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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.51 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.101 by root, Thu May 17 20:27:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
29 32
30#include <sproto.h> 33#include <sproto.h>
31 34
32/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
33#include <sounds.h> 36#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 37
38/** 38/**
39 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */ 41 */
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
67 race_flag = 1; 67 race_flag = 1;
68 } 68 }
69
69 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches. 71 * name or race that matches.
71 */ 72 */
72 if ((op->race) && 73 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 77 return 1;
78 } 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 85 return 1;
87 } 86
88 return 0; 87 return 0;
89} 88}
90 89
91/** 90/**
92 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
421 int count = 0; 421 int count = 0;
422 422
423 423
424 if (item == NULL) 424 if (item == NULL)
425 return 0; 425 return 0;
426
426 op = op->below; 427 op = op->below;
427 while (op != NULL) 428 while (op != NULL)
428 { 429 {
429 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
430 { 431 {
435 count++; 436 count++;
436 else 437 else
437 count += op->nrof; 438 count += op->nrof;
438 } 439 }
439 } 440 }
441
440 op = op->below; 442 op = op->below;
441 } 443 }
444
442 return count; 445 return count;
443} 446}
444 447
445/** 448/**
446 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
762{ 765{
763 object *otmp; 766 object *otmp;
764 767
765 if (op->type != PLAYER) 768 if (op->type != PLAYER)
766 return 0; 769 return 0;
770
767 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))
768 { 772 {
769 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.");
770 return 0; 774 return 0;
771 } 775 }
776
772 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
773 if (!otmp) 778 if (!otmp)
774 { 779 {
775 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.");
776 return 0; 781 return 0;
777 } 782 }
783
778 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 785 {
780 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");
781 return 0; 787 return 0;
782 } 788 }
789
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
784 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
786 return 1; 793 return 1;
787} 794}
978 else 985 else
979 { 986 {
980 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
981 { 988 {
982 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",
983 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 991 return -1;
985 } 992 }
986 993
987 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
998 { 1005 {
999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1000 &converter->name, converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001 1008
1002 /** 1009 /**
1003 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1004 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1005 */ 1012 */
1012 * Handle apply on containers. 1019 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1016 */ 1023 */
1017
1018int 1024int
1019apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1020{ 1026{
1021 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1028 return 0; /* This might change */
1026 1029
1027 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1028 { 1031 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 1033 return 0;
1031 } 1034 }
1032 1035
1033 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1034 1037
1035 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1036 { 1042 }
1037 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1038 { 1048 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1040 return 1; 1051 return 1;
1041 } 1052 }
1042 1053 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 { 1054 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1; 1057 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 { 1058 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1059
1080 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1065 op->close_container ();
1089 { 1066 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1092 tmp = op->container; 1069 return 1;
1093 apply_container (op, tmp); 1070 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1095 op->container = sack; 1072 // it's locked?
1096 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1097 strcat (buf, "."); 1074 {
1098 } 1075 if (object *tmp = find_key (op, op, sack))
1099 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1077 else
1107 { 1078 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1080 return 1;
1144 } 1081 }
1145 }
1146 } 1082 }
1147 1083
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1085
1153 return 1; 1086 return 1;
1154} 1087}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1088
1281/** 1089/**
1282 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1284 */ 1092 */
1530 1338
1531 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1534 */ 1342 */
1535 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1536 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 } 1346 }
1539 goto leave; 1347 goto leave;
1540 1348
1541 case SPINNER: 1349 case SPINNER:
1627 1435
1628 1436
1629 case CONVERTER: 1437 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1631 { 1439 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635 1441 get_archetype ("burnout")->insert_at (trap, trap);
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 } 1442 }
1643 } 1443
1644 goto leave; 1444 goto leave;
1645 1445
1646 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1478 {
1679 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1680 * players output. 1480 * players output.
1681 */ 1481 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1684 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1685 } 1486 }
1686 goto leave; 1487 goto leave;
1687 1488
1688 case ENCOUNTER: 1489 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1704 1505
1705 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1706 goto leave; 1507 goto leave;
1707 1508
1708 case CONTAINER: 1509 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1713 goto leave; 1511 goto leave;
1714 1512
1715 case RUNE: 1513 case RUNE:
1716 case TRAP: 1514 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1777 1575
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1577
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1782 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1783 1582
1784 /* gain xp from reading */ 1583 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1585 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1943 return; 1742 return;
1944 } 1743 }
1945 1744
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1746 {
1948 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1949 return; 1748 return;
1950 } 1749 }
1951 1750
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953 1752
1976 { 1775 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1978 1777
1979 if (!spell_skill) 1778 if (!spell_skill)
1980 { 1779 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1982 return; 1781 return;
1983 } 1782 }
1984 1783
1985 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1986 { 1785 {
2020 else 1819 else
2021 { 1820 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024 } 1823 }
1824
2025 decrease_ob (tmp); 1825 decrease_ob (tmp);
2026} 1826}
2027 1827
2028/** 1828/**
2029 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1868 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp); 1869 identify (tmp);
2070 1870
2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1871 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2072 1872
2073
2074 cast_spell (op, tmp, dir, tmp->inv, NULL); 1873 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp); 1874 decrease_ob (tmp);
2076} 1875}
2077 1876
2078/** 1877/**
2081 * chest. 1880 * chest.
2082 */ 1881 */
2083static void 1882static void
2084apply_treasure (object *op, object *tmp) 1883apply_treasure (object *op, object *tmp)
2085{ 1884{
2086 object *treas;
2087
2088
2089 /* Nice side effect of new treasure creation method is that the treasure 1885 /* Nice side effect of new treasure creation method is that the treasure
2090 * for the chest is done when the chest is created, and put into the chest 1886 * for the chest is done when the chest is created, and put into the chest
2091 * inventory. So that when the chest burns up, the items still exist. Also 1887 * inventory. So that when the chest burns up, the items still exist. Also
2092 * prevents people fromt moving chests to more difficult maps to get better 1888 * prevents people fromt moving chests to more difficult maps to get better
2093 * treasure 1889 * treasure
2094 */ 1890 */
2095
2096 treas = tmp->inv; 1891 object *treas = tmp->inv;
2097 if (treas == NULL) 1892
1893 if (!treas)
2098 { 1894 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100 decrease_ob (tmp); 1896 decrease_ob (tmp);
2101 return; 1897 return;
2102 } 1898 }
1899
2103 while (tmp->inv) 1900 while (tmp->inv)
2104 { 1901 {
2105 treas = tmp->inv; 1902 treas = tmp->inv;
2106 1903
2107 treas->remove (); 1904 treas->remove ();
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2022 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2023 return 0;
2227 2024
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2025 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2026 from the player's inventory */
2027 shstr_cmp dragon_ability_force ("dragon_ability_force");
2028 shstr_cmp dragon_skin_force ("dragon_skin_force");
2029
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2030 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2031 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2032 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2033 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2034 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2035 abil = tmp;
2238 }
2239 }
2240 2036
2241 /* if either skin or ability are missing, this is an old player 2037 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2038 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2039 if (skin == NULL || abil == NULL)
2244 return 0; 2040 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2083 chance = MIN (100., chance * 2.);
2288 2084
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2087 {
2292 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2293 winners++; 2089 winners++;
2294 } 2090 }
2295 2091
2410 handle_apply_yield (tmp); 2206 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2207 decrease_ob (tmp);
2412} 2208}
2413 2209
2414/** 2210/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2211 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2416 * A valid 2 way exit means: 2212 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side) 2213 * -You can come back (there is another exit at the other side)
2418 * -You are 2214 * -You are
2419 * ° the owner of the exit 2215 * ° the owner of the exit
2420 * ° or in the same party as the owner 2216 * ° or in the same party as the owner
2424 * survive in the swapping (in fact the whole exit doesn't survive). 2220 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */ 2221 */
2426int 2222int
2427is_legal_2ways_exit (object *op, object *exit) 2223is_legal_2ways_exit (object *op, object *exit)
2428{ 2224{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1) 2225 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */ 2226 return 1; /*This is not a 2 way, so it is legal */
2227
2228#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2229 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2230 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at 2231#endif
2439 * all the exits in destination and try to find one with same path as 2232
2440 * the current exit's position */ 2233 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2234
2442 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2443 else
2444 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2445 if (exitmap) 2235 if (exitmap)
2446 { 2236 {
2237 exitmap->load_sync ();
2238
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2239 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2240
2448 if (!tmp) 2241 if (!tmp)
2449 return 0; 2242 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2243
2244 for (; tmp; tmp = tmp->above)
2451 { 2245 {
2452 if (tmp->type != EXIT) 2246 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2247 continue; /*Not an exit */
2248
2454 if (!EXIT_PATH (tmp)) 2249 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */ 2250 continue; /*Not a valid exit */
2251
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2252 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */ 2253 continue; /*Not in the same place */
2254
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2255 if (exit->map->path != EXIT_PATH (tmp))
2459 continue; /*Not in the same map */ 2256 continue; /*Not in the same map */
2460 2257
2461 /* From here we have found the exit is valid. However we do 2258 /* From here we have found the exit is valid. However we do
2462 * here the check of the exit owner. It is important for the 2259 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments 2260 * town portals to prevent strangers from visiting your appartments
2464 */ 2261 */
2465 if (!exit->race) 2262 if (!exit->race)
2466 return 1; /*No owner, free for all! */ 2263 return 1; /*No owner, free for all! */
2264
2467 exit_owner = NULL; 2265 object *exit_owner = 0;
2468 for (pp = first_player; pp; pp = pp->next) 2266
2267 for_all_players (pp)
2469 { 2268 {
2470 if (!pp->ob) 2269 if (!pp->ob)
2471 continue; 2270 continue;
2271
2472 if (pp->ob->name != exit->race) 2272 if (pp->ob->name != exit->race)
2473 continue; 2273 continue;
2274
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2275 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break; 2276 break;
2476 } 2277 }
2278
2477 if (!exit_owner) 2279 if (!exit_owner)
2478 return 0; /* No more owner */ 2280 return 0; /* No more owner */
2281
2479 if (exit_owner->contr == op->contr) 2282 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */ 2283 return 1; /*It is your exit */
2284
2481 if (exit_owner && /*There is a owner */ 2285 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */ 2286 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2287 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2484 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2288 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0; 2289 return 0;
2290
2486 return 1; 2291 return 1;
2487 } 2292 }
2488 } 2293 }
2294
2489 return 0; 2295 return 0;
2490} 2296}
2491
2492 2297
2493/** 2298/**
2494 * Main apply handler. 2299 * Main apply handler.
2495 * 2300 *
2496 * Checks for unpaid items before applying. 2301 * Checks for unpaid items before applying.
2504 * being applied. 2309 * being applied.
2505 * 2310 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with 2311 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special 2312 * them in this function - they are passed to apply_special
2508 */ 2313 */
2509
2510int 2314int
2511manual_apply (object *op, object *tmp, int aflag) 2315manual_apply (object *op, object *tmp, int aflag)
2512{ 2316{
2513 if (tmp->head) 2317 if (tmp->head)
2514 tmp = tmp->head; 2318 tmp = tmp->head;
2543 { 2347 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2348 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2349 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2546 } 2350 }
2547 else 2351 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2352 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 } 2353
2551 return 1; 2354 return 1;
2552 2355
2553 case EXIT: 2356 case EXIT:
2554 if (op->type != PLAYER) 2357 if (op->type != PLAYER)
2555 return 0; 2358 return 0;
2359
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2360 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2557 {
2558 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2361 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else 2362 else
2561 { 2363 {
2562 /* Don't display messages for random maps. */ 2364 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2365 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2366 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2367
2565 enter_exit (op, tmp); 2368 op->enter_exit (tmp);
2566 } 2369 }
2370
2567 return 1; 2371 return 1;
2568 2372
2569 case SIGN: 2373 case SIGN:
2570 apply_sign (op, tmp, 0); 2374 apply_sign (op, tmp, 0);
2571 return 1; 2375 return 1;
2575 { 2379 {
2576 apply_book (op, tmp); 2380 apply_book (op, tmp);
2577 return 1; 2381 return 1;
2578 } 2382 }
2579 else 2383 else
2580 {
2581 return 0; 2384 return 0;
2582 }
2583 2385
2584 case SKILLSCROLL: 2386 case SKILLSCROLL:
2585 if (op->type == PLAYER) 2387 if (op->type == PLAYER)
2586 { 2388 {
2587 apply_skillscroll (op, tmp); 2389 apply_skillscroll (op, tmp);
2588 return 1; 2390 return 1;
2589 } 2391 }
2392 else
2590 return 0; 2393 return 0;
2591 2394
2592 case SPELLBOOK: 2395 case SPELLBOOK:
2593 if (op->type == PLAYER) 2396 if (op->type == PLAYER)
2594 { 2397 {
2595 apply_spellbook (op, tmp); 2398 apply_spellbook (op, tmp);
2596 return 1; 2399 return 1;
2597 } 2400 }
2401 else
2598 return 0; 2402 return 0;
2599 2403
2600 case SCROLL: 2404 case SCROLL:
2601 apply_scroll (op, tmp, 0); 2405 apply_scroll (op, tmp, 0);
2602 return 1; 2406 return 1;
2603 2407
2604 case POTION: 2408 case POTION:
2605 (void) apply_potion (op, tmp); 2409 apply_potion (op, tmp);
2606 return 1; 2410 return 1;
2607 2411
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2412 /* Eneq(@csd.uu.se): Handle apply on containers. */
2413 //TODO: remove, as it is unsed?
2609 case CLOSE_CON: 2414 case CLOSE_CON:
2610 if (op->type == PLAYER)
2611 (void) esrv_apply_container (op, tmp->env);
2612 else
2613 (void) apply_container (op, tmp->env); 2415 apply_container (op, tmp->env);
2614 return 1; 2416 return 1;
2615 2417
2616 case CONTAINER: 2418 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp); 2419 apply_container (op, tmp);
2621 return 1; 2420 return 1;
2622 2421
2623 case TREASURE: 2422 case TREASURE:
2624 if (op->type == PLAYER) 2423 if (op->type == PLAYER)
2625 { 2424 {
2626 apply_treasure (op, tmp); 2425 apply_treasure (op, tmp);
2627 return 1; 2426 return 1;
2628 } 2427 }
2629 else 2428 else
2630 {
2631 return 0; 2429 return 0;
2632 }
2633 2430
2634 case WEAPON: 2431 case WEAPON:
2635 case ARMOUR: 2432 case ARMOUR:
2636 case BOOTS: 2433 case BOOTS:
2637 case GLOVES: 2434 case GLOVES:
2650 case LAMP: 2447 case LAMP:
2651 case BUILDER: 2448 case BUILDER:
2652 case SKILL_TOOL: 2449 case SKILL_TOOL:
2653 if (tmp->env != op) 2450 if (tmp->env != op)
2654 return 2; /* not in inventory */ 2451 return 2; /* not in inventory */
2452
2655 (void) apply_special (op, tmp, aflag); 2453 apply_special (op, tmp, aflag);
2656 return 1; 2454 return 1;
2657 2455
2658 case DRINK: 2456 case DRINK:
2659 case FOOD: 2457 case FOOD:
2660 case FLESH: 2458 case FLESH:
2676 } 2474 }
2677 else 2475 else
2678 return 0; 2476 return 0;
2679 2477
2680 case WEAPON_IMPROVER: 2478 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp); 2479 check_improve_weapon (op, tmp);
2682 return 1; 2480 return 1;
2683 2481
2684 case CLOCK: 2482 case CLOCK:
2685 if (op->type == PLAYER) 2483 if (op->type == PLAYER)
2686 { 2484 {
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2492 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2695 new_draw_info (NDI_UNIQUE, 0, op, buf); 2493 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1; 2494 return 1;
2697 } 2495 }
2698 else 2496 else
2699 {
2700 return 0; 2497 return 0;
2701 }
2702 2498
2703 case MENU: 2499 case MENU:
2704 if (op->type == PLAYER) 2500 if (op->type == PLAYER)
2705 { 2501 {
2706 shop_listing (op); 2502 shop_listing (tmp, op);
2707 return 1; 2503 return 1;
2708 } 2504 }
2709 else 2505 else
2710 {
2711 return 0; 2506 return 0;
2712 }
2713 2507
2714 case POWER_CRYSTAL: 2508 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */ 2509 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1; 2510 return 1;
2717 2511
2720 { 2514 {
2721 apply_lighter (op, tmp); 2515 apply_lighter (op, tmp);
2722 return 1; 2516 return 1;
2723 } 2517 }
2724 else 2518 else
2725 {
2726 return 0; 2519 return 0;
2727 }
2728 2520
2729 case ITEM_TRANSFORMER: 2521 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp); 2522 apply_item_transformer (op, tmp);
2731 return 1; 2523 return 1;
2732 2524
2755 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2547 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2756 return 0; 2548 return 0;
2757 } 2549 }
2758 } 2550 }
2759 2551
2760 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2761 * applied.
2762 */
2763 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2764 {
2765 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2766 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2767 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2768 op->destroy ();
2769 return 1;
2770 }
2771
2772 pl->contr->last_used = op; 2552 pl->contr->last_used = op;
2773 2553
2774 tmp = manual_apply (pl, op, aflag); 2554 tmp = manual_apply (pl, op, aflag);
2775 if (!quiet) 2555 if (!quiet)
2776 { 2556 {
2785/** 2565/**
2786 * player_apply_below attempts to apply the object 'below' the player. 2566 * player_apply_below attempts to apply the object 'below' the player.
2787 * If the player has an open container, we use that for below, otherwise 2567 * If the player has an open container, we use that for below, otherwise
2788 * we use the ground. 2568 * we use the ground.
2789 */ 2569 */
2790
2791void 2570void
2792player_apply_below (object *pl) 2571player_apply_below (object *pl)
2793{ 2572{
2794 object *tmp, *next;
2795 int floors; 2573 int floors = 0;
2796 2574
2797 /* If using a container, set the starting item to be the top 2575 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map. 2576 * item in the container. Otherwise, use the map.
2799 */
2800 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2801
2802 /* This is perhaps more complicated. However, I want to make sure that 2577 * This is perhaps more complicated. However, I want to make sure that
2803 * we don't use a corrupt pointer for the next object, so we get the 2578 * we don't use a corrupt pointer for the next object, so we get the
2804 * next object in the stack before applying. This is can only be a 2579 * next object in the stack before applying. This is can only be a
2805 * problem if player_apply() has a bug in that it uses the object but does 2580 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value. 2581 * not return a proper value.
2807 */ 2582 */
2808 for (floors = 0; tmp != NULL; tmp = next) 2583 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2809 { 2584 {
2810 next = tmp->below; 2585 next = tmp->below;
2586
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2587 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++; 2588 floors++;
2813 else if (floors > 0) 2589 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */ 2590 return; /* process only floor objects after first floor object */
2815 2591
2835 * to keep the size of apply_special to a more managable size. 2611 * to keep the size of apply_special to a more managable size.
2836 */ 2612 */
2837static int 2613static int
2838unapply_special (object *who, object *op, int aflags) 2614unapply_special (object *who, object *op, int aflags)
2839{ 2615{
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2616 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2617 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0); 2618 return RESULT_INT (0);
2842 2619
2843 object *tmp2; 2620 object *tmp2;
2844 2621
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2622 CLEAR_FLAG (op, FLAG_APPLIED);
2623
2624 if (player *pl = who->contr)
2625 {
2626 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2627 if (op == pl->combat_ob) pl->combat_ob = 0;
2628 }
2629
2846 switch (op->type) 2630 switch (op->type)
2847 { 2631 {
2632 case SKILL_TOOL:
2633 // unapplying a skill tool should also unapply the skill it governs
2634 // but this is hard, as it shouldn't do so when the skill can
2635 // be used for other reasons
2636 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2637 if (tmp->skill == op->skill
2638 && tmp->type == SKILL
2639 && tmp->flag [FLAG_APPLIED]
2640 && !tmp->flag [FLAG_CAN_USE_SKILL])
2641 unapply_special (who, tmp, 0);
2642
2643 change_abil (who, op);
2644 break;
2645
2848 case WEAPON: 2646 case WEAPON:
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2647 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2850 2648
2851 (void) change_abil (who, op); 2649 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2650 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2854 clear_skill (who); 2651 clear_skill (who);
2855 break; 2652 break;
2856 2653
2857 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL: 2654 case SKILL:
2859 if (op != who->chosen_skill) 2655 if (op != who->chosen_skill)
2860 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2656 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2657
2658 if (who->contr)
2862 } 2659 {
2863 if (who->type == PLAYER)
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible) 2660 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2661 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else 2662 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2663 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 } 2664 }
2875 } 2665
2876 (void) change_abil (who, op); 2666 change_abil (who, op);
2877 who->chosen_skill = NULL; 2667 who->chosen_skill = 0;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL); 2668 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2669 break;
2880 2670
2881 case ARMOUR: 2671 case ARMOUR:
2882 case HELMET: 2672 case HELMET:
2887 case AMULET: 2677 case AMULET:
2888 case GIRDLE: 2678 case GIRDLE:
2889 case BRACERS: 2679 case BRACERS:
2890 case CLOAK: 2680 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2892 (void) change_abil (who, op); 2682 change_abil (who, op);
2893 break; 2683 break;
2684
2894 case LAMP: 2685 case LAMP:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2686 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2896 tmp2 = arch_to_object (op->other_arch); 2687 tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x; 2688 tmp2->x = op->x;
2898 tmp2->y = op->y; 2689 tmp2->y = op->y;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2694 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904 2695
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2696 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2697 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907 2698
2908 if (who->type == PLAYER) 2699 if (who->contr)
2909 esrv_del_item (who->contr, op->count); 2700 esrv_del_item (who->contr, op->count);
2910 2701
2911 op->destroy (); 2702 op->destroy ();
2912 insert_ob_in_ob (tmp2, who); 2703 insert_ob_in_ob (tmp2, who);
2913 who->update_stats (); 2704 who->update_stats ();
2705
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2706 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 { 2707 {
2916 if (who->type == PLAYER) 2708 if (who->contr)
2917 { 2709 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2710 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2711 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 } 2712 }
2921 } 2713 }
2922 if (who->type == PLAYER) 2714
2715 if (who->contr)
2923 esrv_send_item (who, tmp2); 2716 esrv_send_item (who, tmp2);
2717
2924 return 1; /* otherwise, an attempt to drop causes problems */ 2718 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 2719
2926 case BOW: 2720 case BOW:
2927 case WAND: 2721 case WAND:
2928 case ROD: 2722 case ROD:
2929 case HORN: 2723 case HORN:
2930 clear_skill (who); 2724 clear_skill (who);
2725
2726 if (who->contr)
2727 {
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2728 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER) 2729
2933 { 2730 if (who->contr->ranged_ob == op)
2934 who->contr->shoottype = range_none; 2731 who->contr->ranged_ob = 0;
2732
2733 if (who->current_weapon == op)
2734 who->current_weapon = 0;
2935 } 2735 }
2936 else 2736 else
2937 { 2737 {
2938 if (op->type == BOW) 2738 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW); 2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else 2740 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE); 2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 } 2742 }
2743
2943 break; 2744 break;
2944 2745
2945 case BUILDER: 2746 case BUILDER:
2747 if (who->contr)
2748 {
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none; 2750
2948 who->contr->ranges[range_builder] = NULL; 2751 if (who->contr->ranged_ob == op)
2752 who->contr->ranged_ob = 0;
2753 }
2949 break; 2754 break;
2950 2755
2951 default: 2756 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break; 2758 break;
2955 2760
2956 who->update_stats (); 2761 who->update_stats ();
2957 2762
2958 if (!(aflags & AP_NO_MERGE)) 2763 if (!(aflags & AP_NO_MERGE))
2959 { 2764 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL); 2765 object *tmp = merge_ob (op, 0);
2963 if (who->type == PLAYER) 2766
2767 if (who->contr)
2964 { 2768 {
2965 if (tmp) 2769 if (tmp)
2966 { /* it was merged */ 2770 { /* it was merged */
2967 esrv_del_item (who->contr, op->count); 2771 esrv_del_item (who->contr, op->count);
2968 op = tmp; 2772 op = tmp;
2969 } 2773 }
2970 2774
2971 esrv_send_item (who, op); 2775 esrv_send_item (who, op);
2972 } 2776 }
2973 } 2777 }
2778
2974 return 0; 2779 return 0;
2975} 2780}
2976 2781
2977/** 2782/**
2978 * Returns the object that is using location 'loc'. 2783 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we 2784 * Note that 'start' is the first object to start examing - we
2980 * then go through the below of this. In this way, you can do 2785 * then go through the below of this. In this way, you can do
2981 * something like: 2786 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1); 2787 * tmp = get_next_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2788 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc. 2789 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found. 2790 * Returns NULL if no match is found.
2986 * loc is the index into the array we are looking for a match. 2791 * loc is the index into the array we are looking for a match.
2987 * don't return invisible objects unless they are skill objects 2792 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 2793 * invisible other objects that use
2989 * up body locations can be used as restrictions. 2794 * up body locations can be used as restrictions.
2990 */ 2795 */
2991object * 2796static object *
2992get_item_from_body_location (object *start, int loc) 2797get_next_item_from_body_location (int loc, object *start)
2993{ 2798{
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 2799 for (object *tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2800 if (tmp->flag [FLAG_APPLIED]
2801 && tmp->slot[loc].info
2802 && (!tmp->invisible || tmp->type == SKILL))
3001 return tmp; 2803 return tmp;
3002 2804
3003 return NULL; 2805 return 0;
3004} 2806}
3005
3006
3007 2807
3008/** 2808/**
3009 * 'op' wants to apply an object, but can't because of other equipment. 2809 * 'op' wants to apply an object, but can't because of other equipment.
3010 * This should only be called when it is known 2810 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 2811 * that there are objects to unapply. This makes pretty heavy
3017 * another function that does just that. 2817 * another function that does just that.
3018 */ 2818 */
3019int 2819int
3020unapply_for_ob (object *who, object *op, int aflags) 2820unapply_for_ob (object *who, object *op, int aflags)
3021{ 2821{
3022 int i; 2822 if (op->is_range ())
3023 object *tmp = NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD)
3029 {
3030 for (tmp = who->inv; tmp; tmp = tmp->below) 2823 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3033 {
3034 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2825 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 { 2826 {
3036 if (aflags & AP_PRINT) 2827 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2828 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3038 else 2829 else
3039 unapply_special (who, tmp, aflags); 2830 unapply_special (who, tmp, aflags);
3040 } 2831 }
3041 else 2832 else
3042 { 2833 {
3043 /* In this case, we want to try and remove a cursed item. 2834 /* In this case, we want to try and remove a cursed item.
3044 * While we know it won't work, we want unapply_special to 2835 * While we know it won't work, we want unapply_special to
3045 * at least generate the message. 2836 * at least generate the message.
3046 */ 2837 */
3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2838 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3048 return 1; 2839 return 1;
3049 }
3050
3051 } 2840 }
3052 }
3053 }
3054 2841
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2842 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 2843 {
3057 /* this used up a slot that we need to free */ 2844 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 2845 if (op->slot[i].info)
3059 { 2846 {
3060 last = who->inv; 2847 object *last = who->inv;
3061 2848
3062 /* We do a while loop - may need to remove several items in order 2849 /* We do a while loop - may need to remove several items in order
3063 * to free up enough slots. 2850 * to free up enough slots.
3064 */ 2851 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 2852 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 2853 {
3067 tmp = get_item_from_body_location (last, i); 2854 object *tmp = get_next_item_from_body_location (i, last);
2855
3068 if (!tmp) 2856 if (!tmp)
3069 { 2857 {
3070#if 0 2858#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2859 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2860 * equipped.
3073 */ 2861 */
3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2862 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075#endif 2863#endif
3076 return 1; 2864 return 1;
3077 } 2865 }
2866
3078 /* If we are just printing, we don't care about cursed status */ 2867 /* If we are just printing, we don't care about cursed status */
3079 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2868 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3080 { 2869 {
3081 if (aflags & AP_PRINT) 2870 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2871 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3090 * so it may not be critical (eg, putting on a ring and you have 2879 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2880 * one cursed ring.)
3092 */ 2881 */
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2882 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 } 2883 }
2884
3095 last = tmp->below; 2885 last = tmp->below;
3096 } 2886 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2887 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3098 * return in the !tmp would have kicked in. 2888 * return in the !tmp would have kicked in.
3099 */ 2889 */
3100 } /* if op is using this body location */ 2890 } /* if op is using this body location */
3101 } /* for body lcoations */ 2891 } /* for body lcoations */
2892
3102 return 0; 2893 return 0;
3103} 2894}
3104 2895
3105/** 2896/**
3106 * Checks to see if 'who' can apply object 'op'. 2897 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2898 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2899 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2900 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2901 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3111 * is set, do we really are what the other flags may be?) 2902 * is set, do we really care what the other flags may be?)
3112 * 2903 *
3113 * See include/define.h for detailed description of the meaning of 2904 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2905 * these return values.
3115 */ 2906 */
3116int 2907int
3117can_apply_object (object *who, object *op) 2908can_apply_object (object *who, object *op)
3118{ 2909{
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2910 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0); 2911 return RESULT_INT (0);
3121 2912
3122 int i, retval = 0; 2913 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 2914 object *tmp = 0, *ws = 0;
3124 2915
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2916 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3126 * 2 weapons, but we don't want to let them do that. So if they are
3127 * trying to equip a weapon or shield, see if they already have one
3128 * in place and store that way.
3129 */
3130 if (op->type == WEAPON || op->type == SHIELD)
3131 { 2917 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2918 if (op->slot[i].info)
3133 { 2919 {
3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2920 /* Item uses more slots than we have */
2921 if (who->slot[i].info + op->slot [i].info < 0)
3135 { 2922 {
3136 retval = CAN_APPLY_UNAPPLY;
3137 ws = tmp;
3138 }
3139 }
3140 }
3141
3142
3143 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3144 {
3145 if (op->body_info[i])
3146 {
3147 /* Item uses more slots than we have */
3148 if (FABS (op->body_info[i]) > who->body_info[i])
3149 {
3150 /* Could return now for efficiently - rest of info below isn' 2923 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 2924 * really needed.
3152 */ 2925 */
3153 retval |= CAN_APPLY_NEVER; 2926 retval |= CAN_APPLY_NEVER;
3154 } 2927 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 2928 else if (who->slot[i].used + op->slot[i].info < 0)
3156 { 2929 {
3157 /* in this case, equipping this would use more free spots than 2930 /* in this case, equipping this would use more free spots than
3158 * we have. 2931 * we have.
3159 */ 2932 */
3160 object *tmp1;
3161
3162 2933
3163 /* if we have an applied weapon/shield, and unapply it would free 2934 /* if we have an applied weapon/shield, and unapply it would free
3164 * enough slots to equip the new item, then just set this can 2935 * enough slots to equip the new item, then just set "can
3165 * continue. We don't care about the logic below - if you have 2936 * apply unapply". We don't care about the logic below - if you have a
3166 * shield equipped and try to equip another shield, there is only 2937 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 2938 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 2939 * does take into the account cases where what is being applied
3169 * may be two handed for example. 2940 * may be two handed for example.
3170 */ 2941 */
3171 if (ws) 2942 if (ws)
3172 { 2943 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3174 { 2944 {
3175 retval |= CAN_APPLY_UNAPPLY; 2945 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 2946 continue;
3177 } 2947 }
3178 }
3179 2948
3180 tmp1 = get_item_from_body_location (who->inv, i); 2949 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3181 if (!tmp1) 2950 if (!tmp1)
3182 { 2951 {
3183#if 0 2952#if 0
3184 /* This is sort of an error, but happens a lot when old players 2953 /* This is sort of an error, but happens a lot when old players
3185 * join in with more stuff equipped than they are now allowed. 2954 * join in with more stuff equipped than they are now allowed.
3186 */ 2955 */
3187 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2956 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3188#endif 2957#endif
2958 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2959 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
3189 retval |= CAN_APPLY_NEVER; 2960 retval |= CAN_APPLY_NEVER;
3190 } 2961 }
3191 else 2962 else
3192 { 2963 {
3193 /* need to unapply something. However, if this something 2964 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need 2965 * is different than we had found before, it means they need
3195 * to apply multiple objects 2966 * to apply multiple objects
3196 */ 2967 */
3197 retval |= CAN_APPLY_UNAPPLY; 2968 retval |= CAN_APPLY_UNAPPLY;
2969
3198 if (!tmp) 2970 if (!tmp)
3199 tmp = tmp1; 2971 tmp = tmp1;
3200 else if (tmp != tmp1) 2972 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 2973 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 2974
3204 /* This object isn't using up all the slots, so there must 2975 /* This object isn't using up all the slots, so there must
3205 * be another. If so, and it the new item doesn't need all 2976 * be another. If so, and it the new item doesn't need all
3206 * the slots, the player then has a choice. 2977 * the slots, the player then has a choice.
3207 */ 2978 */
3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2979 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2980 && abs (op->slot[i].info) < who->slot[i].info)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2981 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 2982
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 2983 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 2984 * equipped? If not, there must be something else to unapply.
3213 */ 2985 */
3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2986 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 2987 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 2988 }
3218 } /* if not enough free slots */ 2989 } /* if not enough free slots */
3219 } /* if this object uses location i */ 2990 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 2991 } /* for i -> num_body_locations loop */
3221 2992
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they 2997 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location. 2998 * all use the same location.
3228 */ 2999 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3000 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3001 retval |= CAN_APPLY_RESTRICTION;
3002
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3003 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3004 retval |= CAN_APPLY_RESTRICTION;
3233 3005
3234
3235 if (who->type != PLAYER) 3006 if (who->type != PLAYER)
3236 { 3007 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3008 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION; 3009 retval |= CAN_APPLY_RESTRICTION;
3010
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3011 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 3012 retval |= CAN_APPLY_RESTRICTION;
3013
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3014 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3015 retval |= CAN_APPLY_RESTRICTION;
3016
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3017 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3018 retval |= CAN_APPLY_RESTRICTION;
3245 } 3019 }
3020
3246 return retval; 3021 return retval;
3247} 3022}
3248
3249
3250 3023
3251/** 3024/**
3252 * who is the object using the object. It can be a monster. 3025 * who is the object using the object. It can be a monster.
3253 * op is the object they are using. op is an equipment type item, 3026 * op is the object they are using. op is an equipment type item,
3254 * eg, one which you put on and keep on for a while, and not something 3027 * eg, one which you put on and keep on for a while, and not something
3273int 3046int
3274apply_special (object *who, object *op, int aflags) 3047apply_special (object *who, object *op, int aflags)
3275{ 3048{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 3049 int basic_flag = aflags & AP_BASIC_FLAGS;
3277 object *tmp, *tmp2, *skop = NULL; 3050 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 3051
3280 if (who == NULL) 3052 if (who == NULL)
3281 { 3053 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 3054 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 3055 return 1;
3293 if (basic_flag == AP_APPLY) 3065 if (basic_flag == AP_APPLY)
3294 return 0; 3066 return 0;
3295 3067
3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3068 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3297 { 3069 {
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3070 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3299 return 1; 3071 return 1;
3300 } 3072 }
3073
3301 return unapply_special (who, op, aflags); 3074 return unapply_special (who, op, aflags);
3302 } 3075 }
3303 3076
3304 if (basic_flag == AP_UNAPPLY) 3077 if (basic_flag == AP_UNAPPLY)
3305 return 0; 3078 return 0;
3306 3079
3307 i = can_apply_object (who, op); 3080 // if the item is combat/ranged, wield the relevant slot first
3081 // to resolve conflicts.
3082 if (player *pl = who->contr)
3083 switch (op->slottype ())
3084 {
3085 case slot_combat: who->change_weapon (pl->combat_ob); break;
3086 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3087 }
3308 3088
3309 /* Can't just apply this object. Lets see what not and what to do */ 3089 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i) 3090 if (int i = can_apply_object (who, op))
3311 { 3091 {
3312 if (i & CAN_APPLY_NEVER) 3092 if (i & CAN_APPLY_NEVER)
3313 { 3093 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3094 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3315 return 1; 3095 return 1;
3317 else if (i & CAN_APPLY_RESTRICTION) 3097 else if (i & CAN_APPLY_RESTRICTION)
3318 { 3098 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3099 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3320 return 1; 3100 return 1;
3321 } 3101 }
3102
3322 if (who->type != PLAYER) 3103 if (who->type != PLAYER)
3323 { 3104 {
3324 /* Some error, so don't try to equip something more */ 3105 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 3106 if (unapply_for_ob (who, op, aflags))
3326 return 1; 3107 return 1;
3327 } 3108 }
3328 else 3109 else
3329 { 3110 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3111 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 { 3112 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3113 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3333 unapply_for_ob (who, op, AP_PRINT); 3114 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3115 return 1;
3335 } 3116 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3117 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 3118 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 3119 return 1;
3341 } 3120 }
3342 }
3343 } 3121 }
3122
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3123 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3124 {
3346 skop = find_skill_by_name (who, op->skill); 3125 skop = find_skill_by_name (who, op->skill);
3126
3347 if (!skop) 3127 if (!skop)
3348 { 3128 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3129 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3350 return 1; 3130 return 1;
3351 } 3131 }
3352 else 3132 else
3353 {
3354 /* While experience will be credited properly, we want to change the 3133 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated 3134 * skill so that the dam and wc get updated
3356 */ 3135 */
3357 change_skill (who, skop, 0); 3136 who->change_skill (skop);
3358 }
3359 }
3360
3361 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3362 { 3137 }
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3138
3139 if (who->type == PLAYER
3140 && op->item_power
3141 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3142 {
3143 new_draw_info (NDI_UNIQUE, 0, who,
3144 "Equipping that combined with other items would consume your soul! "
3145 "[use the skills command to check your available item power]");
3364 return 1; 3146 return 1;
3365 } 3147 }
3366
3367 3148
3368 /* Ok. We are now at the state where we can apply the new object. 3149 /* Ok. We are now at the state where we can apply the new object.
3369 * Note that we don't have the checks for can_use_... 3150 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3151 * below - that is already taken care of by can_apply_object.
3371 */ 3152 */
3372
3373
3374 if (op->nrof > 1) 3153 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3154 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3155 else
3377 tmp = NULL; 3156 tmp = 0;
3378 3157
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3158 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0); 3159 return RESULT_INT (0);
3381 3160
3382 switch (op->type) 3161 switch (op->type)
3383 { 3162 {
3384 case WEAPON: 3163 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 3164 if (!check_weapon_power (who, op->last_eat))
3386 { 3165 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3166 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3167 "It would consume your soul!.");
3168
3389 if (tmp != NULL) 3169 if (tmp)
3390 (void) insert_ob_in_ob (tmp, who); 3170 insert_ob_in_ob (tmp, who);
3171
3391 return 1; 3172 return 1;
3392 } 3173 }
3174
3175 //TODO: this obviously fails for players using a shorter prefix
3176 // i.e. "R" can use Ragnarok's sword.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3177 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3178 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 3179 /* if the weapon does not have the name as the character, can't use it. */
3396 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3180 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3397 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3182
3398 if (tmp != NULL) 3183 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3184 insert_ob_in_ob (tmp, who);
3185
3400 return 1; 3186 return 1;
3401 } 3187 }
3188
3189 if (!skop)
3190 {
3191 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3192 return 1;
3193 }
3194
3402 SET_FLAG (op, FLAG_APPLIED); 3195 SET_FLAG (op, FLAG_APPLIED);
3403
3404 if (skop)
3405 change_skill (who, skop, 1); 3196 who->change_skill (skop);
3197
3198 if (who->contr)
3199 who->change_weapon (who->contr->combat_ob = op);
3200
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3201 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3407 SET_FLAG (who, FLAG_READY_WEAPON); 3202 SET_FLAG (who, FLAG_READY_WEAPON);
3408 3203
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3204 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3410 3205
3411 (void) change_abil (who, op); 3206 change_abil (who, op);
3412 break; 3207 break;
3413 3208
3414 case ARMOUR: 3209 case ARMOUR:
3415 case HELMET: 3210 case HELMET:
3416 case SHIELD: 3211 case SHIELD:
3421 case CLOAK: 3216 case CLOAK:
3422 case RING: 3217 case RING:
3423 case AMULET: 3218 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3219 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3220 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3426 (void) change_abil (who, op); 3221 change_abil (who, op);
3427 break; 3222 break;
3223
3428 case LAMP: 3224 case LAMP:
3429 if (op->stats.food < 1) 3225 if (op->stats.food < 1)
3430 { 3226 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3227 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3432 return 1; 3228 return 1;
3433 } 3229 }
3230
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3231 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch); 3232 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food; 3233 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED); 3234 SET_FLAG (tmp2, FLAG_APPLIED);
3235
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3236 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3237 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3238
3440 insert_ob_in_ob (tmp2, who); 3239 insert_ob_in_ob (tmp2, who);
3441 3240
3442 /* Remove the old lantern */ 3241 /* Remove the old lantern */
3443 if (who->type == PLAYER) 3242 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count); 3243 esrv_del_item (who->contr, op->count);
3445 3244
3446 op->destroy (); 3245 op->destroy ();
3447 3246
3448 /* insert the portion that was split off */ 3247 /* insert the portion that was split off */
3449 if (tmp != NULL) 3248 if (tmp)
3450 { 3249 {
3451 (void) insert_ob_in_ob (tmp, who); 3250 insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER) 3251 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp); 3252 esrv_send_item (who, tmp);
3454 } 3253 }
3254
3455 who->update_stats (); 3255 who->update_stats ();
3256
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3257 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3458 if (who->type == PLAYER) 3258 if (who->type == PLAYER)
3459 { 3259 {
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3260 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3261 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 } 3262 }
3463 } 3263
3464 if (who->type == PLAYER) 3264 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2); 3265 esrv_send_item (who, tmp2);
3266
3466 return 0; 3267 return 0;
3268
3269 case SKILL_TOOL:
3270 // applying a skill tool also readies the skill
3271 SET_FLAG (op, FLAG_APPLIED);
3272
3273 if (!(aflags & AP_NO_READY))
3274 {
3275 skop = find_skill_by_name (who, op->skill);
3276 if (!skop->flag [FLAG_APPLIED])
3277 apply_special (who, skop, AP_APPLY);
3278 }
3467 break; 3279 break;
3468 3280
3469 /* this part is needed for skill-tools */
3470 case SKILL: 3281 case SKILL:
3471 case SKILL_TOOL: 3282 if (player *pl = who->contr)
3472 if (who->chosen_skill)
3473 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3475 return 1;
3476 } 3283 {
3477 if (who->type == PLAYER) 3284 if (IS_COMBAT_SKILL (op->subtype))
3478 { 3285 {
3479 who->contr->shoottype = range_skill; 3286 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3480 who->contr->ranges[range_skill] = op; 3287 {
3288 for (object *item = who->inv; item; item = item->below)
3289 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3290 {
3291 if (item->skill == op->skill)
3292 {
3293 who->change_weapon (pl->combat_ob = item);
3294 goto found_weapon;
3295 }
3296 }
3297
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3299 return 1;
3300
3301 found_weapon:;
3302 }
3303 else
3304 who->change_weapon (pl->combat_ob = op);
3305 }
3306 else if (IS_RANGED_SKILL (op->subtype))
3307 {
3308 if (skill_flags [op->subtype] & SF_NEED_BOW)
3309 {
3310 for (object *item = who->inv; item; item = item->below)
3311 if (item->type == BOW && item->flag [FLAG_APPLIED])
3312 {
3313 //TODO: bows should/must all have skill missile weapon right now
3314 who->change_weapon (pl->ranged_ob = item);
3315 goto found_bow;
3316 }
3317
3318 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3319 return 1;
3320
3321 found_bow:;
3322 }
3323 else
3324 who->change_weapon (pl->ranged_ob = op);
3325 }
3326
3481 if (!op->invisible) 3327 if (!op->invisible)
3482 { 3328 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3329 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3484 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3330 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 } 3331 }
3486 else 3332 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3333 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 } 3334 }
3335 else
3490 } 3336 {
3491 SET_FLAG (op, FLAG_APPLIED); 3337 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op); 3338 change_abil (who, op);
3493 who->chosen_skill = op; 3339 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL); 3340 SET_FLAG (who, FLAG_READY_SKILL);
3341 }
3342
3495 break; 3343 break;
3496 3344
3497 case BOW: 3345 case BOW:
3498 if (!check_weapon_power (who, op->last_eat)) 3346 if (!check_weapon_power (who, op->last_eat))
3499 { 3347 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3348 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3349 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3350
3502 if (tmp != NULL) 3351 if (tmp)
3503 (void) insert_ob_in_ob (tmp, who); 3352 insert_ob_in_ob (tmp, who);
3353
3504 return 1; 3354 return 1;
3505 } 3355 }
3356
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3357 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 { 3358 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3359 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3509 if (tmp != NULL) 3360 if (tmp)
3510 (void) insert_ob_in_ob (tmp, who); 3361 insert_ob_in_ob (tmp, who);
3362
3511 return 1; 3363 return 1;
3512 } 3364 }
3365
3513 /*FALLTHROUGH*/ case WAND: 3366 /*FALLTHROUGH*/
3367 case WAND:
3514 case ROD: 3368 case ROD:
3515 case HORN: 3369 case HORN:
3516 /* check for skill, alter player status */ 3370 /* check for skill, alter player status */
3371
3372 if (!skop)
3373 {
3374 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3375 return 1;
3376 }
3377
3517 SET_FLAG (op, FLAG_APPLIED); 3378 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0); 3379 who->change_skill (skop);
3380
3381 if (who->contr)
3382 {
3383 who->contr->ranged_ob = op;
3384
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3385 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521 3386
3522 if (who->type == PLAYER)
3523 {
3524 if (op->type == BOW) 3387 if (op->type == BOW)
3525 { 3388 {
3389 who->current_weapon = op;
3526 (void) change_abil (who, op); 3390 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who, 3391 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3392 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3529 who->contr->shoottype = range_bow;
3530 }
3531 else
3532 {
3533 who->contr->shoottype = range_misc;
3534 } 3393 }
3535 } 3394 }
3536 else 3395 else
3537 { 3396 {
3538 if (op->type == BOW) 3397 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3398 SET_FLAG (who, FLAG_READY_BOW);
3540 else 3399 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3400 SET_FLAG (who, FLAG_READY_RANGE);
3542 } 3401 }
3402
3543 break; 3403 break;
3544 3404
3545 case BUILDER: 3405 case BUILDER:
3546 if (who->contr->ranges[range_builder]) 3406 if (who->type == PLAYER)
3407 {
3408 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3409 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3547 unapply_special (who, who->contr->ranges[range_builder], 0); 3410 unapply_special (who, who->contr->ranged_ob, 0);
3548 who->contr->shoottype = range_builder; 3411
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3412 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3413
3414 who->contr->ranged_ob = op;
3415 }
3551 break; 3416 break;
3552 3417
3553 default: 3418 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3555 } /* end of switch op->type */ 3420 } /* end of switch op->type */
3556 3421
3557 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3558 3423
3559 if (tmp != NULL) 3424 if (tmp)
3560 tmp = insert_ob_in_ob (tmp, who); 3425 tmp = insert_ob_in_ob (tmp, who);
3561 3426
3562 who->update_stats (); 3427 who->update_stats ();
3563 3428
3564 /* We exclude spell casting objects. The fire code will set the 3429 /* We exclude spell casting objects. The fire code will set the
3574 { 3439 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3440 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3441 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3442 }
3578 } 3443 }
3444
3579 if (who->type == PLAYER) 3445 if (who->type == PLAYER)
3580 { 3446 {
3581 /* if multiple objects were applied, update both slots */ 3447 /* if multiple objects were applied, update both slots */
3582 if (tmp) 3448 if (tmp)
3583 esrv_send_item (who, tmp); 3449 esrv_send_item (who, tmp);
3450
3584 esrv_send_item (who, op); 3451 esrv_send_item (who, op);
3585 } 3452 }
3453
3586 return 0; 3454 return 0;
3587} 3455}
3588
3589 3456
3590int 3457int
3591monster_apply_special (object *who, object *op, int aflags) 3458monster_apply_special (object *who, object *op, int aflags)
3592{ 3459{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3460 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3637 3504
3638 case TREASURE: 3505 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3506 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3507 return 0;
3641 3508
3642 while ((op->stats.hp--) > 0) 3509 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3510 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3644 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3511 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645 3512
3646 /* If we generated an object and put it in this object inventory, 3513 /* If we generated an object and put it in this object inventory,
3647 * move it to the parent object as the current object is about 3514 * move it to the parent object as the current object is about
3664 } 3531 }
3665 return tmp ? 1 : 0; 3532 return tmp ? 1 : 0;
3666} 3533}
3667 3534
3668/** 3535/**
3669 * fix_auto_apply goes through the entire map (only the first time 3536 * fix_auto_apply goes through the entire map every time a map
3670 * when an original map is loaded) and performs special actions for 3537 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3538 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3539 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3540 */
3674void 3541void
3675fix_auto_apply (maptile *m) 3542maptile::fix_auto_apply ()
3676{ 3543{
3677 object *tmp, *above = NULL; 3544 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3545 return;
3682 3546
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3547 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3548 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3549 {
3687 above = tmp->above; 3550 object *above = tmp->above;
3688 3551
3689 if (tmp->inv) 3552 if (tmp->inv)
3690 { 3553 {
3691 object *invtmp, *invnext; 3554 object *invtmp, *invnext;
3692 3555
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3556 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3557 {
3695 invnext = invtmp->below; 3558 invnext = invtmp->below;
3696 3559
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3560 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3561 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3562 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3563 {
3701 while ((invtmp->stats.hp--) > 0) 3564 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3565 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3566
3704 invtmp->randomitems = NULL; 3567 invtmp->randomitems = NULL;
3705 } 3568 }
3706 else if (invtmp && invtmp->arch 3569 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3570 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3571 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3572 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3573 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3574 * treasure again for this object
3712 */ 3575 */
3713 invtmp->randomitems = NULL; 3576 invtmp->randomitems = NULL;
3714 } 3577 }
3715 } 3578 }
3716 /* This is really temporary - the code at the bottom will 3579 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3580 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3581 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3582 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3583 * MSW 2004-05-13
3721 * 3584 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too, 3585 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_- 3586 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3587 * Ryo 2004-08-16
3725 */ 3588 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3589 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3727 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3590 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3728 tmp->randomitems = NULL;
3729
3730 }
3731
3732 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3733 auto_apply (tmp);
3734 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3735 {
3736 while ((tmp->stats.hp--) > 0)
3737 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3738 tmp->randomitems = NULL; 3591 tmp->randomitems = NULL;
3592
3739 } 3593 }
3594
3595 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3596 auto_apply (tmp);
3597 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3598 {
3599 while ((tmp->stats.hp--) > 0)
3600 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3601 tmp->randomitems = NULL;
3602 }
3740 else if (tmp->type == TIMED_GATE) 3603 else if (tmp->type == TIMED_GATE)
3741 { 3604 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3605 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3606
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3607 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3608 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3609 }
3750 /* This function can be called everytime a map is loaded, even when 3610 /* This function can be called everytime a map is loaded, even when
3751 * swapping back in. As such, we don't want to create the treasure 3611 * swapping back in. As such, we don't want to create the treasure
3752 * over and ove again, so after we generate the treasure, blank out 3612 * over and ove again, so after we generate the treasure, blank out
3753 * randomitems so if it is swapped in again, it won't make anything. 3613 * randomitems so if it is swapped in again, it won't make anything.
3754 * This is a problem for the above objects, because they have counters 3614 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure. 3615 * which say how many times to make the treasure.
3756 */ 3616 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3617 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3618 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3619 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3620 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3621 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3622 tmp->randomitems = NULL;
3763 } 3623 }
3624
3625 // close all containers
3626 else if (tmp->type == CONTAINER)
3627 tmp->flag [FLAG_APPLIED] = 0;
3628
3629 tmp = above;
3764 } 3630 }
3765 3631
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3632 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3633 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3768 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3769 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3634 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3635 check_trigger (tmp, tmp->above);
3771} 3636}
3772 3637
3773/** 3638/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3639 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3640 * This used to call cast_change_attr(), but
3776 * that doesn't work with the new spell code. Since we know what 3641 * that doesn't work with the new spell code. Since we know what
3777 * the food changes, just grab a force and use that instead. 3642 * the food changes, just grab a force and use that instead.
3778 */ 3643 */
3779
3780void 3644void
3781eat_special_food (object *who, object *food) 3645eat_special_food (object *who, object *food)
3782{ 3646{
3783 object *force; 3647 object *force;
3784 int i, did_one = 0; 3648 int i, did_one = 0;
3785 sint8 k;
3786 3649
3787 force = get_archetype (FORCE_NAME); 3650 force = get_archetype (FORCE_NAME);
3788 3651
3789 for (i = 0; i < NUM_STATS; i++) 3652 for (i = 0; i < NUM_STATS; i++)
3790 { 3653 if (sint8 k = food->stats.stat (i))
3791 k = get_attr_value (&food->stats, i);
3792 if (k)
3793 { 3654 {
3794 set_attr_value (&force->stats, i, k); 3655 force->stats.stat (i) = k;
3795 did_one = 1; 3656 did_one = 1;
3796 } 3657 }
3797 }
3798 3658
3799 /* check if we can protect the eater */ 3659 /* check if we can protect the eater */
3800 for (i = 0; i < NROFATTACKS; i++) 3660 for (i = 0; i < NROFATTACKS; i++)
3801 { 3661 {
3802 if (food->resist[i] > 0) 3662 if (food->resist[i] > 0)
3806 } 3666 }
3807 } 3667 }
3808 3668
3809 if (did_one) 3669 if (did_one)
3810 { 3670 {
3811 force->speed = 0.1; 3671 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3672 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3673 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3674 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3675 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3676 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3681 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3682 if (food->stats.hp != 0)
3824 { 3683 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3684 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3685 {
3827 strcpy (who->contr->killer, food->name); 3686 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3687 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3688 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 } 3689 }
3831 else 3690 else
3832 { 3691 {
3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3823 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3965 blind_player (op, op, power); 3824 blind_player (op, op, power);
3966 } 3825 }
3967 else if (failure <= -80) 3826 else if (failure <= -80)
3968 { /* blast the immediate area */ 3827 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA); 3828 object *tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power); 3829 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3830 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3974 tmp->destroy (); 3831 tmp->destroy ();
3975 } 3832 }
3976 } 3833 }
3977} 3834}
3978 3835
3998 */ 3855 */
3999 int i, j; 3856 int i, j;
4000 3857
4001 for (i = 0; i < NUM_STATS; i++) 3858 for (i = 0; i < NUM_STATS; i++)
4002 { 3859 {
4003 sint8 stat = get_attr_value (stats, i);
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3860 int race_bonus = pl->arch->clone.stats.stat (i);
3861 sint8 stat = stats->stat (i) + ns->stat (i);
4005 3862
4006 stat += get_attr_value (ns, i);
4007 if (stat > 20 + race_bonus) 3863 if (stat > 20 + race_bonus)
4008 { 3864 {
4009 excess_stat++; 3865 excess_stat++;
4010 stat = 20 + race_bonus; 3866 stat = 20 + race_bonus;
4011 } 3867 }
4012 set_attr_value (stats, i, stat); 3868
3869 stats->stat (i) = stat;
4013 } 3870 }
4014 3871
4015 for (j = 0; excess_stat > 0 && j < 100; j++) 3872 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */ 3873 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6); 3874 int i = rndm (0, 6);
4018 int stat = get_attr_value (stats, i);
4019 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4020 3875
4021 if (i == CHA) 3876 if (i == CHA)
4022 continue; /* exclude cha from this */ 3877 continue; /* exclude cha from this */
3878
3879 int stat = stats->stat (i);
3880 int race_bonus = pl->arch->clone.stats.stat (i);
4023 if (stat < 20 + race_bonus) 3881 if (stat < 20 + race_bonus)
4024 { 3882 {
4025 change_attr_value (stats, i, 1); 3883 change_attr_value (stats, i, 1);
4026 excess_stat--; 3884 excess_stat--;
4027 } 3885 }
4030 /* insert the randomitems from the change's treasurelist into 3888 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c 3889 * the player ref: player.c
4032 */ 3890 */
4033 if (change->randomitems != NULL) 3891 if (change->randomitems != NULL)
4034 give_initial_items (pl, change->randomitems); 3892 give_initial_items (pl, change->randomitems);
4035
4036 3893
4037 /* set up the face, for some races. */ 3894 /* set up the face, for some races. */
4038 3895
4039 /* first, look for the force object banning 3896 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class. 3897 * changing the face. Certain races never change face with class.

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