internal shop-mat problem.\n");
1423 }
1424 else 1248 else
1425 { 1249 {
1426 op->remove (); 1250 op->remove ();
1427 op->x += freearr_x[i]; 1251 op->x += freearr_x[i];
1428 op->y += freearr_y[i]; 1252 op->y += freearr_y[i];
1439 */ 1263 */
1440static void 1264static void
1441apply_sign (object *op, object *sign, int autoapply) 1265apply_sign (object *op, object *sign, int autoapply)
1442{ 1266{
1443 readable_message_type *msgType; 1267 readable_message_type *msgType;
1444 char newbuf[HUGE_BUF];
1445 1268
1446 if (sign->msg == NULL) 1269 if (sign->msg == NULL)
1447 { 1270 {
1448 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1271 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1449 return; 1272 return;
1453 { 1276 {
1454 if (sign->last_eat >= sign->stats.food) 1277 if (sign->last_eat >= sign->stats.food)
1455 { 1278 {
1456 if (!sign->move_on) 1279 if (!sign->move_on)
1457 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1280 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1281
1458 return; 1282 return;
1459 } 1283 }
1460 1284
1461 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1285 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1462 sign->last_eat++; 1286 sign->last_eat++;
1470 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1294 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1471 { 1295 {
1472 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1296 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1473 return; 1297 return;
1474 } 1298 }
1299
1300 if (op->contr)
1301 if (client *ns = op->contr->ns)
1302 {
1303 ns->play_sound (sign->sound);
1475 msgType = get_readable_message_type (sign); 1304 msgType = get_readable_message_type (sign);
1305
1306 if (ns->can_msg)
1307 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1308 else
1309 {
1310 char newbuf[HUGE_BUF];
1476 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1311 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); 1312 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1313 }
1314 }
1478} 1315}
1479 1316
1480/** 1317/**
1481 * 'victim' moves onto 'trap' 1318 * 'victim' moves onto 'trap'
1482 * 'victim' leaves 'trap' 1319 * 'victim' leaves 'trap'
1505 * proper. This code was causing needless crashes. 1342 * proper. This code was causing needless crashes.
1506 */ 1343 */
1507 if (recursion_depth >= 500) 1344 if (recursion_depth >= 500)
1508 { 1345 {
1509 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1346 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); 1347 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1511 return; 1348 return;
1512 } 1349 }
1350
1513 recursion_depth++; 1351 recursion_depth++;
1514 if (trap->head) 1352 if (trap->head)
1515 trap = trap->head; 1353 trap = trap->head;
1516 1354
1517 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1355 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1532 1370
1533 /* Just put in some sanity check. I think there is a bug in the 1371 /* 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 1372 * above with some objects have zero speed, and thus the player
1535 * getting permanently paralyzed. 1373 * getting permanently paralyzed.
1536 */ 1374 */
1537 if (victim->speed_left < -50.0) 1375 if (victim->speed_left < -50.f)
1538 victim->speed_left = -50.0; 1376 victim->speed_left = -50.f;
1539 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1377 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1540 } 1378 }
1541 goto leave; 1379 goto leave;
1542 1380
1543 case SPINNER: 1381 case SPINNER:
1615 1453
1616 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1617 { 1455 {
1618 if (!sound_was_played) 1456 if (!sound_was_played)
1619 { 1457 {
1620 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1458 trap->play_sound (sound_find ("fall_hole"));
1621 sound_was_played = 1; 1459 sound_was_played = 1;
1622 } 1460 }
1461
1623 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1462 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1624 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1463 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1625 } 1464 }
1626 } 1465 }
1627 goto leave; 1466 goto leave;
1628 } 1467 }
1629 1468
1630
1631 case CONVERTER: 1469 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) 1470 if (convert_item (victim, trap) < 0)
1633 { 1471 {
1634 object *op;
1635
1636 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1472 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1637 1473 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 } 1474 }
1645 } 1475
1646 goto leave; 1476 goto leave;
1647 1477
1648 case TRIGGER_BUTTON: 1478 case TRIGGER_BUTTON:
1649 case TRIGGER_PEDESTAL: 1479 case TRIGGER_PEDESTAL:
1650 case TRIGGER_ALTAR: 1480 case TRIGGER_ALTAR:
1668 * Processing will happen if the head runs into the pit 1498 * Processing will happen if the head runs into the pit
1669 */ 1499 */
1670 if (victim->head) 1500 if (victim->head)
1671 goto leave; 1501 goto leave;
1672 1502
1673 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1503 victim->play_sound (sound_find ("fall_hole"));
1674 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1504 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1675 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1505 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1676 goto leave; 1506 goto leave;
1677 1507
1678 case EXIT: 1508 case EXIT:
1679 if (victim->type == PLAYER && EXIT_PATH (trap)) 1509 if (victim->type == PLAYER && EXIT_PATH (trap))
1680 { 1510 {
1681 /* Basically, don't show exits leading to random maps the 1511 /* Basically, don't show exits leading to random maps the
1682 * players output. 1512 * players output.
1683 */ 1513 */
1684 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1514 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1685 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1515 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1516
1686 enter_exit (victim, trap); 1517 victim->enter_exit (trap);
1687 } 1518 }
1688 goto leave; 1519 goto leave;
1689 1520
1690 case ENCOUNTER: 1521 case ENCOUNTER:
1691 /* may be some leftovers on this */ 1522 /* may be some leftovers on this */
1706 1537
1707 apply_sign (victim, trap, 1); 1538 apply_sign (victim, trap, 1);
1708 goto leave; 1539 goto leave;
1709 1540
1710 case CONTAINER: 1541 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1542 apply_container (victim, trap);
1715 goto leave; 1543 goto leave;
1716 1544
1717 case RUNE: 1545 case RUNE:
1718 case TRAP: 1546 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1547 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1722 } 1550 }
1723 goto leave; 1551 goto leave;
1724 1552
1725 default: 1553 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1554 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); 1555 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1556 goto leave;
1729 } 1557 }
1730 1558
1731leave: 1559leave:
1732 recursion_depth--; 1560 recursion_depth--;
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1572 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1573 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1574 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747 return; 1575 return;
1748 } 1576 }
1577
1749 if (tmp->msg == NULL) 1578 if (!tmp->msg)
1750 { 1579 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1580 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752 return; 1581 return;
1753 } 1582 }
1754 1583
1755 /* need a literacy skill to read stuff! */ 1584 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1585 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1586 if (!skill_ob)
1758 { 1587 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1588 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; 1589 return;
1761 } 1590 }
1591
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1592 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1593 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1594 {
1765 if (lev_diff < 2) 1595 if (lev_diff < 2)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1596 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1777 return; 1607 return;
1778 } 1608 }
1779 1609
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1610 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1611
1612 if (player *pl = op->contr)
1613 if (client *ns = pl->ns)
1614 if (ns->can_msg)
1615 {
1616 dynbuf_text buf;
1617 buf << long_desc (tmp, op)
1618 << "\n\n"
1619 << tmp->msg
1620 << '\0';
1621 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1622 }
1623 else
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1624 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1625 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); 1626 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1627 long_desc (tmp, op), &tmp->msg);
1785 1628
1786 /* gain xp from reading */ 1629 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1630 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1631 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1632 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1795 1638
1796 /* If in a container, update how it looks */ 1639 /* If in a container, update how it looks */
1797 if (tmp->env) 1640 if (tmp->env)
1798 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1641 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1799 else 1642 else
1800 op->contr->socket->floorbox_update (); 1643 op->contr->ns->floorbox_update ();
1801 } 1644 }
1802 1645
1803 change_exp (op, exp_gain, skill_ob->skill, 0); 1646 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 */ 1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1805 } 1648 }
1855 return; 1698 return;
1856 } 1699 }
1857 return; 1700 return;
1858 } 1701 }
1859 1702
1860 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1703 op->contr->play_sound (sound_find ("learn_spell"));
1704
1861 tmp = spell->clone (); 1705 tmp = spell->clone ();
1862 insert_ob_in_ob (tmp, op); 1706 insert_ob_in_ob (tmp, op);
1863 1707
1864 if (special_prayer) 1708 if (special_prayer)
1865 SET_FLAG (tmp, FLAG_STARTEQUIP); 1709 SET_FLAG (tmp, FLAG_STARTEQUIP);
1910 1754
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1755 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1756 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1757 * legacy spellbooks
1914 */ 1758 */
1915
1916 if (tmp->slaying != NULL) 1759 if (tmp->slaying)
1917 { 1760 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1761 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1762 if (!spell)
1920 { 1763 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1764 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922 return; 1765 return;
1923 } 1766 }
1924 else 1767 else
1925 insert_ob_in_ob (spell, tmp); 1768 insert_ob_in_ob (spell, tmp);
1769
1926 tmp->slaying = NULL; 1770 tmp->slaying = 0;
1927 } 1771 }
1928 1772
1929 skop = find_skill_by_name (op, tmp->skill); 1773 skop = find_skill_by_name (op, tmp->skill);
1930 1774
1931 /* need a literacy skill to learn spells. Also, having a literacy level 1775 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */ 1776 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1777 if (!skop)
1934 { 1778 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1779 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1936 return; 1780 return;
1937 } 1781 }
1938 1782
1939 spell = tmp->inv; 1783 spell = tmp->inv;
1940 1784
1941 if (!spell) 1785 if (!spell)
1942 { 1786 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1787 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."); 1788 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1789 return;
1946 } 1790 }
1947 1791
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1792 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1793 {
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."); 1794 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1951 return; 1795 return;
1952 } 1796 }
1953 1797
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1798 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1799
1958 identify (tmp); 1802 identify (tmp);
1959 1803
1960 if (tmp->env) 1804 if (tmp->env)
1961 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1805 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1962 else 1806 else
1963 op->contr->socket->floorbox_update (); 1807 op->contr->ns->floorbox_update ();
1964 } 1808 }
1965 1809
1966 /* I removed the check for special_prayer_mark here - it didn't make 1810 /* 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 1811 * 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 1812 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark. 1813 * they would have a special prayer mark.
1970 */ 1814 */
1971 if (check_spell_known (op, spell->name)) 1815 if (check_spell_known (op, spell->name))
1972 { 1816 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1817 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1974 return; 1818 return;
1975 } 1819 }
1976 1820
1977 if (spell->skill) 1821 if (spell->skill)
1978 { 1822 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1823 spell_skill = find_skill_by_name (op, spell->skill);
1980 1824
1981 if (!spell_skill) 1825 if (!spell_skill)
1982 { 1826 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1827 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1828 return;
1985 } 1829 }
1986 1830
1987 if (spell_skill->level < spell->level) 1831 if (spell_skill->level < spell->level)
1988 { 1832 {
2019 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1863 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1864 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 } 1865 }
2022 else 1866 else
2023 { 1867 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1868 op->contr->play_sound (sound_find ("fumble_spell"));
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1869 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 } 1870 }
1871
2027 decrease_ob (tmp); 1872 decrease_ob (tmp);
2028} 1873}
2029 1874
2030/** 1875/**
2031 * Handles applying a spell scroll. 1876 * Handles applying a spell scroll.
2041 return; 1886 return;
2042 } 1887 }
2043 1888
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1889 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1890 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1891 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2047 return; 1892 return;
2048 } 1893 }
2049 1894
2050 if (op->type == PLAYER) 1895 if (op->type == PLAYER)
2051 { 1896 {
2057 */ 1902 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1903 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1904
2060 if (!skop) 1905 if (!skop)
2061 { 1906 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2063 return; 1908 return;
2064 } 1909 }
2065 1910
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1911 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1912 change_exp (op, exp_gain, skop->skill, 0);
2069 1914
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1915 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1916 identify (tmp);
2072 1917
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1918 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074
2075 1919
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1920 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1921 decrease_ob (tmp);
2078} 1922}
2079 1923
2083 * chest. 1927 * chest.
2084 */ 1928 */
2085static void 1929static void
2086apply_treasure (object *op, object *tmp) 1930apply_treasure (object *op, object *tmp)
2087{ 1931{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1932 /* 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 1933 * 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 1934 * 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 1935 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure 1936 * treasure
2096 */ 1937 */
2097
2098 treas = tmp->inv; 1938 object *treas = tmp->inv;
2099 if (treas == NULL) 1939
1940 if (!treas)
2100 { 1941 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1942 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp); 1943 decrease_ob (tmp);
2103 return; 1944 return;
2104 } 1945 }
1946
2105 while (tmp->inv) 1947 while (tmp->inv)
2106 { 1948 {
2107 treas = tmp->inv; 1949 treas = tmp->inv;
2108 1950
2109 treas->remove (); 1951 treas->remove ();
2191 /* special food hack -b.t. */ 2033 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2034 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp); 2035 eat_special_food (op, tmp);
2194 } 2036 }
2195 } 2037 }
2038
2196 handle_apply_yield (tmp); 2039 handle_apply_yield (tmp);
2197 decrease_ob (tmp); 2040 decrease_ob (tmp);
2198} 2041}
2199 2042
2200/** 2043/**
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2070 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2071 return 0;
2229 2072
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2073 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2074 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2075 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2076 if (tmp->type == FORCE)
2235 { 2077 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2078 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2079 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2080 abil = tmp;
2240 }
2241 }
2242 2081
2243 /* if either skin or ability are missing, this is an old player 2082 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2083 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2084 if (skin == NULL || abil == NULL)
2246 return 0; 2085 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2126 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2127 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2128 chance = MIN (100., chance * 2.);
2290 2129
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2130 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2131 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2132 {
2294 atnr_winner[winners] = i; 2133 atnr_winner[winners] = i;
2295 winners++; 2134 winners++;
2296 } 2135 }
2297 2136
2328 2167
2329 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2168 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2330 { 2169 {
2331 /* resistance increased! */ 2170 /* resistance increased! */
2332 skin->resist[i]++; 2171 skin->resist[i]++;
2333 fix_player (op); 2172 op->update_stats ();
2334 2173
2335 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2174 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); 2175 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2337 } 2176 }
2338 2177
2357 } 2196 }
2358 } 2197 }
2359 return 1; 2198 return 1;
2360} 2199}
2361 2200
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/** 2201/**
2397 * Handles applying an improve armor scroll. 2202 * Handles applying an improve armor scroll.
2398 * Does some sanity checks, then calls improve_armour. 2203 * Does some sanity checks, then calls improve_armour.
2399 */ 2204 */
2400static void 2205static void
2401apply_armour_improver (object *op, object *tmp) 2206apply_armour_improver (object *op, object *tmp)
2402{ 2207{
2403 object *armor; 2208 object *armor;
2404 2209
2405 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2210 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2406 { 2211 {
2407 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2212 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2408 return; 2213 return;
2409 } 2214 }
2215
2410 armor = find_marked_object (op); 2216 armor = find_marked_object (op);
2217
2411 if (!armor) 2218 if (!armor)
2412 { 2219 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2220 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; 2221 return;
2415 } 2222 }
2223
2416 if (armor->type != ARMOUR 2224 if (armor->type != ARMOUR
2417 && armor->type != CLOAK 2225 && armor->type != CLOAK
2418 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2226 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2419 { 2227 {
2420 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2228 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2423 2231
2424 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2232 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2425 improve_armour (op, tmp, armor); 2233 improve_armour (op, tmp, armor);
2426} 2234}
2427 2235
2428
2429extern void 2236extern void
2430apply_poison (object *op, object *tmp) 2237apply_poison (object *op, object *tmp)
2431{ 2238{
2432 if (op->type == PLAYER) 2239 if (op->type == PLAYER)
2433 { 2240 {
2434 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2241 op->contr->play_sound (sound_find ("drink_poison"));
2435 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2242 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2436 strcpy (op->contr->killer, "poisonous booze"); 2243 strcpy (op->contr->killer, "poisonous booze");
2437 } 2244 }
2245
2438 if (tmp->stats.hp > 0) 2246 if (tmp->stats.hp > 0)
2439 { 2247 {
2440 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2248 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); 2249 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2442 } 2250 }
2251
2443 op->stats.food -= op->stats.food / 4; 2252 op->stats.food -= op->stats.food / 4;
2444 handle_apply_yield (tmp); 2253 handle_apply_yield (tmp);
2445 decrease_ob (tmp); 2254 decrease_ob (tmp);
2446} 2255}
2447 2256
2448/** 2257/**
2449 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2258 * 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: 2259 * A valid 2 way exit means:
2451 * -You can come back (there is another exit at the other side) 2260 * -You can come back (there is another exit at the other side)
2452 * -You are 2261 * -You are
2453 * ° the owner of the exit 2262 * ° the owner of the exit
2454 * ° or in the same party as the owner 2263 * ° or in the same party as the owner
2455 * 2264 *
2456 * Note: a owner in a 2 way exit is saved as the owner's name 2265 * 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 2266 * 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). 2267 * survive in the swapping (in fact the whole exit doesn't survive).
2459 */ 2268 */
2460int 2269int
2461is_legal_2ways_exit (object *op, object *exit) 2270is_legal_2ways_exit (object *op, object *exit)
2462{ 2271{
2463 object *tmp;
2464 object *exit_owner;
2465 player *pp;
2466 maptile *exitmap;
2467
2468 if (exit->stats.exp != 1) 2272 if (exit->stats.exp != 1)
2469 return 1; /*This is not a 2 way, so it is legal */ 2273 return 1; /*This is not a 2 way, so it is legal */
2274
2275#if 0 //TODO
2470 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2276 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2471 return 0; /* This is a reset town portal */ 2277 return 0; /* This is a reset town portal */
2472 /* To know if an exit has a correspondant, we look at 2278#endif
2473 * all the exits in destination and try to find one with same path as 2279
2474 * the current exit's position */ 2280 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2475 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2281
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) 2282 if (exitmap)
2480 { 2283 {
2284 exitmap->load_sync ();
2285
2481 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2286 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2287
2482 if (!tmp) 2288 if (!tmp)
2483 return 0; 2289 return 0;
2484 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2290
2291 for (; tmp; tmp = tmp->above)
2485 { 2292 {
2486 if (tmp->type != EXIT) 2293 if (tmp->type != EXIT)
2487 continue; /*Not an exit */ 2294 continue; /*Not an exit */
2295
2488 if (!EXIT_PATH (tmp)) 2296 if (!EXIT_PATH (tmp))
2489 continue; /*Not a valid exit */ 2297 continue; /*Not a valid exit */
2298
2490 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2299 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2491 continue; /*Not in the same place */ 2300 continue; /*Not in the same place */
2301
2492 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2302 if (exit->map->path != EXIT_PATH (tmp))
2493 continue; /*Not in the same map */ 2303 continue; /*Not in the same map */
2494 2304
2495 /* From here we have found the exit is valid. However we do 2305 /* 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 2306 * here the check of the exit owner. It is important for the
2497 * town portals to prevent strangers from visiting your appartments 2307 * town portals to prevent strangers from visiting your appartments
2498 */ 2308 */
2499 if (!exit->race) 2309 if (!exit->race)
2500 return 1; /*No owner, free for all! */ 2310 return 1; /*No owner, free for all! */
2311
2501 exit_owner = NULL; 2312 object *exit_owner = 0;
2502 for (pp = first_player; pp; pp = pp->next) 2313
2314 for_all_players (pp)
2503 { 2315 {
2504 if (!pp->ob) 2316 if (!pp->ob)
2505 continue; 2317 continue;
2318
2506 if (pp->ob->name != exit->race) 2319 if (pp->ob->name != exit->race)
2507 continue; 2320 continue;
2321
2508 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2322 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2509 break; 2323 break;
2510 } 2324 }
2325
2511 if (!exit_owner) 2326 if (!exit_owner)
2512 return 0; /* No more owner */ 2327 return 0; /* No more owner */
2328
2513 if (exit_owner->contr == op->contr) 2329 if (exit_owner->contr == op->contr)
2514 return 1; /*It is your exit */ 2330 return 1; /*It is your exit */
2331
2515 if (exit_owner && /*There is a owner */ 2332 if (exit_owner && /*There is a owner */
2516 (op->contr) && /*A player tries to pass */ 2333 (op->contr) && /*A player tries to pass */
2517 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2334 ((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 */ 2335 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2519 return 0; 2336 return 0;
2337
2520 return 1; 2338 return 1;
2521 } 2339 }
2522 } 2340 }
2341
2523 return 0; 2342 return 0;
2524} 2343}
2525
2526 2344
2527/** 2345/**
2528 * Main apply handler. 2346 * Main apply handler.
2529 * 2347 *
2530 * Checks for unpaid items before applying. 2348 * Checks for unpaid items before applying.
2538 * being applied. 2356 * being applied.
2539 * 2357 *
2540 * aflag is special (always apply/unapply) flags. Nothing is done with 2358 * aflag is special (always apply/unapply) flags. Nothing is done with
2541 * them in this function - they are passed to apply_special 2359 * them in this function - they are passed to apply_special
2542 */ 2360 */
2543
2544int 2361int
2545manual_apply (object *op, object *tmp, int aflag) 2362manual_apply (object *op, object *tmp, int aflag)
2546{ 2363{
2547 if (tmp->head) 2364 if (tmp->head)
2548 tmp = tmp->head; 2365 tmp = tmp->head;
2549 2366
2550 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2367 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2551 { 2368 {
2552 if (op->type == PLAYER) 2369 if (op->type == PLAYER)
2553 { 2370 {
2554 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2371 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2555 return 1; 2372 return 1;
2556 } 2373 }
2557 else 2374 else
2558 {
2559 return 0; /* monsters just skip unpaid items */ 2375 return 0; /* monsters just skip unpaid items */
2560 }
2561 } 2376 }
2562 2377
2563 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2378 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2564 return RESULT_INT (0); 2379 return RESULT_INT (0);
2565 2380
2566 switch (tmp->type) 2381 switch (tmp->type)
2567 { 2382 {
2568
2569 case CF_HANDLE: 2383 case CF_HANDLE:
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2384 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2571 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2385 op->play_sound (sound_find ("turn_handle"));
2572 tmp->value = tmp->value ? 0 : 1; 2386 tmp->value = tmp->value ? 0 : 1;
2573 SET_ANIMATION (tmp, tmp->value); 2387 SET_ANIMATION (tmp, tmp->value);
2574 update_object (tmp, UP_OBJ_FACE); 2388 update_object (tmp, UP_OBJ_FACE);
2575 push_button (tmp); 2389 push_button (tmp);
2576 return 1; 2390 return 1;
2577 2391
2578 case TRIGGER: 2392 case TRIGGER:
2579 if (check_trigger (tmp, op)) 2393 if (check_trigger (tmp, op))
2580 { 2394 {
2581 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2395 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2582 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2396 op->play_sound (sound_find ("turn_handle"));
2583 } 2397 }
2584 else 2398 else
2585 {
2586 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2399 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2587 } 2400
2588 return 1; 2401 return 1;
2589 2402
2590 case EXIT: 2403 case EXIT:
2591 if (op->type != PLAYER) 2404 if (op->type != PLAYER)
2592 return 0; 2405 return 0;
2406
2593 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2407 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)); 2408 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2596 }
2597 else 2409 else
2598 { 2410 {
2599 /* Don't display messages for random maps. */ 2411 /* Don't display messages for random maps. */
2600 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2412 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2601 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2413 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2414
2602 enter_exit (op, tmp); 2415 op->enter_exit (tmp);
2603 } 2416 }
2417
2604 return 1; 2418 return 1;
2605 2419
2606 case SIGN: 2420 case SIGN:
2607 apply_sign (op, tmp, 0); 2421 apply_sign (op, tmp, 0);
2608 return 1; 2422 return 1;
2612 { 2426 {
2613 apply_book (op, tmp); 2427 apply_book (op, tmp);
2614 return 1; 2428 return 1;
2615 } 2429 }
2616 else 2430 else
2617 {
2618 return 0; 2431 return 0;
2619 }
2620 2432
2621 case SKILLSCROLL: 2433 case SKILLSCROLL:
2622 if (op->type == PLAYER) 2434 if (op->type == PLAYER)
2623 { 2435 {
2624 apply_skillscroll (op, tmp); 2436 apply_skillscroll (op, tmp);
2625 return 1; 2437 return 1;
2626 } 2438 }
2439 else
2627 return 0; 2440 return 0;
2628 2441
2629 case SPELLBOOK: 2442 case SPELLBOOK:
2630 if (op->type == PLAYER) 2443 if (op->type == PLAYER)
2631 { 2444 {
2632 apply_spellbook (op, tmp); 2445 apply_spellbook (op, tmp);
2633 return 1; 2446 return 1;
2634 } 2447 }
2448 else
2635 return 0; 2449 return 0;
2636 2450
2637 case SCROLL: 2451 case SCROLL:
2638 apply_scroll (op, tmp, 0); 2452 apply_scroll (op, tmp, 0);
2639 return 1; 2453 return 1;
2640 2454
2641 case POTION: 2455 case POTION:
2642 (void) apply_potion (op, tmp); 2456 apply_potion (op, tmp);
2643 return 1; 2457 return 1;
2644 2458
2645 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2459 /* Eneq(@csd.uu.se): Handle apply on containers. */
2460 //TODO: remove, as it is unsed?
2646 case CLOSE_CON: 2461 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); 2462 apply_container (op, tmp->env);
2651 return 1; 2463 return 1;
2652 2464
2653 case CONTAINER: 2465 case CONTAINER:
2654 if (op->type == PLAYER)
2655 (void) esrv_apply_container (op, tmp);
2656 else
2657 (void) apply_container (op, tmp); 2466 apply_container (op, tmp);
2658 return 1; 2467 return 1;
2659 2468
2660 case TREASURE: 2469 case TREASURE:
2661 if (op->type == PLAYER) 2470 if (op->type == PLAYER)
2662 { 2471 {
2663 apply_treasure (op, tmp); 2472 apply_treasure (op, tmp);
2664 return 1; 2473 return 1;
2665 } 2474 }
2666 else 2475 else
2667 {
2668 return 0; 2476 return 0;
2669 }
2670 2477
2671 case WEAPON: 2478 case WEAPON:
2672 case ARMOUR: 2479 case ARMOUR:
2673 case BOOTS: 2480 case BOOTS:
2674 case GLOVES: 2481 case GLOVES:
2687 case LAMP: 2494 case LAMP:
2688 case BUILDER: 2495 case BUILDER:
2689 case SKILL_TOOL: 2496 case SKILL_TOOL:
2690 if (tmp->env != op) 2497 if (tmp->env != op)
2691 return 2; /* not in inventory */ 2498 return 2; /* not in inventory */
2499
2692 (void) apply_special (op, tmp, aflag); 2500 apply_special (op, tmp, aflag);
2693 return 1; 2501 return 1;
2694 2502
2695 case DRINK: 2503 case DRINK:
2696 case FOOD: 2504 case FOOD:
2697 case FLESH: 2505 case FLESH:
2701 case POISON: 2509 case POISON:
2702 apply_poison (op, tmp); 2510 apply_poison (op, tmp);
2703 return 1; 2511 return 1;
2704 2512
2705 case SAVEBED: 2513 case SAVEBED:
2706 if (op->type == PLAYER)
2707 {
2708 apply_savebed (op);
2709 return 1; 2514 return 1;
2710 }
2711 else
2712 {
2713 return 0;
2714 }
2715 2515
2716 case ARMOUR_IMPROVER: 2516 case ARMOUR_IMPROVER:
2717 if (op->type == PLAYER) 2517 if (op->type == PLAYER)
2718 { 2518 {
2719 apply_armour_improver (op, tmp); 2519 apply_armour_improver (op, tmp);
2720 return 1; 2520 return 1;
2721 } 2521 }
2722 else 2522 else
2723 {
2724 return 0; 2523 return 0;
2725 }
2726 2524
2727 case WEAPON_IMPROVER: 2525 case WEAPON_IMPROVER:
2728 (void) check_improve_weapon (op, tmp); 2526 check_improve_weapon (op, tmp);
2729 return 1; 2527 return 1;
2730 2528
2731 case CLOCK: 2529 case CLOCK:
2732 if (op->type == PLAYER) 2530 if (op->type == PLAYER)
2733 { 2531 {
2736 2534
2737 get_tod (&tod); 2535 get_tod (&tod);
2738 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2536 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2739 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2537 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2740 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2538 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2539 op->play_sound (sound_find ("sound_clock"));
2742 new_draw_info (NDI_UNIQUE, 0, op, buf); 2540 new_draw_info (NDI_UNIQUE, 0, op, buf);
2743 return 1; 2541 return 1;
2744 } 2542 }
2745 else 2543 else
2746 {
2747 return 0; 2544 return 0;
2748 }
2749 2545
2750 case MENU: 2546 case MENU:
2751 if (op->type == PLAYER) 2547 if (op->type == PLAYER)
2752 { 2548 {
2753 shop_listing (op); 2549 shop_listing (tmp, op);
2754 return 1; 2550 return 1;
2755 } 2551 }
2756 else 2552 else
2757 {
2758 return 0; 2553 return 0;
2759 }
2760 2554
2761 case POWER_CRYSTAL: 2555 case POWER_CRYSTAL:
2762 apply_power_crystal (op, tmp); /* see egoitem.c */ 2556 apply_power_crystal (op, tmp); /* see egoitem.c */
2763 return 1; 2557 return 1;
2764 2558
2767 { 2561 {
2768 apply_lighter (op, tmp); 2562 apply_lighter (op, tmp);
2769 return 1; 2563 return 1;
2770 } 2564 }
2771 else 2565 else
2772 {
2773 return 0; 2566 return 0;
2774 }
2775 2567
2776 case ITEM_TRANSFORMER: 2568 case ITEM_TRANSFORMER:
2777 apply_item_transformer (op, tmp); 2569 apply_item_transformer (op, tmp);
2778 return 1; 2570 return 1;
2779 2571
2792int 2584int
2793player_apply (object *pl, object *op, int aflag, int quiet) 2585player_apply (object *pl, object *op, int aflag, int quiet)
2794{ 2586{
2795 int tmp; 2587 int tmp;
2796 2588
2797 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2589 if (op->env && (pl->move_type & MOVE_FLYING))
2798 { 2590 {
2799 /* player is flying and applying object not in inventory */ 2591 /* player is flying and applying object not in inventory */
2800 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2592 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2801 { 2593 {
2802 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2594 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; 2595 return 0;
2804 } 2596 }
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 } 2597 }
2818 2598
2819 pl->contr->last_used = op; 2599 pl->contr->last_used = op;
2820 2600
2821 tmp = manual_apply (pl, op, aflag); 2601 tmp = manual_apply (pl, op, aflag);
2824 if (tmp == 0) 2604 if (tmp == 0)
2825 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2605 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) 2606 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2607 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2828 } 2608 }
2609
2829 return tmp; 2610 return tmp;
2830} 2611}
2831 2612
2832/** 2613/**
2833 * player_apply_below attempts to apply the object 'below' the player. 2614 * 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 2615 * If the player has an open container, we use that for below, otherwise
2835 * we use the ground. 2616 * we use the ground.
2836 */ 2617 */
2837
2838void 2618void
2839player_apply_below (object *pl) 2619player_apply_below (object *pl)
2840{ 2620{
2841 object *tmp, *next;
2842 int floors; 2621 int floors = 0;
2843 2622
2844 /* If using a container, set the starting item to be the top 2623 /* If using a container, set the starting item to be the top
2845 * item in the container. Otherwise, use the map. 2624 * 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 2625 * 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 2626 * 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 2627 * 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 2628 * problem if player_apply() has a bug in that it uses the object but does
2853 * not return a proper value. 2629 * not return a proper value.
2854 */ 2630 */
2855 for (floors = 0; tmp != NULL; tmp = next) 2631 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2856 { 2632 {
2857 next = tmp->below; 2633 next = tmp->below;
2634
2858 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2635 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2859 floors++; 2636 floors++;
2860 else if (floors > 0) 2637 else if (floors > 0)
2861 return; /* process only floor objects after first floor object */ 2638 return; /* process only floor objects after first floor object */
2862 2639
2882 * to keep the size of apply_special to a more managable size. 2659 * to keep the size of apply_special to a more managable size.
2883 */ 2660 */
2884static int 2661static int
2885unapply_special (object *who, object *op, int aflags) 2662unapply_special (object *who, object *op, int aflags)
2886{ 2663{
2887 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2664 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2665 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2888 return RESULT_INT (0); 2666 return RESULT_INT (0);
2889 2667
2890 object *tmp2;
2891
2892 CLEAR_FLAG (op, FLAG_APPLIED); 2668 CLEAR_FLAG (op, FLAG_APPLIED);
2669
2893 switch (op->type) 2670 switch (op->type)
2894 { 2671 {
2672 case SKILL_TOOL:
2673 // unapplying a skill tool should also unapply the skill it governs
2674 // but this is hard, as it shouldn't do so when the skill can
2675 // be used for other reasons
2676 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2677 if (tmp->skill == op->skill
2678 && tmp->type == SKILL
2679 && tmp->flag [FLAG_APPLIED]
2680 && !tmp->flag [FLAG_CAN_USE_SKILL])
2681 unapply_special (who, tmp, 0);
2682
2683 change_abil (who, op);
2684 break;
2685
2895 case WEAPON: 2686 case WEAPON:
2687 if (player *pl = who->contr)
2688 if (op == pl->combat_ob)
2689 {
2690 pl->combat_ob = 0;
2691 who->change_weapon (pl->ranged_ob);
2692 }
2693
2896 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2694 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2897 2695
2898 (void) change_abil (who, op); 2696 change_abil (who, op);
2899 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2900 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2697 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2901 clear_skill (who);
2902 break; 2698 break;
2903 2699
2904 case SKILL: /* allows objects to impart skills */
2905 case SKILL_TOOL: 2700 case SKILL:
2906 if (op != who->chosen_skill) 2701 if (who->contr)
2907 {
2908 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2909 } 2702 {
2910 if (who->type == PLAYER)
2911 {
2912 if (who->contr->shoottype == range_skill)
2913 who->contr->shoottype = range_none;
2914 if (!op->invisible) 2703 if (!op->invisible)
2915 {
2916 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2704 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2917 }
2918 else 2705 else
2919 {
2920 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2706 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2921 } 2707 }
2922 } 2708
2923 (void) change_abil (who, op); 2709 change_abil (who, op);
2924 who->chosen_skill = NULL;
2925 CLEAR_FLAG (who, FLAG_READY_SKILL); 2710 CLEAR_FLAG (who, FLAG_READY_SKILL);
2926 break; 2711 break;
2927 2712
2928 case ARMOUR: 2713 case ARMOUR:
2929 case HELMET: 2714 case HELMET:
2934 case AMULET: 2719 case AMULET:
2935 case GIRDLE: 2720 case GIRDLE:
2936 case BRACERS: 2721 case BRACERS:
2937 case CLOAK: 2722 case CLOAK:
2938 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2723 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2939 (void) change_abil (who, op); 2724 change_abil (who, op);
2940 break; 2725 break;
2726
2941 case LAMP: 2727 case LAMP:
2728 {
2942 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2729 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2730
2943 tmp2 = arch_to_object (op->other_arch); 2731 object *tmp2 = arch_to_object (op->other_arch);
2944 tmp2->x = op->x; 2732 tmp2->x = op->x;
2945 tmp2->y = op->y; 2733 tmp2->y = op->y;
2946 tmp2->map = op->map; 2734 tmp2->map = op->map;
2947 tmp2->below = op->below; 2735 tmp2->below = op->below;
2948 tmp2->above = op->above; 2736 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food; 2737 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2738 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2951 2739
2952 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2740 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2953 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2741 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2954 2742
2955 if (who->type == PLAYER) 2743 if (who->contr)
2956 esrv_del_item (who->contr, op->count); 2744 esrv_del_item (who->contr, op->count);
2957 2745
2958 op->destroy (); 2746 op->destroy ();
2959 insert_ob_in_ob (tmp2, who); 2747 insert_ob_in_ob (tmp2, who);
2960 fix_player (who); 2748 who->update_stats ();
2749
2961 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2750 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2962 { 2751 {
2963 if (who->type == PLAYER) 2752 if (who->contr)
2964 { 2753 {
2965 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2754 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2966 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2755 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2967 } 2756 }
2968 } 2757 }
2969 if (who->type == PLAYER) 2758
2759 if (who->contr)
2970 esrv_send_item (who, tmp2); 2760 esrv_send_item (who, tmp2);
2761 }
2762
2971 return 1; /* otherwise, an attempt to drop causes problems */ 2763 return 1; /* otherwise, an attempt to drop causes problems */
2972 break; 2764
2973 case BOW: 2765 case BOW:
2974 case WAND: 2766 case WAND:
2975 case ROD: 2767 case ROD:
2976 case HORN: 2768 case HORN:
2977 clear_skill (who); 2769 if (player *pl = who->contr)
2770 {
2771 if (op == pl->ranged_ob)
2772 {
2773 pl->ranged_ob = 0;
2774 who->change_weapon (pl->combat_ob);
2775 }
2776
2978 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2777 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 } 2778 }
2983 else 2779 else
2984 { 2780 {
2781 who->change_skill (0);
2782
2985 if (op->type == BOW) 2783 if (op->type == BOW)
2986 CLEAR_FLAG (who, FLAG_READY_BOW); 2784 CLEAR_FLAG (who, FLAG_READY_BOW);
2987 else 2785 else
2988 CLEAR_FLAG (who, FLAG_READY_RANGE); 2786 CLEAR_FLAG (who, FLAG_READY_RANGE);
2989 } 2787 }
2788
2990 break; 2789 break;
2991 2790
2992 case BUILDER: 2791 case BUILDER:
2792 if (who->contr)
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2793 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; 2794 break;
2997 2795
2998 default: 2796 default:
2999 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2797 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
3000 break; 2798 break;
3001 } 2799 }
3002 2800
3003 fix_player (who); 2801 who->update_stats ();
3004 2802
3005 if (!(aflags & AP_NO_MERGE)) 2803 if (!(aflags & AP_NO_MERGE))
3006 { 2804 {
3007 object *tmp;
3008
3009 tmp = merge_ob (op, NULL); 2805 object *tmp = merge_ob (op, 0);
3010 if (who->type == PLAYER) 2806
2807 if (who->contr)
3011 { 2808 {
3012 if (tmp) 2809 if (tmp)
3013 { /* it was merged */ 2810 { /* it was merged */
3014 esrv_del_item (who->contr, op->count); 2811 esrv_del_item (who->contr, op->count);
3015 op = tmp; 2812 op = tmp;
3016 } 2813 }
3017 2814
3018 esrv_send_item (who, op); 2815 esrv_send_item (who, op);
3019 } 2816 }
3020 } 2817 }
2818
3021 return 0; 2819 return 0;
3022} 2820}
3023 2821
3024/** 2822/**
3025 * Returns the object that is using location 'loc'. 2823 * Returns the object that is using location 'loc'.
3026 * Note that 'start' is the first object to start examing - we 2824 * 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 2825 * then go through the below of this. In this way, you can do
3028 * something like: 2826 * something like:
3029 * tmp = get_item_from_body_location(who->inv, 1); 2827 * tmp = get_next_item_from_body_location(who->inv, 1);
3030 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2828 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3031 * to find the second object that may use this location, etc. 2829 * to find the second object that may use this location, etc.
3032 * Returns NULL if no match is found. 2830 * Returns NULL if no match is found.
3033 * loc is the index into the array we are looking for a match. 2831 * loc is the index into the array we are looking for a match.
3034 * don't return invisible objects unless they are skill objects 2832 * don't return invisible objects unless they are skill objects
3035 * invisible other objects that use 2833 * invisible other objects that use
3036 * up body locations can be used as restrictions. 2834 * up body locations can be used as restrictions.
3037 */ 2835 */
3038object * 2836static object *
3039get_item_from_body_location (object *start, int loc) 2837get_next_item_from_body_location (int loc, object *start)
3040{ 2838{
3041 object *tmp;
3042
3043 if (!start)
3044 return NULL;
3045
3046 for (tmp = start; tmp; tmp = tmp->below) 2839 for (object *tmp = start; tmp; tmp = tmp->below)
3047 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2840 if (tmp->flag [FLAG_APPLIED]
2841 && tmp->slot[loc].info
2842 && (!tmp->invisible || tmp->type == SKILL))
3048 return tmp; 2843 return tmp;
3049 2844
3050 return NULL; 2845 return 0;
3051} 2846}
3052
3053
3054 2847
3055/** 2848/**
3056 * 'op' wants to apply an object, but can't because of other equipment. 2849 * 'op' wants to apply an object, but can't because of other equipment.
3057 * This should only be called when it is known 2850 * This should only be called when it is known
3058 * that there are objects to unapply. This makes pretty heavy 2851 * that there are objects to unapply. This makes pretty heavy
3061 * Returns 0 on success, returns 1 if there is some problem. 2854 * Returns 0 on success, returns 1 if there is some problem.
3062 * if aflags is AP_PRINT, we instead print out waht to unapply 2855 * 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 2856 * instead of doing it. This is a lot less code than having
3064 * another function that does just that. 2857 * another function that does just that.
3065 */ 2858 */
2859
2860#define CANNOT_REMOVE_CURSED \
2861 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2862 "Praying over an altar, scrolls of remove curse/damnation, " \
2863 "priests or even other players might help.>"
2864
3066int 2865int
3067unapply_for_ob (object *who, object *op, int aflags) 2866unapply_for_ob (object *who, object *op, int aflags)
3068{ 2867{
3069 int i; 2868 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) 2869 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3078 {
3079 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2870 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))) 2871 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3082 { 2872 {
3083 if (aflags & AP_PRINT) 2873 if (aflags & AP_PRINT)
3084 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2874 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3085 else 2875 else
3086 unapply_special (who, tmp, aflags); 2876 unapply_special (who, tmp, aflags);
3087 } 2877 }
3088 else 2878 else
3089 { 2879 {
3090 /* In this case, we want to try and remove a cursed item. 2880 /* 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 2881 * While we know it won't work, we want unapply_special to
3092 * at least generate the message. 2882 * at least generate the message.
3093 */ 2883 */
3094 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2884 new_draw_info_format (NDI_UNIQUE, 0, who,
2885 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2886 query_name (tmp));
3095 return 1; 2887 return 1;
3096 }
3097
3098 } 2888 }
3099 }
3100 }
3101 2889
3102 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2890 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3103 { 2891 {
3104 /* this used up a slot that we need to free */ 2892 /* this used up a slot that we need to free */
3105 if (op->body_info[i]) 2893 if (op->slot[i].info)
3106 { 2894 {
3107 last = who->inv; 2895 object *last = who->inv;
3108 2896
3109 /* We do a while loop - may need to remove several items in order 2897 /* We do a while loop - may need to remove several items in order
3110 * to free up enough slots. 2898 * to free up enough slots.
3111 */ 2899 */
3112 while ((who->body_used[i] + op->body_info[i]) < 0) 2900 while ((who->slot[i].used + op->slot[i].info) < 0)
3113 { 2901 {
3114 tmp = get_item_from_body_location (last, i); 2902 object *tmp = get_next_item_from_body_location (i, last);
2903
3115 if (!tmp) 2904 if (!tmp)
3116 { 2905 {
3117#if 0 2906#if 0
3118 /* Not a bug - we'll get this if the player has cursed items 2907 /* Not a bug - we'll get this if the player has cursed items
3119 * equipped. 2908 * equipped.
3120 */ 2909 */
3121 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2910 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3122#endif 2911#endif
3123 return 1; 2912 return 1;
3124 } 2913 }
2914
3125 /* If we are just printing, we don't care about cursed status */ 2915 /* 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)))) 2916 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3127 { 2917 {
3128 if (aflags & AP_PRINT) 2918 if (aflags & AP_PRINT)
3129 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2919 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3135 /* Cursed item that we can't unequip - tell the player. 2925 /* Cursed item that we can't unequip - tell the player.
3136 * Note this could be annoying if this is just one of a few, 2926 * 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 2927 * so it may not be critical (eg, putting on a ring and you have
3138 * one cursed ring.) 2928 * one cursed ring.)
3139 */ 2929 */
3140 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2930 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3141 } 2931 }
2932
3142 last = tmp->below; 2933 last = tmp->below;
3143 } 2934 }
3144 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2935 /* 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. 2936 * return in the !tmp would have kicked in.
3146 */ 2937 */
3147 } /* if op is using this body location */ 2938 } /* if op is using this body location */
3148 } /* for body lcoations */ 2939 } /* for body lcoations */
2940
3149 return 0; 2941 return 0;
3150} 2942}
3151 2943
3152/** 2944/**
3153 * Checks to see if 'who' can apply object 'op'. 2945 * Checks to see if 'who' can apply object 'op'.
3154 * Returns 0 if apply can be done without anything special. 2946 * Returns 0 if apply can be done without anything special.
3155 * Otherwise returns a bitmask - potentially several of these may be 2947 * Otherwise returns a bitmask - potentially several of these may be
3156 * set, but largely depends on circumstance - in the future, processing 2948 * set, but largely depends on circumstance - in the future, processing
3157 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2949 * 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?) 2950 * is set, do we really care what the other flags may be?)
3159 * 2951 *
3160 * See include/define.h for detailed description of the meaning of 2952 * See include/define.h for detailed description of the meaning of
3161 * these return values. 2953 * these return values.
3162 */ 2954 */
3163int 2955int
3164can_apply_object (object *who, object *op) 2956can_apply_object (object *who, object *op)
3165{ 2957{
3166 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2958 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3167 return RESULT_INT (0); 2959 return RESULT_INT (0);
3168 2960
3169 int i, retval = 0; 2961 int retval = 0;
3170 object *tmp = NULL, *ws = NULL; 2962 object *tmp = 0, *ws = 0;
3171 2963
3172 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2964 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 { 2965 {
3179 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2966 if (op->slot[i].info)
3180 { 2967 {
3181 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2968 /* Item uses more slots than we have */
2969 if (who->slot[i].info + op->slot [i].info < 0)
3182 { 2970 {
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' 2971 /* Could return now for efficiency - rest of info below isn't
3198 * really needed. 2972 * really needed.
3199 */ 2973 */
3200 retval |= CAN_APPLY_NEVER; 2974 retval |= CAN_APPLY_NEVER;
3201 } 2975 }
3202 else if ((who->body_used[i] + op->body_info[i]) < 0) 2976 else if (who->slot[i].used + op->slot[i].info < 0)
3203 { 2977 {
3204 /* in this case, equipping this would use more free spots than 2978 /* in this case, equipping this would use more free spots than
3205 * we have. 2979 * we have.
3206 */ 2980 */
3207 object *tmp1;
3208
3209 2981
3210 /* if we have an applied weapon/shield, and unapply it would free 2982 /* 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 2983 * enough slots to equip the new item, then just set "can
3212 * continue. We don't care about the logic below - if you have 2984 * 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 2985 * shield equipped and try to equip another shield, there is only
3214 * one choice. However, the check for the number of body locations 2986 * one choice. However, the check for the number of body locations
3215 * does take into the account cases where what is being applied 2987 * does take into the account cases where what is being applied
3216 * may be two handed for example. 2988 * may be two handed for example.
3217 */ 2989 */
3218 if (ws) 2990 if (ws)
3219 { 2991 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 { 2992 {
3222 retval |= CAN_APPLY_UNAPPLY; 2993 retval |= CAN_APPLY_UNAPPLY;
3223 continue; 2994 continue;
3224 } 2995 }
3225 }
3226 2996
3227 tmp1 = get_item_from_body_location (who->inv, i); 2997 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3228 if (!tmp1) 2998 if (!tmp1)
3229 { 2999 {
3230#if 0 3000#if 0
3231 /* This is sort of an error, but happens a lot when old players 3001 /* 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. 3002 * join in with more stuff equipped than they are now allowed.
3240 /* need to unapply something. However, if this something 3010 /* need to unapply something. However, if this something
3241 * is different than we had found before, it means they need 3011 * is different than we had found before, it means they need
3242 * to apply multiple objects 3012 * to apply multiple objects
3243 */ 3013 */
3244 retval |= CAN_APPLY_UNAPPLY; 3014 retval |= CAN_APPLY_UNAPPLY;
3015
3245 if (!tmp) 3016 if (!tmp)
3246 tmp = tmp1; 3017 tmp = tmp1;
3247 else if (tmp != tmp1) 3018 else if (tmp != tmp1)
3248 {
3249 retval |= CAN_APPLY_UNAPPLY_MULT; 3019 retval |= CAN_APPLY_UNAPPLY_MULT;
3250 } 3020
3251 /* This object isn't using up all the slots, so there must 3021 /* 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 3022 * be another. If so, and it the new item doesn't need all
3253 * the slots, the player then has a choice. 3023 * the slots, the player then has a choice.
3254 */ 3024 */
3255 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3025 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3026 && abs (op->slot[i].info) < who->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3027 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3257 3028
3258 /* Does unequippint 'tmp1' free up enough slots for this to be 3029 /* Does unequippint 'tmp1' free up enough slots for this to be
3259 * equipped? If not, there must be something else to unapply. 3030 * equipped? If not, there must be something else to unapply.
3260 */ 3031 */
3261 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3032 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3262 retval |= CAN_APPLY_UNAPPLY_MULT; 3033 retval |= CAN_APPLY_UNAPPLY_MULT;
3263
3264 } 3034 }
3265 } /* if not enough free slots */ 3035 } /* if not enough free slots */
3266 } /* if this object uses location i */ 3036 } /* if this object uses location i */
3267 } /* for i -> num_body_locations loop */ 3037 } /* for i -> num_body_locations loop */
3268 3038
3273 * and weapons all use the same slot. Similar for horn/rod/wand - they 3043 * and weapons all use the same slot. Similar for horn/rod/wand - they
3274 * all use the same location. 3044 * all use the same location.
3275 */ 3045 */
3276 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3046 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3277 retval |= CAN_APPLY_RESTRICTION; 3047 retval |= CAN_APPLY_RESTRICTION;
3048
3278 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3049 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3279 retval |= CAN_APPLY_RESTRICTION; 3050 retval |= CAN_APPLY_RESTRICTION;
3280 3051
3281
3282 if (who->type != PLAYER) 3052 if (who->type != PLAYER)
3283 { 3053 {
3284 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3054 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3285 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3286 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3057 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3287 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3059
3288 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3060 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3289 retval |= CAN_APPLY_RESTRICTION; 3061 retval |= CAN_APPLY_RESTRICTION;
3062
3290 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3063 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3291 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3292 } 3065 }
3066
3293 return retval; 3067 return retval;
3294} 3068}
3295
3296
3297 3069
3298/** 3070/**
3299 * who is the object using the object. It can be a monster. 3071 * 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, 3072 * 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 3073 * eg, one which you put on and keep on for a while, and not something
3310 * AP_UNAPPLY=always unapply). 3082 * AP_UNAPPLY=always unapply).
3311 * 3083 *
3312 * Optional flags: 3084 * Optional flags:
3313 * AP_NO_MERGE: don't merge an unapplied object with other objects 3085 * AP_NO_MERGE: don't merge an unapplied object with other objects
3314 * AP_IGNORE_CURSE: unapply cursed items 3086 * AP_IGNORE_CURSE: unapply cursed items
3087 * AP_NO_READY: do not ready skills when applying skill tools
3315 * 3088 *
3316 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3089 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3317 * 3090 *
3318 * apply_special() doesn't check for unpaid items. 3091 * apply_special() doesn't check for unpaid items.
3319 */ 3092 */
3093
3094#define LACK_ITEM_POWER \
3095 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3096
3320int 3097int
3321apply_special (object *who, object *op, int aflags) 3098apply_special (object *who, object *op, int aflags)
3322{ 3099{
3323 int basic_flag = aflags & AP_BASIC_FLAGS; 3100 int basic_flag = aflags & AP_BASIC_FLAGS;
3324 object *tmp, *tmp2, *skop = NULL; 3101 object *tmp, *tmp2, *skop = NULL;
3325 int i;
3326 3102
3327 if (who == NULL) 3103 if (who == NULL)
3328 { 3104 {
3329 LOG (llevError, "apply_special() from object without environment.\n"); 3105 LOG (llevError, "apply_special() from object without environment.\n");
3330 return 1; 3106 return 1;
3340 if (basic_flag == AP_APPLY) 3116 if (basic_flag == AP_APPLY)
3341 return 0; 3117 return 0;
3342 3118
3343 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3119 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3344 { 3120 {
3345 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3121 new_draw_info_format (NDI_UNIQUE, 0, who,
3122 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3123 query_name (op));
3346 return 1; 3124 return 1;
3347 } 3125 }
3126
3348 return unapply_special (who, op, aflags); 3127 return unapply_special (who, op, aflags);
3349 } 3128 }
3350 3129
3351 if (basic_flag == AP_UNAPPLY) 3130 if (basic_flag == AP_UNAPPLY)
3352 return 0; 3131 return 0;
3353 3132
3354 i = can_apply_object (who, op); 3133 // if the item is combat/ranged, wield the relevant slot first
3134 // to resolve conflicts.
3135 if (player *pl = who->contr)
3136 switch (op->slottype ())
3137 {
3138 case slot_combat: who->change_weapon (pl->combat_ob); break;
3139 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3140 }
3141
3142 splay (op);
3355 3143
3356 /* Can't just apply this object. Lets see what not and what to do */ 3144 /* Can't just apply this object. Lets see what not and what to do */
3357 if (i) 3145 if (int i = can_apply_object (who, op))
3358 { 3146 {
3359 if (i & CAN_APPLY_NEVER) 3147 if (i & CAN_APPLY_NEVER)
3360 { 3148 {
3361 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3149 new_draw_info_format (NDI_UNIQUE, 0, who,
3150 "You don't have the body to use a %s. H<You can never apply this item.>",
3151 query_name (op));
3362 return 1; 3152 return 1;
3363 } 3153 }
3364 else if (i & CAN_APPLY_RESTRICTION) 3154 else if (i & CAN_APPLY_RESTRICTION)
3365 { 3155 {
3366 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3156 new_draw_info_format (NDI_UNIQUE, 0, who,
3157 "You have a prohibition against using a %s. "
3158 "H<Your belief, profession or class prevents you from applying this item.>",
3159 query_name (op));
3367 return 1; 3160 return 1;
3368 } 3161 }
3162
3369 if (who->type != PLAYER) 3163 if (who->type != PLAYER)
3370 { 3164 {
3371 /* Some error, so don't try to equip something more */ 3165 /* Some error, so don't try to equip something more */
3372 if (unapply_for_ob (who, op, aflags)) 3166 if (unapply_for_ob (who, op, aflags))
3373 return 1; 3167 return 1;
3374 } 3168 }
3375 else 3169 else
3376 { 3170 {
3377 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3171 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3378 { 3172 {
3379 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3173 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); 3174 unapply_for_ob (who, op, AP_PRINT);
3381 return 1; 3175 return 1;
3382 } 3176 }
3383 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3177 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3384 {
3385 i = unapply_for_ob (who, op, aflags); 3178 if (unapply_for_ob (who, op, aflags))
3386 if (i)
3387 return 1; 3179 return 1;
3388 } 3180 }
3389 }
3390 } 3181 }
3182
3391 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3392 { 3184 {
3393 skop = find_skill_by_name (who, op->skill); 3185 skop = find_skill_by_name (who, op->skill);
3186
3394 if (!skop) 3187 if (!skop)
3395 { 3188 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3189 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3397 return 1; 3190 return 1;
3398 } 3191 }
3399 else 3192 else
3400 {
3401 /* While experience will be credited properly, we want to change the 3193 /* While experience will be credited properly, we want to change the
3402 * skill so that the dam and wc get updated 3194 * skill so that the dam and wc get updated
3403 */ 3195 */
3404 change_skill (who, skop, 0); 3196 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 { 3197 }
3410 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3198
3199 if (who->type == PLAYER
3200 && op->item_power
3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3202 {
3203 new_draw_info (NDI_UNIQUE, 0, who,
3204 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3411 return 1; 3205 return 1;
3412 } 3206 }
3413
3414 3207
3415 /* Ok. We are now at the state where we can apply the new object. 3208 /* 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_... 3209 * Note that we don't have the checks for can_use_...
3417 * below - that is already taken care of by can_apply_object. 3210 * below - that is already taken care of by can_apply_object.
3418 */ 3211 */
3419
3420
3421 if (op->nrof > 1) 3212 if (op->nrof > 1)
3422 tmp = get_split_ob (op, op->nrof - 1); 3213 tmp = get_split_ob (op, op->nrof - 1);
3423 else 3214 else
3424 tmp = NULL; 3215 tmp = 0;
3425 3216
3426 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3217 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3427 return RESULT_INT (0); 3218 return RESULT_INT (0);
3428 3219
3429 switch (op->type) 3220 switch (op->type)
3430 { 3221 {
3431 case WEAPON: 3222 case WEAPON:
3432 if (!check_weapon_power (who, op->last_eat)) 3223 if (!check_weapon_power (who, op->last_eat))
3433 { 3224 {
3434 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3225 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!."); 3226 "It would consume your soul!." LACK_ITEM_POWER);
3227
3436 if (tmp != NULL) 3228 if (tmp)
3437 (void) insert_ob_in_ob (tmp, who); 3229 insert_ob_in_ob (tmp, who);
3230
3438 return 1; 3231 return 1;
3439 } 3232 }
3233
3234 //TODO: this obviously fails for players using a shorter prefix
3235 // i.e. "R" can use Ragnarok's sword.
3440 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3236 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3441 { 3237 {
3442 /* if the weapon does not have the name as the character, can't use it. */ 3238 /* 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) */ 3239 /* (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."); 3240 new_draw_info (NDI_UNIQUE, 0, who,
3241 "The weapon does not recognize you as its owner. "
3242 "H<Its name indicates that it belongs to somebody else.>");
3243
3445 if (tmp != NULL) 3244 if (tmp)
3446 (void) insert_ob_in_ob (tmp, who); 3245 insert_ob_in_ob (tmp, who);
3246
3447 return 1; 3247 return 1;
3448 } 3248 }
3249
3250 if (!skop)
3251 {
3252 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3253 return 1;
3254 }
3255
3449 SET_FLAG (op, FLAG_APPLIED); 3256 SET_FLAG (op, FLAG_APPLIED);
3450
3451 if (skop)
3452 change_skill (who, skop, 1); 3257 who->change_skill (skop);
3453 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3258
3454 SET_FLAG (who, FLAG_READY_WEAPON); 3259 if (who->contr)
3260 who->change_weapon (who->contr->combat_ob = op);
3455 3261
3456 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3262 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3457 3263
3264 SET_FLAG (who, FLAG_READY_WEAPON);
3458 (void) change_abil (who, op); 3265 change_abil (who, op);
3459 break; 3266 break;
3460 3267
3461 case ARMOUR: 3268 case ARMOUR:
3462 case HELMET: 3269 case HELMET:
3463 case SHIELD: 3270 case SHIELD:
3468 case CLOAK: 3275 case CLOAK:
3469 case RING: 3276 case RING:
3470 case AMULET: 3277 case AMULET:
3471 SET_FLAG (op, FLAG_APPLIED); 3278 SET_FLAG (op, FLAG_APPLIED);
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3279 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3473 (void) change_abil (who, op); 3280 change_abil (who, op);
3474 break; 3281 break;
3282
3475 case LAMP: 3283 case LAMP:
3476 if (op->stats.food < 1) 3284 if (op->stats.food < 1)
3477 { 3285 {
3478 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3286 new_draw_info_format (NDI_UNIQUE, 0, who,
3287 "Your %s is out of fuel! "
3288 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3479 return 1; 3289 return 1;
3480 } 3290 }
3291
3481 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3292 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3482 tmp2 = arch_to_object (op->other_arch); 3293 tmp2 = arch_to_object (op->other_arch);
3483 tmp2->stats.food = op->stats.food; 3294 tmp2->stats.food = op->stats.food;
3484 SET_FLAG (tmp2, FLAG_APPLIED); 3295 SET_FLAG (tmp2, FLAG_APPLIED);
3296
3485 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3297 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3486 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3298 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3299
3487 insert_ob_in_ob (tmp2, who); 3300 insert_ob_in_ob (tmp2, who);
3488 3301
3489 /* Remove the old lantern */ 3302 /* Remove the old lantern */
3490 if (who->type == PLAYER) 3303 if (who->type == PLAYER)
3491 esrv_del_item (who->contr, op->count); 3304 esrv_del_item (who->contr, op->count);
3492 3305
3493 op->destroy (); 3306 op->destroy ();
3494 3307
3495 /* insert the portion that was split off */ 3308 /* insert the portion that was split off */
3496 if (tmp != NULL) 3309 if (tmp)
3497 { 3310 {
3498 (void) insert_ob_in_ob (tmp, who); 3311 insert_ob_in_ob (tmp, who);
3499 if (who->type == PLAYER) 3312 if (who->type == PLAYER)
3500 esrv_send_item (who, tmp); 3313 esrv_send_item (who, tmp);
3501 } 3314 }
3502 fix_player (who); 3315
3316 who->update_stats ();
3317
3503 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3318 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3504 {
3505 if (who->type == PLAYER) 3319 if (who->type == PLAYER)
3506 { 3320 {
3507 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3321 new_draw_info (NDI_UNIQUE, 0, who,
3322 "Oops, it feels deadly cold! "
3323 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3508 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3324 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3509 } 3325 }
3510 } 3326
3511 if (who->type == PLAYER) 3327 if (who->type == PLAYER)
3512 esrv_send_item (who, tmp2); 3328 esrv_send_item (who, tmp2);
3329
3513 return 0; 3330 return 0;
3331
3332 case SKILL_TOOL:
3333 // applying a skill tool also readies the skill
3334 SET_FLAG (op, FLAG_APPLIED);
3335
3336 if (!(aflags & AP_NO_READY))
3337 {
3338 skop = find_skill_by_name (who, op->skill);
3339 if (!skop->flag [FLAG_APPLIED])
3340 apply_special (who, skop, AP_APPLY);
3341 }
3514 break; 3342 break;
3515 3343
3516 /* this part is needed for skill-tools */
3517 case SKILL: 3344 case SKILL:
3518 case SKILL_TOOL: 3345 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 } 3346 {
3524 if (who->type == PLAYER) 3347 if (IS_COMBAT_SKILL (op->subtype))
3525 { 3348 {
3526 who->contr->shoottype = range_skill; 3349 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3527 who->contr->ranges[range_skill] = op; 3350 {
3351 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3353 {
3354 if (item->skill == op->skill)
3355 {
3356 who->change_weapon (pl->combat_ob = item);
3357 goto found_weapon;
3358 }
3359 }
3360
3361 new_draw_info_format (NDI_UNIQUE, 0, who,
3362 "You need to apply a '%s' melee weapon before readying this skill. "
3363 "H<Some skills need an item, in this case a melee weapon, to function.>",
3364 &op->skill);
3365 return 1;
3366
3367 found_weapon:;
3368 }
3369 else
3370 who->change_weapon (pl->combat_ob = op);
3371 }
3372 else if (IS_RANGED_SKILL (op->subtype))
3373 {
3374 if (skill_flags [op->subtype] & SF_NEED_BOW)
3375 {
3376 for (object *item = who->inv; item; item = item->below)
3377 if (item->type == BOW && item->flag [FLAG_APPLIED])
3378 {
3379 //TODO: bows should/must all have skill missile weapon right now
3380 who->change_weapon (pl->ranged_ob = item);
3381 goto found_bow;
3382 }
3383
3384 new_draw_info (NDI_UNIQUE, 0, who,
3385 "You need to apply a missile weapon before readying this skill. "
3386 "H<Some skills need an item, in this case a missile weapon, to function.>");
3387 return 1;
3388
3389 found_bow:;
3390 }
3391 else
3392 who->change_weapon (pl->ranged_ob = op);
3393 }
3394
3528 if (!op->invisible) 3395 if (!op->invisible)
3529 { 3396 {
3530 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3397 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); 3398 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3532 } 3399 }
3533 else 3400 else
3534 {
3535 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3401 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3536 } 3402 }
3403 else
3537 } 3404 {
3538 SET_FLAG (op, FLAG_APPLIED); 3405 SET_FLAG (op, FLAG_APPLIED);
3539 (void) change_abil (who, op); 3406 change_abil (who, op);
3540 who->chosen_skill = op; 3407 who->chosen_skill = op;
3541 SET_FLAG (who, FLAG_READY_SKILL); 3408 SET_FLAG (who, FLAG_READY_SKILL);
3409 }
3410
3542 break; 3411 break;
3543 3412
3544 case BOW: 3413 case BOW:
3545 if (!check_weapon_power (who, op->last_eat)) 3414 if (!check_weapon_power (who, op->last_eat))
3546 { 3415 {
3547 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3416 new_draw_info (NDI_UNIQUE, 0, who,
3548 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3417 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418
3549 if (tmp != NULL) 3419 if (tmp)
3550 (void) insert_ob_in_ob (tmp, who); 3420 insert_ob_in_ob (tmp, who);
3421
3551 return 1; 3422 return 1;
3552 } 3423 }
3424
3553 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3425 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3554 { 3426 {
3555 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3427 new_draw_info (NDI_UNIQUE, 0, who,
3428 "The weapon does not recognize you as its owner. "
3429 "H<Its name indicates that it belongs to somebody else.>");
3556 if (tmp != NULL) 3430 if (tmp)
3557 (void) insert_ob_in_ob (tmp, who); 3431 insert_ob_in_ob (tmp, who);
3432
3558 return 1; 3433 return 1;
3559 } 3434 }
3435
3560 /*FALLTHROUGH*/ case WAND: 3436 /*FALLTHROUGH*/
3437 case WAND:
3561 case ROD: 3438 case ROD:
3562 case HORN: 3439 case HORN:
3563 /* check for skill, alter player status */ 3440 /* check for skill, alter player status */
3441
3442 if (!skop)
3443 {
3444 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3445 return 1;
3446 }
3447
3564 SET_FLAG (op, FLAG_APPLIED); 3448 SET_FLAG (op, FLAG_APPLIED);
3565 if (skop)
3566 change_skill (who, skop, 0); 3449 who->change_skill (skop);
3450
3451 if (who->contr)
3452 {
3453 who->contr->ranged_ob = op;
3454
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3455 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3568 3456
3569 if (who->type == PLAYER)
3570 {
3571 if (op->type == BOW) 3457 if (op->type == BOW)
3572 { 3458 {
3459 who->current_weapon = op;
3573 (void) change_abil (who, op); 3460 change_abil (who, op);
3574 new_draw_info_format (NDI_UNIQUE, 0, who, 3461 new_draw_info_format (NDI_UNIQUE, 0, who,
3575 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3462 "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 } 3463 }
3582 } 3464 }
3583 else 3465 else
3584 { 3466 {
3585 if (op->type == BOW) 3467 if (op->type == BOW)
3586 SET_FLAG (who, FLAG_READY_BOW); 3468 SET_FLAG (who, FLAG_READY_BOW);
3587 else 3469 else
3588 SET_FLAG (who, FLAG_READY_RANGE); 3470 SET_FLAG (who, FLAG_READY_RANGE);
3589 } 3471 }
3472
3590 break; 3473 break;
3591 3474
3592 case BUILDER: 3475 case BUILDER:
3593 if (who->contr->ranges[range_builder]) 3476 if (who->type == PLAYER)
3477 {
3478 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3479 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3594 unapply_special (who, who->contr->ranges[range_builder], 0); 3480 unapply_special (who, who->contr->ranged_ob, 0);
3595 who->contr->shoottype = range_builder; 3481
3596 who->contr->ranges[range_builder] = op;
3597 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3483
3484 who->contr->ranged_ob = op;
3485 }
3598 break; 3486 break;
3599 3487
3600 default: 3488 default:
3601 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3489 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3602 } /* end of switch op->type */ 3490 } /* end of switch op->type */
3603 3491
3604 SET_FLAG (op, FLAG_APPLIED); 3492 SET_FLAG (op, FLAG_APPLIED);
3605 3493
3606 if (tmp != NULL) 3494 if (tmp)
3607 tmp = insert_ob_in_ob (tmp, who); 3495 tmp = insert_ob_in_ob (tmp, who);
3608 3496
3609 fix_player (who); 3497 who->update_stats ();
3610 3498
3611 /* We exclude spell casting objects. The fire code will set the 3499 /* We exclude spell casting objects. The fire code will set the
3612 * been applied flag when they are used - until that point, 3500 * been applied flag when they are used - until that point,
3613 * you don't know anything about them. 3501 * you don't know anything about them.
3614 */ 3502 */
3615 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3503 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3616 SET_FLAG (op, FLAG_BEEN_APPLIED); 3504 SET_FLAG (op, FLAG_BEEN_APPLIED);
3617 3505
3618 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3506 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3619 {
3620 if (who->type == PLAYER) 3507 if (who->type == PLAYER)
3621 { 3508 {
3622 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3509 new_draw_info (NDI_UNIQUE, 0, who,
3510 "Oops, it feels deadly cold! "
3511 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3623 SET_FLAG (op, FLAG_KNOWN_CURSED); 3512 SET_FLAG (op, FLAG_KNOWN_CURSED);
3624 } 3513 }
3625 } 3514
3626 if (who->type == PLAYER) 3515 if (who->type == PLAYER)
3627 { 3516 {
3628 /* if multiple objects were applied, update both slots */ 3517 /* if multiple objects were applied, update both slots */
3629 if (tmp) 3518 if (tmp)
3630 esrv_send_item (who, tmp); 3519 esrv_send_item (who, tmp);
3520
3631 esrv_send_item (who, op); 3521 esrv_send_item (who, op);
3632 } 3522 }
3523
3633 return 0; 3524 return 0;
3634} 3525}
3635
3636 3526
3637int 3527int
3638monster_apply_special (object *who, object *op, int aflags) 3528monster_apply_special (object *who, object *op, int aflags)
3639{ 3529{
3640 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3530 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3641 return 1; 3531 return 1;
3532
3642 return apply_special (who, op, aflags); 3533 return apply_special (who, op, aflags);
3643} 3534}
3644 3535
3645/** 3536/**
3646 * Map was just loaded, handle op's initialisation. 3537 * Map was just loaded, handle op's initialisation.
3684 3575
3685 case TREASURE: 3576 case TREASURE:
3686 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3577 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3687 return 0; 3578 return 0;
3688 3579
3689 while ((op->stats.hp--) > 0) 3580 while (op->stats.hp-- > 0)
3690 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3581 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); 3582 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3692 3583
3693 /* If we generated an object and put it in this object inventory, 3584 /* 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 3585 * move it to the parent object as the current object is about
3711 } 3602 }
3712 return tmp ? 1 : 0; 3603 return tmp ? 1 : 0;
3713} 3604}
3714 3605
3715/** 3606/**
3716 * fix_auto_apply goes through the entire map (only the first time 3607 * fix_auto_apply goes through the entire map every time a map
3717 * when an original map is loaded) and performs special actions for 3608 * is loaded or swapped in and performs special actions for
3718 * certain objects (most initialization of chests and creation of 3609 * certain objects (most initialization of chests and creation of
3719 * treasures and stuff). Calls auto_apply if appropriate. 3610 * treasures and stuff). Calls auto_apply if appropriate.
3720 */ 3611 */
3721void 3612void
3722fix_auto_apply (maptile *m) 3613maptile::fix_auto_apply ()
3723{ 3614{
3724 object *tmp, *above = NULL; 3615 if (!spaces)
3725 int x, y;
3726
3727 if (m == NULL)
3728 return; 3616 return;
3729 3617
3730 for (x = 0; x < MAP_WIDTH (m); x++) 3618 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3731 for (y = 0; y < MAP_HEIGHT (m); y++) 3619 for (object *tmp = ms->bot; tmp; )
3732 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3733 { 3620 {
3734 above = tmp->above; 3621 object *above = tmp->above;
3735 3622
3736 if (tmp->inv) 3623 if (tmp->inv)
3737 { 3624 {
3738 object *invtmp, *invnext; 3625 object *invtmp, *invnext;
3739 3626
3740 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3627 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3741 { 3628 {
3742 invnext = invtmp->below; 3629 invnext = invtmp->below;
3743 3630
3744 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3631 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3745 auto_apply (invtmp); 3632 auto_apply (invtmp);
3746 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3633 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3747 { 3634 {
3748 while ((invtmp->stats.hp--) > 0) 3635 while ((invtmp->stats.hp--) > 0)
3749 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3636 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3750 3637
3751 invtmp->randomitems = NULL; 3638 invtmp->randomitems = NULL;
3752 } 3639 }
3753 else if (invtmp && invtmp->arch 3640 else if (invtmp && invtmp->arch
3754 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3641 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3755 { 3642 {
3756 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3643 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3757 /* Need to clear this so that we never try to create 3644 /* Need to clear this so that we never try to create
3758 * treasure again for this object 3645 * treasure again for this object
3759 */ 3646 */
3760 invtmp->randomitems = NULL; 3647 invtmp->randomitems = NULL;
3761 } 3648 }
3762 } 3649 }
3763 /* This is really temporary - the code at the bottom will 3650 /* This is really temporary - the code at the bottom will
3764 * also set randomitems to null. The problem is there are bunches 3651 * also set randomitems to null. The problem is there are bunches
3765 * of maps/players already out there with items that have spells 3652 * of maps/players already out there with items that have spells
3766 * which haven't had the randomitems set to null yet. 3653 * which haven't had the randomitems set to null yet.
3767 * MSW 2004-05-13 3654 * MSW 2004-05-13
3768 * 3655 *
3769 * And if it's a spellbook, it's better to set randomitems to NULL too, 3656 * And if it's a spellbook, it's better to set randomitems to NULL too,
3770 * else you get two spells in the book ^_- 3657 * else you get two spells in the book ^_-
3771 * Ryo 2004-08-16 3658 * Ryo 2004-08-16
3772 */ 3659 */
3773 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3660 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) 3661 || 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; 3662 tmp->randomitems = NULL;
3663
3786 } 3664 }
3665
3666 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3667 auto_apply (tmp);
3668 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3669 {
3670 while ((tmp->stats.hp--) > 0)
3671 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3672 tmp->randomitems = NULL;
3673 }
3787 else if (tmp->type == TIMED_GATE) 3674 else if (tmp->type == TIMED_GATE)
3788 { 3675 {
3789 object *head = tmp->head != NULL ? tmp->head : tmp; 3676 object *head = tmp->head != NULL ? tmp->head : tmp;
3790 3677
3791 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3678 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3792 {
3793 tmp->speed = 0; 3679 tmp->set_speed (0);
3794 update_ob_speed (tmp);
3795 }
3796 } 3680 }
3797 /* This function can be called everytime a map is loaded, even when 3681 /* 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 3682 * 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 3683 * 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. 3684 * 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 3685 * This is a problem for the above objects, because they have counters
3802 * which say how many times to make the treasure. 3686 * which say how many times to make the treasure.
3803 */ 3687 */
3804 else if (tmp && tmp->arch && tmp->type != PLAYER 3688 else if (tmp && tmp->arch && tmp->type != PLAYER
3805 && tmp->type != TREASURE && tmp->type != SPELL 3689 && tmp->type != TREASURE && tmp->type != SPELL
3806 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3690 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3807 { 3691 {
3808 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3692 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3809 tmp->randomitems = NULL; 3693 tmp->randomitems = NULL;
3810 } 3694 }
3695
3696 // close all containers
3697 else if (tmp->type == CONTAINER)
3698 tmp->flag [FLAG_APPLIED] = 0;
3699
3700 tmp = above;
3811 } 3701 }
3812 3702
3813 for (x = 0; x < MAP_WIDTH (m); x++) 3703 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3814 for (y = 0; y < MAP_HEIGHT (m); y++) 3704 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)) 3705 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3817 check_trigger (tmp, tmp->above); 3706 check_trigger (tmp, tmp->above);
3818} 3707}
3819 3708
3820/** 3709/**
3821 * Handles player eating food that temporarily changes status (resistances, stats). 3710 * Handles player eating food that temporarily changes status (resistances, stats).
3822 * This used to call cast_change_attr(), but 3711 * This used to call cast_change_attr(), but
3823 * that doesn't work with the new spell code. Since we know what 3712 * 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. 3713 * the food changes, just grab a force and use that instead.
3825 */ 3714 */
3826
3827void 3715void
3828eat_special_food (object *who, object *food) 3716eat_special_food (object *who, object *food)
3829{ 3717{
3830 object *force; 3718 object *force;
3831 int i, did_one = 0; 3719 int i, did_one = 0;
3832 sint8 k;
3833 3720
3834 force = get_archetype (FORCE_NAME); 3721 force = get_archetype (FORCE_NAME);
3835 3722
3836 for (i = 0; i < NUM_STATS; i++) 3723 for (i = 0; i < NUM_STATS; i++)
3837 { 3724 if (sint8 k = food->stats.stat (i))
3838 k = get_attr_value (&food->stats, i);
3839 if (k)
3840 { 3725 {
3841 set_attr_value (&force->stats, i, k); 3726 force->stats.stat (i) = k;
3842 did_one = 1; 3727 did_one = 1;
3843 } 3728 }
3844 }
3845 3729
3846 /* check if we can protect the eater */ 3730 /* check if we can protect the eater */
3847 for (i = 0; i < NROFATTACKS; i++) 3731 for (i = 0; i < NROFATTACKS; i++)
3848 { 3732 {
3849 if (food->resist[i] > 0) 3733 if (food->resist[i] > 0)
3850 { 3734 {
3851 force->resist[i] = food->resist[i] / 2; 3735 force->resist[i] = food->resist[i] / 2;
3852 did_one = 1; 3736 did_one = 1;
3853 } 3737 }
3854 } 3738 }
3739
3855 if (did_one) 3740 if (did_one)
3856 { 3741 {
3857 force->speed = 0.1; 3742 force->set_speed (0.1);
3858 update_ob_speed (force);
3859 /* bigger morsel of food = longer effect time */ 3743 /* bigger morsel of food = longer effect time */
3860 force->stats.food = food->stats.food / 5; 3744 force->duration = food->stats.food / 5;
3861 SET_FLAG (force, FLAG_IS_USED_UP);
3862 SET_FLAG (force, FLAG_APPLIED); 3745 SET_FLAG (force, FLAG_APPLIED);
3863 change_abil (who, force); 3746 change_abil (who, force);
3864 insert_ob_in_ob (force, who); 3747 insert_ob_in_ob (force, who);
3865 } 3748 }
3866 else 3749 else
3869 /* check for hp, sp change */ 3752 /* check for hp, sp change */
3870 if (food->stats.hp != 0) 3753 if (food->stats.hp != 0)
3871 { 3754 {
3872 if (QUERY_FLAG (food, FLAG_CURSED)) 3755 if (QUERY_FLAG (food, FLAG_CURSED))
3873 { 3756 {
3874 strcpy (who->contr->killer, food->name); 3757 assign (who->contr->killer, food->name);
3875 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3758 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3876 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3759 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3877 } 3760 }
3878 else 3761 else
3879 { 3762 {
3898 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3781 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3899 who->stats.sp += food->stats.sp; 3782 who->stats.sp += food->stats.sp;
3900 /* place limit on max sp from food? */ 3783 /* place limit on max sp from food? */
3901 } 3784 }
3902 } 3785 }
3903 fix_player (who); 3786 who->update_stats ();
3904} 3787}
3905
3906 3788
3907/** 3789/**
3908 * Designed primarily to light torches/lanterns/etc. 3790 * Designed primarily to light torches/lanterns/etc.
3909 * Also burns up burnable material too. First object in the inventory is 3791 * Also burns up burnable material too. First object in the inventory is
3910 * the selected object to "burn". -b.t. 3792 * the selected object to "burn". -b.t.
3911 */ 3793 */
3912
3913void 3794void
3914apply_lighter (object *who, object *lighter) 3795apply_lighter (object *who, object *lighter)
3915{ 3796{
3916 object *item; 3797 object *item;
3917 int is_player_env = 0; 3798 int is_player_env = 0;
3918 char item_name[MAX_BUF];
3919 3799
3920 item = find_marked_object (who); 3800 item = find_marked_object (who);
3921 if (item) 3801 if (item)
3922 { 3802 {
3923 if (lighter->last_eat && lighter->stats.food) 3803 if (lighter->last_eat && lighter->stats.food)
3941 else if (lighter->last_eat) 3821 else if (lighter->last_eat)
3942 { /* no charges left in lighter */ 3822 { /* 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); 3823 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; 3824 return;
3945 } 3825 }
3826
3946 /* Perhaps we should split what we are trying to light on fire? 3827 /* 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 3828 * I can't see many times when you would want to light multiple
3948 * objects at once. 3829 * objects at once.
3949 */ 3830 */
3950 /* If the item is destroyed, we don't have a valid pointer to the 3831
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)) 3832 if (who == item->in_player ())
3956 is_player_env = 1; 3833 is_player_env = 1;
3957 3834
3958 save_throw_object (item, AT_FIRE, who); 3835 save_throw_object (item, AT_FIRE, who);
3959 /* Change to check count and not freed, since the object pointer 3836
3960 * may have gotten recycled
3961 */
3962 if (item->destroyed ()) 3837 if (item->destroyed ())
3963 { 3838 {
3964 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3839 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 3840 /* Need to update the player so that the players glow radius
3966 * gets changed. 3841 * gets changed.
3967 */ 3842 */
3968 if (is_player_env) 3843 if (is_player_env)
3969 fix_player (who); 3844 who->update_stats ();
3970 } 3845 }
3971 else 3846 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); 3847 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3973 } 3848 }
3974 else /* nothing to light */ 3849 else /* nothing to light */
3988 3863
3989 if (failure <= -1 && failure > -15) 3864 if (failure <= -1 && failure > -15)
3990 { /* wonder */ 3865 { /* wonder */
3991 object *tmp; 3866 object *tmp;
3992 3867
3993 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3868 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3994 tmp = get_archetype (SPELL_WONDER); 3869 tmp = get_archetype (SPELL_WONDER);
3995 cast_wonder (op, op, 0, tmp); 3870 cast_wonder (op, op, 0, tmp);
3996 tmp->destroy (); 3871 tmp->destroy ();
3997 } 3872 }
3998 else if (failure <= -15 && failure > -35) 3873 else if (failure <= -15 && failure > -35)
4019 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3894 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4020 blind_player (op, op, power); 3895 blind_player (op, op, power);
4021 } 3896 }
4022 else if (failure <= -80) 3897 else if (failure <= -80)
4023 { /* blast the immediate area */ 3898 { /* blast the immediate area */
4024 object *tmp;
4025
4026 tmp = get_archetype (LOOSE_MANA); 3899 object *tmp = get_archetype (LOOSE_MANA);
4027 cast_magic_storm (op, tmp, power); 3900 cast_magic_storm (op, tmp, power);
4028 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3901 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4029 tmp->destroy (); 3902 tmp->destroy ();
4030 } 3903 }
4031 } 3904 }
4032} 3905}
4033 3906
4053 */ 3926 */
4054 int i, j; 3927 int i, j;
4055 3928
4056 for (i = 0; i < NUM_STATS; i++) 3929 for (i = 0; i < NUM_STATS; i++)
4057 { 3930 {
4058 sint8 stat = get_attr_value (stats, i); 3931 int race_bonus = pl->arch->stats.stat (i);
4059 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3932 sint8 stat = stats->stat (i) + ns->stat (i);
4060 3933
4061 stat += get_attr_value (ns, i);
4062 if (stat > 20 + race_bonus) 3934 if (stat > 20 + race_bonus)
4063 { 3935 {
4064 excess_stat++; 3936 excess_stat++;
4065 stat = 20 + race_bonus; 3937 stat = 20 + race_bonus;
4066 } 3938 }
4067 set_attr_value (stats, i, stat); 3939
3940 stats->stat (i) = stat;
4068 } 3941 }
4069 3942
4070 for (j = 0; excess_stat > 0 && j < 100; j++) 3943 for (j = 0; excess_stat > 0 && j < 100; j++)
4071 { /* try 100 times to assign excess stats */ 3944 { /* try 100 times to assign excess stats */
4072 int i = rndm (0, 6); 3945 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 3946
4076 if (i == CHA) 3947 if (i == CHA)
4077 continue; /* exclude cha from this */ 3948 continue; /* exclude cha from this */
3949
3950 int stat = stats->stat (i);
3951 int race_bonus = pl->arch->stats.stat (i);
4078 if (stat < 20 + race_bonus) 3952 if (stat < 20 + race_bonus)
4079 { 3953 {
4080 change_attr_value (stats, i, 1); 3954 change_attr_value (stats, i, 1);
4081 excess_stat--; 3955 excess_stat--;
4082 } 3956 }
4085 /* insert the randomitems from the change's treasurelist into 3959 /* insert the randomitems from the change's treasurelist into
4086 * the player ref: player.c 3960 * the player ref: player.c
4087 */ 3961 */
4088 if (change->randomitems != NULL) 3962 if (change->randomitems != NULL)
4089 give_initial_items (pl, change->randomitems); 3963 give_initial_items (pl, change->randomitems);
4090
4091 3964
4092 /* set up the face, for some races. */ 3965 /* set up the face, for some races. */
4093 3966
4094 /* first, look for the force object banning 3967 /* first, look for the force object banning
4095 * changing the face. Certain races never change face with class. 3968 * changing the face. Certain races never change face with class.
4140 char got[MAX_BUF]; 4013 char got[MAX_BUF];
4141 int len; 4014 int len;
4142 4015
4143 if (!pl || !transformer) 4016 if (!pl || !transformer)
4144 return; 4017 return;
4018
4145 marked = find_marked_object (pl); 4019 marked = find_marked_object (pl);
4020
4146 if (!marked) 4021 if (!marked)
4147 { 4022 {
4148 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4023 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4149 return; 4024 return;
4150 } 4025 }
4026
4151 if (!marked->slaying) 4027 if (!marked->slaying)
4152 { 4028 {
4153 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4029 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; 4030 return;
4155 } 4031 }
4032
4156 /* check whether they are compatible or not */ 4033 /* check whether they are compatible or not */
4157 find = strstr (marked->slaying, transformer->arch->name); 4034 find = strstr (marked->slaying, transformer->arch->archname);
4158 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4035 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4159 { 4036 {
4160 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4037 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; 4038 return;
4162 } 4039 }
4040
4163 find += strlen (transformer->arch->name) + 1; 4041 find += strlen (transformer->arch->archname) + 1;
4164 /* Item can be used, now find how many and what it yields */ 4042 /* Item can be used, now find how many and what it yields */
4165 if (isdigit (*(find))) 4043 if (isdigit (*(find)))
4166 { 4044 {
4167 yield = atoi (find); 4045 yield = atoi (find);
4168 if (yield < 1) 4046 if (yield < 1)
4176 4054
4177 while (isdigit (*find)) 4055 while (isdigit (*find))
4178 find++; 4056 find++;
4179 while (*find == ' ') 4057 while (*find == ' ')
4180 find++; 4058 find++;
4059
4181 memset (got, 0, MAX_BUF); 4060 memset (got, 0, MAX_BUF);
4061
4182 if ((separator = strchr (find, ';')) != NULL) 4062 if ((separator = strchr (find, ';')) != NULL)
4183 {
4184 len = separator - find; 4063 len = separator - find;
4185 }
4186 else 4064 else
4187 {
4188 len = strlen (find); 4065 len = strlen (find);
4189 } 4066
4190 if (len > MAX_BUF - 1) 4067 if (len > MAX_BUF - 1)
4191 len = MAX_BUF - 1; 4068 len = MAX_BUF - 1;
4069
4192 strcpy (got, find); 4070 strcpy (got, find);
4193 got[len] = '\0'; 4071 got[len] = '\0';
4194 4072
4195 /* Now create new item, remove used ones when required. */ 4073 /* Now create new item, remove used ones when required. */
4196 new_item = get_archetype (got); 4074 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)); 4082 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); 4083 insert_ob_in_ob (new_item, pl);
4206 esrv_send_inventory (pl, pl); 4084 esrv_send_inventory (pl, pl);
4207 /* Eat up one item */ 4085 /* Eat up one item */
4208 decrease_ob_nr (marked, 1); 4086 decrease_ob_nr (marked, 1);
4087
4209 /* Eat one transformer if needed */ 4088 /* Eat one transformer if needed */
4210 if (transformer->stats.food) 4089 if (transformer->stats.food)
4211 if (--transformer->stats.food == 0) 4090 if (--transformer->stats.food == 0)
4212 decrease_ob_nr (transformer, 1); 4091 decrease_ob_nr (transformer, 1);
4213} 4092}

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