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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 1.117 by elmex, Mon Jul 16 14:49:01 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23
24#include <cmath>
23 25
24#include <global.h> 26#include <global.h>
25#include <living.h> 27#include <living.h>
26#include <spells.h> 28#include <spells.h>
27#include <skills.h> 29#include <skills.h>
29 31
30#include <sproto.h> 32#include <sproto.h>
31 33
32/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
33#include <sounds.h> 35#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 36
38/** 37/**
39 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
41 */ 40 */
64 { 63 {
65 arch_flag = 1; 64 arch_flag = 1;
66 name_flag = 1; 65 name_flag = 1;
67 race_flag = 1; 66 race_flag = 1;
68 } 67 }
68
69 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches. 70 * name or race that matches.
71 */ 71 */
72 if ((op->race) && 72 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 76 return 1;
78 } 77
79 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 79 * of arch, name, or race match.
81 */ 80 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 84 return 1;
87 } 85
88 return 0; 86 return 0;
89} 87}
90 88
91/** 89/**
92 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
159 157
160/** 158/**
161 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
162 * matching item. 160 * matching item.
163 **/ 161 **/
164static void 162void
165handle_apply_yield (object *tmp) 163handle_apply_yield (object *tmp)
166{ 164{
167 const char *yield; 165 const char *yield;
168 166
169 yield = get_ob_key_value (tmp, "on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
375 force->stats.food *= 10; 373 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 377 }
378
380 force->speed_left = -1; 379 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 383 change_abil (op, force);
421 int count = 0; 420 int count = 0;
422 421
423 422
424 if (item == NULL) 423 if (item == NULL)
425 return 0; 424 return 0;
425
426 op = op->below; 426 op = op->below;
427 while (op != NULL) 427 while (op != NULL)
428 { 428 {
429 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
430 { 430 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 433 {
434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 435 count++;
436 else 436 else
437 count += op->nrof; 437 count += op->nrof;
438 } 438 }
439 } 439 }
440
440 op = op->below; 441 op = op->below;
441 } 442 }
443
442 return count; 444 return count;
443} 445}
444 446
445/** 447/**
446 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
456 prev = op; 458 prev = op;
457 op = op->below; 459 op = op->below;
458 460
459 while (op != NULL) 461 while (op != NULL)
460 { 462 {
461 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
462 { 464 {
463 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
464 { 466 {
465 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
466 return; 468 return;
573 op->update_stats (); 575 op->update_stats ();
574 return 1; 576 return 1;
575} 577}
576 578
577/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
578#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
579#define IMPROVE_DAMAGE 2 581#define IMPROVE_DAMAGE 2
580#define IMPROVE_WEIGHT 3 582#define IMPROVE_WEIGHT 3
581#define IMPROVE_ENCHANT 4 583#define IMPROVE_ENCHANT 4
582#define IMPROVE_STR 5 584#define IMPROVE_STR 5
583#define IMPROVE_DEX 6 585#define IMPROVE_DEX 6
584#define IMPROVE_CON 7 586#define IMPROVE_CON 7
585#define IMPROVE_WIS 8 587#define IMPROVE_WIS 8
586#define IMPROVE_CHA 9 588#define IMPROVE_CHA 9
587#define IMPROVE_INT 10 589#define IMPROVE_INT 10
588#define IMPROVE_POW 11 590#define IMPROVE_POW 11
589
590 591
591/** 592/**
592 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
593 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
594 */ 595 */
595
596int 596int
597prepare_weapon (object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
598{ 598{
599 int sacrifice_count, i; 599 int sacrifice_count, i;
600 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
602 if (weapon->level != 0) 602 if (weapon->level != 0)
603 { 603 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
605 return 0; 605 return 0;
606 } 606 }
607
607 for (i = 0; i < NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
608 if (weapon->resist[i]) 609 if (weapon->resist[i])
609 break; 610 break;
610 611
611 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
617 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
618 { 619 {
619 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
620 return 0; 621 return 0;
621 } 622 }
623
622 sacrifice_count = check_sacrifice (op, improver); 624 sacrifice_count = check_sacrifice (op, improver);
623 if (sacrifice_count <= 0) 625 if (sacrifice_count <= 0)
624 return 0; 626 return 0;
627
625 weapon->level = isqrt (sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
626 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
627 eat_item (op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
628 631
629 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
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}
848 { 855 {
849 base = base - (base * settings.armor_speed_improvement) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
850 pow++; 857 pow++;
851 } 858 }
852 859
853 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
854 } 861 }
855 else 862 else
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
857 864
858 if (!settings.armor_weight_linear) 865 if (!settings.armor_weight_linear)
859 { 866 {
860 int base = 100; 867 int base = 100;
861 int pow = 0; 868 int pow = 0;
864 { 871 {
865 base = base - (base * settings.armor_weight_reduction) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
866 pow++; 873 pow++;
867 } 874 }
868 875
869 armour->weight = (armour->arch->clone.weight * base) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
870 } 877 }
871 else 878 else
872 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
873 880
874 if (armour->weight <= 0) 881 if (armour->weight <= 0)
875 { 882 {
876 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
877 armour->weight = 1; 884 armour->weight = 1;
878 } 885 }
879 886
880 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
881 888
882 if (op->type == PLAYER) 889 if (op->type == PLAYER)
883 { 890 {
884 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
885 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
937 944
938 price_in = cost * item->value; 945 price_in = cost * item->value;
939 } 946 }
940 else 947 else
941 { 948 {
942 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
943 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
944 return 0; 951 return 0;
945 952
946 if (CONV_NEED (converter)) 953 if (CONV_NEED (converter))
947 { 954 {
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 * probably had something in mind when doing this
1005 */ 1012 */
1006 } 1013 }
1007 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1008 return 1; 1015 return 1;
1009} 1016}
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 */
1437 */ 1245 */
1438static void 1246static void
1439apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1440{ 1248{
1441 readable_message_type *msgType; 1249 readable_message_type *msgType;
1442 char newbuf[HUGE_BUF];
1443 1250
1444 if (sign->msg == NULL) 1251 if (sign->msg == NULL)
1445 { 1252 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1447 return; 1254 return;
1468 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1469 { 1276 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1471 return; 1278 return;
1472 } 1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1473 msgType = get_readable_message_type (sign); 1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1475 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1476} 1295}
1477 1296
1478/** 1297/**
1479 * 'victim' moves onto 'trap' 1298 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap' 1299 * 'victim' leaves 'trap'
1503 * proper. This code was causing needless crashes. 1322 * proper. This code was causing needless crashes.
1504 */ 1323 */
1505 if (recursion_depth >= 500) 1324 if (recursion_depth >= 500)
1506 { 1325 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1508 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1509 return; 1328 return;
1510 } 1329 }
1330
1511 recursion_depth++; 1331 recursion_depth++;
1512 if (trap->head) 1332 if (trap->head)
1513 trap = trap->head; 1333 trap = trap->head;
1514 1334
1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1530 1350
1531 /* Just put in some sanity check. I think there is a bug in the 1351 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player 1352 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed. 1353 * getting permanently paralyzed.
1534 */ 1354 */
1535 if (victim->speed_left < -50.0) 1355 if (victim->speed_left < -50.f)
1536 victim->speed_left = -50.0; 1356 victim->speed_left = -50.f;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 } 1358 }
1539 goto leave; 1359 goto leave;
1540 1360
1541 case SPINNER: 1361 case SPINNER:
1627 1447
1628 1448
1629 case CONVERTER: 1449 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1450 if (convert_item (victim, trap) < 0)
1631 { 1451 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1452 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635 1453 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 } 1454 }
1643 } 1455
1644 goto leave; 1456 goto leave;
1645 1457
1646 case TRIGGER_BUTTON: 1458 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1459 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1460 case TRIGGER_ALTAR:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1489 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1490 {
1679 /* Basically, don't show exits leading to random maps the 1491 /* Basically, don't show exits leading to random maps the
1680 * players output. 1492 * players output.
1681 */ 1493 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1494 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1495 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1496
1684 enter_exit (victim, trap); 1497 victim->enter_exit (trap);
1685 } 1498 }
1686 goto leave; 1499 goto leave;
1687 1500
1688 case ENCOUNTER: 1501 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1704 1517
1705 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1706 goto leave; 1519 goto leave;
1707 1520
1708 case CONTAINER: 1521 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1713 goto leave; 1523 goto leave;
1714 1524
1715 case RUNE: 1525 case RUNE:
1716 case TRAP: 1526 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 } 1530 }
1721 goto leave; 1531 goto leave;
1722 1532
1723 default: 1533 default:
1724 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1725 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1726 goto leave; 1536 goto leave;
1727 } 1537 }
1728 1538
1729leave: 1539leave:
1730 recursion_depth--; 1540 recursion_depth--;
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 { 1553 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1745 return; 1555 return;
1746 } 1556 }
1557
1747 if (tmp->msg == NULL) 1558 if (!tmp->msg)
1748 { 1559 {
1749 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1750 return; 1561 return;
1751 } 1562 }
1752 1563
1753 /* need a literacy skill to read stuff! */ 1564 /* need a literacy skill to read stuff! */
1754 skill_ob = find_skill_by_name (op, tmp->skill); 1565 skill_ob = find_skill_by_name (op, tmp->skill);
1755 if (!skill_ob) 1566 if (!skill_ob)
1756 { 1567 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1568 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1758 return; 1569 return;
1759 } 1570 }
1571
1760 lev_diff = tmp->level - (skill_ob->level + 5); 1572 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1573 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 { 1574 {
1763 if (lev_diff < 2) 1575 if (lev_diff < 2)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1775 return; 1587 return;
1776 } 1588 }
1777 1589
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1590 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1591
1592 if (player *pl = op->contr)
1593 if (client *ns = pl->ns)
1594 if (ns->can_msg)
1595 {
1596 dynbuf_text buf;
1597 buf << long_desc (tmp, op)
1598 << "\n\n"
1599 << tmp->msg
1600 << '\0';
1601 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1602 }
1603 else
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1605 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); 1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1783 1608
1784 /* gain xp from reading */ 1609 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1611 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1908 1733
1909 /* artifact_spellbooks have 'slaying' field point to a spell name, 1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1910 * instead of having their spell stored in stats.sp. These are 1735 * instead of having their spell stored in stats.sp. These are
1911 * legacy spellbooks 1736 * legacy spellbooks
1912 */ 1737 */
1913
1914 if (tmp->slaying != NULL) 1738 if (tmp->slaying)
1915 { 1739 {
1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1917 if (!spell) 1741 if (!spell)
1918 { 1742 {
1919 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1920 return; 1744 return;
1921 } 1745 }
1922 else 1746 else
1923 insert_ob_in_ob (spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1748
1924 tmp->slaying = NULL; 1749 tmp->slaying = 0;
1925 } 1750 }
1926 1751
1927 skop = find_skill_by_name (op, tmp->skill); 1752 skop = find_skill_by_name (op, tmp->skill);
1928 1753
1929 /* need a literacy skill to learn spells. Also, having a literacy level 1754 /* need a literacy skill to learn spells. Also, having a literacy level
1930 * lower than the spell will make learning the spell more difficult */ 1755 * lower than the spell will make learning the spell more difficult */
1931 if (!skop) 1756 if (!skop)
1932 { 1757 {
1933 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1934 return; 1759 return;
1935 } 1760 }
1936 1761
1937 spell = tmp->inv; 1762 spell = tmp->inv;
1938 1763
1939 if (!spell) 1764 if (!spell)
1940 { 1765 {
1941 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1942 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1943 return; 1768 return;
1944 } 1769 }
1945 1770
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1772 {
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."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1949 return; 1774 return;
1950 } 1775 }
1951 1776
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953 1778
1966 * if the player doesn't know the spell, doesn't make a lot of sense that 1791 * if the player doesn't know the spell, doesn't make a lot of sense that
1967 * they would have a special prayer mark. 1792 * they would have a special prayer mark.
1968 */ 1793 */
1969 if (check_spell_known (op, spell->name)) 1794 if (check_spell_known (op, spell->name))
1970 { 1795 {
1971 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1796 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1972 return; 1797 return;
1973 } 1798 }
1974 1799
1975 if (spell->skill) 1800 if (spell->skill)
1976 { 1801 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1802 spell_skill = find_skill_by_name (op, spell->skill);
1978 1803
1979 if (!spell_skill) 1804 if (!spell_skill)
1980 { 1805 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1982 return; 1807 return;
1983 } 1808 }
1984 1809
1985 if (spell_skill->level < spell->level) 1810 if (spell_skill->level < spell->level)
1986 { 1811 {
2018 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1843 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2019 } 1844 }
2020 else 1845 else
2021 { 1846 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1847 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"); 1848 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2024 } 1849 }
1850
2025 decrease_ob (tmp); 1851 decrease_ob (tmp);
2026} 1852}
2027 1853
2028/** 1854/**
2029 * Handles applying a spell scroll. 1855 * Handles applying a spell scroll.
2039 return; 1865 return;
2040 } 1866 }
2041 1867
2042 if (!tmp->inv || tmp->inv->type != SPELL) 1868 if (!tmp->inv || tmp->inv->type != SPELL)
2043 { 1869 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1870 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2045 return; 1871 return;
2046 } 1872 }
2047 1873
2048 if (op->type == PLAYER) 1874 if (op->type == PLAYER)
2049 { 1875 {
2055 */ 1881 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1882 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057 1883
2058 if (!skop) 1884 if (!skop)
2059 { 1885 {
2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2061 return; 1887 return;
2062 } 1888 }
2063 1889
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1890 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0); 1891 change_exp (op, exp_gain, skop->skill, 0);
2067 1893
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1894 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp); 1895 identify (tmp);
2070 1896
2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1897 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2072
2073 1898
2074 cast_spell (op, tmp, dir, tmp->inv, NULL); 1899 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp); 1900 decrease_ob (tmp);
2076} 1901}
2077 1902
2081 * chest. 1906 * chest.
2082 */ 1907 */
2083static void 1908static void
2084apply_treasure (object *op, object *tmp) 1909apply_treasure (object *op, object *tmp)
2085{ 1910{
2086 object *treas;
2087
2088
2089 /* Nice side effect of new treasure creation method is that the treasure 1911 /* 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 1912 * 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 1913 * 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 1914 * prevents people fromt moving chests to more difficult maps to get better
2093 * treasure 1915 * treasure
2094 */ 1916 */
2095
2096 treas = tmp->inv; 1917 object *treas = tmp->inv;
2097 if (treas == NULL) 1918
1919 if (!treas)
2098 { 1920 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100 decrease_ob (tmp); 1922 decrease_ob (tmp);
2101 return; 1923 return;
2102 } 1924 }
1925
2103 while (tmp->inv) 1926 while (tmp->inv)
2104 { 1927 {
2105 treas = tmp->inv; 1928 treas = tmp->inv;
2106 1929
2107 treas->remove (); 1930 treas->remove ();
2189 /* special food hack -b.t. */ 2012 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2013 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 2014 eat_special_food (op, tmp);
2192 } 2015 }
2193 } 2016 }
2017
2194 handle_apply_yield (tmp); 2018 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 2019 decrease_ob (tmp);
2196} 2020}
2197 2021
2198/** 2022/**
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2049 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2050 return 0;
2227 2051
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2053 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2055 if (tmp->type == FORCE)
2233 { 2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2057 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2059 abil = tmp;
2238 }
2239 }
2240 2060
2241 /* if either skin or ability are missing, this is an old player 2061 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2062 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2063 if (skin == NULL || abil == NULL)
2244 return 0; 2064 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2105 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2106 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2107 chance = MIN (100., chance * 2.);
2288 2108
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2109 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2110 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2111 {
2292 atnr_winner[winners] = i; 2112 atnr_winner[winners] = i;
2293 winners++; 2113 winners++;
2294 } 2114 }
2295 2115
2364static void 2184static void
2365apply_armour_improver (object *op, object *tmp) 2185apply_armour_improver (object *op, object *tmp)
2366{ 2186{
2367 object *armor; 2187 object *armor;
2368 2188
2369 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2189 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2370 { 2190 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2372 return; 2192 return;
2373 } 2193 }
2374 2194
2375 armor = find_marked_object (op); 2195 armor = find_marked_object (op);
2376 2196
2377 if (!armor) 2197 if (!armor)
2378 { 2198 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2380 return; 2200 return;
2381 } 2201 }
2382 2202
2383 if (armor->type != ARMOUR 2203 if (armor->type != ARMOUR
2384 && armor->type != CLOAK 2204 && armor->type != CLOAK
2399 { 2219 {
2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2220 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2221 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2402 strcpy (op->contr->killer, "poisonous booze"); 2222 strcpy (op->contr->killer, "poisonous booze");
2403 } 2223 }
2224
2404 if (tmp->stats.hp > 0) 2225 if (tmp->stats.hp > 0)
2405 { 2226 {
2406 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2227 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2407 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2228 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2408 } 2229 }
2230
2409 op->stats.food -= op->stats.food / 4; 2231 op->stats.food -= op->stats.food / 4;
2410 handle_apply_yield (tmp); 2232 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2233 decrease_ob (tmp);
2412} 2234}
2413 2235
2414/** 2236/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2237 * 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: 2238 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side) 2239 * -You can come back (there is another exit at the other side)
2418 * -You are 2240 * -You are
2419 * ° the owner of the exit 2241 * ° the owner of the exit
2420 * ° or in the same party as the owner 2242 * ° or in the same party as the owner
2424 * survive in the swapping (in fact the whole exit doesn't survive). 2246 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */ 2247 */
2426int 2248int
2427is_legal_2ways_exit (object *op, object *exit) 2249is_legal_2ways_exit (object *op, object *exit)
2428{ 2250{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1) 2251 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */ 2252 return 1; /*This is not a 2 way, so it is legal */
2253
2254#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2255 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2256 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at 2257#endif
2439 * all the exits in destination and try to find one with same path as 2258
2440 * the current exit's position */ 2259 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2260
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) 2261 if (exitmap)
2446 { 2262 {
2263 exitmap->load_sync ();
2264
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2265 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2266
2448 if (!tmp) 2267 if (!tmp)
2449 return 0; 2268 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2269
2270 for (; tmp; tmp = tmp->above)
2451 { 2271 {
2452 if (tmp->type != EXIT) 2272 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2273 continue; /*Not an exit */
2274
2454 if (!EXIT_PATH (tmp)) 2275 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */ 2276 continue; /*Not a valid exit */
2277
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2278 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */ 2279 continue; /*Not in the same place */
2280
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2281 if (exit->map->path != EXIT_PATH (tmp))
2459 continue; /*Not in the same map */ 2282 continue; /*Not in the same map */
2460 2283
2461 /* From here we have found the exit is valid. However we do 2284 /* 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 2285 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments 2286 * town portals to prevent strangers from visiting your appartments
2464 */ 2287 */
2465 if (!exit->race) 2288 if (!exit->race)
2466 return 1; /*No owner, free for all! */ 2289 return 1; /*No owner, free for all! */
2290
2467 exit_owner = NULL; 2291 object *exit_owner = 0;
2468 for (pp = first_player; pp; pp = pp->next) 2292
2293 for_all_players (pp)
2469 { 2294 {
2470 if (!pp->ob) 2295 if (!pp->ob)
2471 continue; 2296 continue;
2297
2472 if (pp->ob->name != exit->race) 2298 if (pp->ob->name != exit->race)
2473 continue; 2299 continue;
2300
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2301 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break; 2302 break;
2476 } 2303 }
2304
2477 if (!exit_owner) 2305 if (!exit_owner)
2478 return 0; /* No more owner */ 2306 return 0; /* No more owner */
2307
2479 if (exit_owner->contr == op->contr) 2308 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */ 2309 return 1; /*It is your exit */
2310
2481 if (exit_owner && /*There is a owner */ 2311 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */ 2312 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2313 ((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 */ 2314 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0; 2315 return 0;
2316
2486 return 1; 2317 return 1;
2487 } 2318 }
2488 } 2319 }
2320
2489 return 0; 2321 return 0;
2490} 2322}
2491
2492 2323
2493/** 2324/**
2494 * Main apply handler. 2325 * Main apply handler.
2495 * 2326 *
2496 * Checks for unpaid items before applying. 2327 * Checks for unpaid items before applying.
2504 * being applied. 2335 * being applied.
2505 * 2336 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with 2337 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special 2338 * them in this function - they are passed to apply_special
2508 */ 2339 */
2509
2510int 2340int
2511manual_apply (object *op, object *tmp, int aflag) 2341manual_apply (object *op, object *tmp, int aflag)
2512{ 2342{
2513 if (tmp->head) 2343 if (tmp->head)
2514 tmp = tmp->head; 2344 tmp = tmp->head;
2515 2345
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2346 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 { 2347 {
2518 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2519 { 2349 {
2520 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2350 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2521 return 1; 2351 return 1;
2522 } 2352 }
2523 else 2353 else
2524 return 0; /* monsters just skip unpaid items */ 2354 return 0; /* monsters just skip unpaid items */
2525 } 2355 }
2543 { 2373 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2374 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2375 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2546 } 2376 }
2547 else 2377 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2378 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 } 2379
2551 return 1; 2380 return 1;
2552 2381
2553 case EXIT: 2382 case EXIT:
2554 if (op->type != PLAYER) 2383 if (op->type != PLAYER)
2555 return 0; 2384 return 0;
2385
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2386 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)); 2387 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else 2388 else
2561 { 2389 {
2562 /* Don't display messages for random maps. */ 2390 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2391 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2392 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2393
2565 enter_exit (op, tmp); 2394 op->enter_exit (tmp);
2566 } 2395 }
2396
2567 return 1; 2397 return 1;
2568 2398
2569 case SIGN: 2399 case SIGN:
2570 apply_sign (op, tmp, 0); 2400 apply_sign (op, tmp, 0);
2571 return 1; 2401 return 1;
2575 { 2405 {
2576 apply_book (op, tmp); 2406 apply_book (op, tmp);
2577 return 1; 2407 return 1;
2578 } 2408 }
2579 else 2409 else
2580 {
2581 return 0; 2410 return 0;
2582 }
2583 2411
2584 case SKILLSCROLL: 2412 case SKILLSCROLL:
2585 if (op->type == PLAYER) 2413 if (op->type == PLAYER)
2586 { 2414 {
2587 apply_skillscroll (op, tmp); 2415 apply_skillscroll (op, tmp);
2588 return 1; 2416 return 1;
2589 } 2417 }
2418 else
2590 return 0; 2419 return 0;
2591 2420
2592 case SPELLBOOK: 2421 case SPELLBOOK:
2593 if (op->type == PLAYER) 2422 if (op->type == PLAYER)
2594 { 2423 {
2595 apply_spellbook (op, tmp); 2424 apply_spellbook (op, tmp);
2596 return 1; 2425 return 1;
2597 } 2426 }
2427 else
2598 return 0; 2428 return 0;
2599 2429
2600 case SCROLL: 2430 case SCROLL:
2601 apply_scroll (op, tmp, 0); 2431 apply_scroll (op, tmp, 0);
2602 return 1; 2432 return 1;
2603 2433
2604 case POTION: 2434 case POTION:
2605 (void) apply_potion (op, tmp); 2435 apply_potion (op, tmp);
2606 return 1; 2436 return 1;
2607 2437
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2438 /* Eneq(@csd.uu.se): Handle apply on containers. */
2439 //TODO: remove, as it is unsed?
2609 case CLOSE_CON: 2440 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); 2441 apply_container (op, tmp->env);
2614 return 1; 2442 return 1;
2615 2443
2616 case CONTAINER: 2444 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp); 2445 apply_container (op, tmp);
2621 return 1; 2446 return 1;
2622 2447
2623 case TREASURE: 2448 case TREASURE:
2624 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2625 { 2450 {
2626 apply_treasure (op, tmp); 2451 apply_treasure (op, tmp);
2627 return 1; 2452 return 1;
2628 } 2453 }
2629 else 2454 else
2630 {
2631 return 0; 2455 return 0;
2632 }
2633 2456
2634 case WEAPON: 2457 case WEAPON:
2635 case ARMOUR: 2458 case ARMOUR:
2636 case BOOTS: 2459 case BOOTS:
2637 case GLOVES: 2460 case GLOVES:
2650 case LAMP: 2473 case LAMP:
2651 case BUILDER: 2474 case BUILDER:
2652 case SKILL_TOOL: 2475 case SKILL_TOOL:
2653 if (tmp->env != op) 2476 if (tmp->env != op)
2654 return 2; /* not in inventory */ 2477 return 2; /* not in inventory */
2478
2655 (void) apply_special (op, tmp, aflag); 2479 apply_special (op, tmp, aflag);
2656 return 1; 2480 return 1;
2657 2481
2658 case DRINK: 2482 case DRINK:
2659 case FOOD: 2483 case FOOD:
2660 case FLESH: 2484 case FLESH:
2676 } 2500 }
2677 else 2501 else
2678 return 0; 2502 return 0;
2679 2503
2680 case WEAPON_IMPROVER: 2504 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp); 2505 check_improve_weapon (op, tmp);
2682 return 1; 2506 return 1;
2683 2507
2684 case CLOCK: 2508 case CLOCK:
2685 if (op->type == PLAYER) 2509 if (op->type == PLAYER)
2686 { 2510 {
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2518 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2695 new_draw_info (NDI_UNIQUE, 0, op, buf); 2519 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1; 2520 return 1;
2697 } 2521 }
2698 else 2522 else
2699 {
2700 return 0; 2523 return 0;
2701 }
2702 2524
2703 case MENU: 2525 case MENU:
2704 if (op->type == PLAYER) 2526 if (op->type == PLAYER)
2705 { 2527 {
2706 shop_listing (op); 2528 shop_listing (tmp, op);
2707 return 1; 2529 return 1;
2708 } 2530 }
2709 else 2531 else
2710 {
2711 return 0; 2532 return 0;
2712 }
2713 2533
2714 case POWER_CRYSTAL: 2534 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */ 2535 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1; 2536 return 1;
2717 2537
2720 { 2540 {
2721 apply_lighter (op, tmp); 2541 apply_lighter (op, tmp);
2722 return 1; 2542 return 1;
2723 } 2543 }
2724 else 2544 else
2725 {
2726 return 0; 2545 return 0;
2727 }
2728 2546
2729 case ITEM_TRANSFORMER: 2547 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp); 2548 apply_item_transformer (op, tmp);
2731 return 1; 2549 return 1;
2732 2550
2745int 2563int
2746player_apply (object *pl, object *op, int aflag, int quiet) 2564player_apply (object *pl, object *op, int aflag, int quiet)
2747{ 2565{
2748 int tmp; 2566 int tmp;
2749 2567
2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2568 if (op->env && (pl->move_type & MOVE_FLYING))
2751 { 2569 {
2752 /* player is flying and applying object not in inventory */ 2570 /* player is flying and applying object not in inventory */
2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2571 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 { 2572 {
2755 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2573 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2756 return 0; 2574 return 0;
2757 } 2575 }
2758 }
2759
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 } 2576 }
2771 2577
2772 pl->contr->last_used = op; 2578 pl->contr->last_used = op;
2773 2579
2774 tmp = manual_apply (pl, op, aflag); 2580 tmp = manual_apply (pl, op, aflag);
2777 if (tmp == 0) 2583 if (tmp == 0)
2778 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2584 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2779 else if (tmp == 2) 2585 else if (tmp == 2)
2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2586 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2781 } 2587 }
2588
2782 return tmp; 2589 return tmp;
2783} 2590}
2784 2591
2785/** 2592/**
2786 * player_apply_below attempts to apply the object 'below' the player. 2593 * 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 2594 * If the player has an open container, we use that for below, otherwise
2788 * we use the ground. 2595 * we use the ground.
2789 */ 2596 */
2790
2791void 2597void
2792player_apply_below (object *pl) 2598player_apply_below (object *pl)
2793{ 2599{
2794 object *tmp, *next;
2795 int floors; 2600 int floors = 0;
2796 2601
2797 /* If using a container, set the starting item to be the top 2602 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map. 2603 * 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 2604 * 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 2605 * 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 2606 * 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 2607 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value. 2608 * not return a proper value.
2807 */ 2609 */
2808 for (floors = 0; tmp != NULL; tmp = next) 2610 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2809 { 2611 {
2810 next = tmp->below; 2612 next = tmp->below;
2613
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2614 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++; 2615 floors++;
2813 else if (floors > 0) 2616 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */ 2617 return; /* process only floor objects after first floor object */
2815 2618
2835 * to keep the size of apply_special to a more managable size. 2638 * to keep the size of apply_special to a more managable size.
2836 */ 2639 */
2837static int 2640static int
2838unapply_special (object *who, object *op, int aflags) 2641unapply_special (object *who, object *op, int aflags)
2839{ 2642{
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2643 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2644 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0); 2645 return RESULT_INT (0);
2842 2646
2843 object *tmp2;
2844
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2647 CLEAR_FLAG (op, FLAG_APPLIED);
2648
2846 switch (op->type) 2649 switch (op->type)
2847 { 2650 {
2651 case SKILL_TOOL:
2652 // unapplying a skill tool should also unapply the skill it governs
2653 // but this is hard, as it shouldn't do so when the skill can
2654 // be used for other reasons
2655 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2656 if (tmp->skill == op->skill
2657 && tmp->type == SKILL
2658 && tmp->flag [FLAG_APPLIED]
2659 && !tmp->flag [FLAG_CAN_USE_SKILL])
2660 unapply_special (who, tmp, 0);
2661
2662 change_abil (who, op);
2663 break;
2664
2848 case WEAPON: 2665 case WEAPON:
2666 if (player *pl = who->contr)
2667 if (op == pl->combat_ob)
2668 {
2669 pl->combat_ob = 0;
2670 who->change_weapon (pl->ranged_ob);
2671 }
2672
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2850 2674
2851 (void) change_abil (who, op); 2675 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2676 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2854 clear_skill (who);
2855 break; 2677 break;
2856 2678
2857 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL: 2679 case SKILL:
2859 if (op != who->chosen_skill) 2680 if (who->contr)
2860 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2862 } 2681 {
2863 if (who->type == PLAYER)
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible) 2682 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else 2684 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 } 2686 }
2875 } 2687
2876 (void) change_abil (who, op); 2688 change_abil (who, op);
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL); 2689 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2690 break;
2880 2691
2881 case ARMOUR: 2692 case ARMOUR:
2882 case HELMET: 2693 case HELMET:
2887 case AMULET: 2698 case AMULET:
2888 case GIRDLE: 2699 case GIRDLE:
2889 case BRACERS: 2700 case BRACERS:
2890 case CLOAK: 2701 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2702 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2892 (void) change_abil (who, op); 2703 change_abil (who, op);
2893 break; 2704 break;
2705
2894 case LAMP: 2706 case LAMP:
2707 {
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2708 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2709
2896 tmp2 = arch_to_object (op->other_arch); 2710 object *tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x; 2711 tmp2->x = op->x;
2898 tmp2->y = op->y; 2712 tmp2->y = op->y;
2899 tmp2->map = op->map; 2713 tmp2->map = op->map;
2900 tmp2->below = op->below; 2714 tmp2->below = op->below;
2901 tmp2->above = op->above; 2715 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food; 2716 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2717 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904 2718
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2719 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2720 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907 2721
2908 if (who->type == PLAYER) 2722 if (who->contr)
2909 esrv_del_item (who->contr, op->count); 2723 esrv_del_item (who->contr, op->count);
2910 2724
2911 op->destroy (); 2725 op->destroy ();
2912 insert_ob_in_ob (tmp2, who); 2726 insert_ob_in_ob (tmp2, who);
2913 who->update_stats (); 2727 who->update_stats ();
2728
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2729 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 { 2730 {
2916 if (who->type == PLAYER) 2731 if (who->contr)
2917 { 2732 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2733 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2734 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 } 2735 }
2921 } 2736 }
2922 if (who->type == PLAYER) 2737
2738 if (who->contr)
2923 esrv_send_item (who, tmp2); 2739 esrv_send_item (who, tmp2);
2740 }
2741
2924 return 1; /* otherwise, an attempt to drop causes problems */ 2742 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 2743
2926 case BOW: 2744 case BOW:
2927 case WAND: 2745 case WAND:
2928 case ROD: 2746 case ROD:
2929 case HORN: 2747 case HORN:
2930 clear_skill (who); 2748 if (player *pl = who->contr)
2749 {
2750 if (op == pl->ranged_ob)
2751 {
2752 pl->ranged_ob = 0;
2753 who->change_weapon (pl->combat_ob);
2754 }
2755
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2756 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER)
2933 {
2934 who->contr->shoottype = range_none;
2935 } 2757 }
2936 else 2758 else
2937 { 2759 {
2760 who->change_skill (0);
2761
2938 if (op->type == BOW) 2762 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW); 2763 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else 2764 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE); 2765 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 } 2766 }
2767
2943 break; 2768 break;
2944 2769
2945 case BUILDER: 2770 case BUILDER:
2771 if (who->contr)
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none;
2948 who->contr->ranges[range_builder] = NULL;
2949 break; 2773 break;
2950 2774
2951 default: 2775 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2776 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break; 2777 break;
2955 2779
2956 who->update_stats (); 2780 who->update_stats ();
2957 2781
2958 if (!(aflags & AP_NO_MERGE)) 2782 if (!(aflags & AP_NO_MERGE))
2959 { 2783 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL); 2784 object *tmp = merge_ob (op, 0);
2963 if (who->type == PLAYER) 2785
2786 if (who->contr)
2964 { 2787 {
2965 if (tmp) 2788 if (tmp)
2966 { /* it was merged */ 2789 { /* it was merged */
2967 esrv_del_item (who->contr, op->count); 2790 esrv_del_item (who->contr, op->count);
2968 op = tmp; 2791 op = tmp;
2969 } 2792 }
2970 2793
2971 esrv_send_item (who, op); 2794 esrv_send_item (who, op);
2972 } 2795 }
2973 } 2796 }
2797
2974 return 0; 2798 return 0;
2975} 2799}
2976 2800
2977/** 2801/**
2978 * Returns the object that is using location 'loc'. 2802 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we 2803 * 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 2804 * then go through the below of this. In this way, you can do
2981 * something like: 2805 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1); 2806 * tmp = get_next_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2807 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc. 2808 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found. 2809 * Returns NULL if no match is found.
2986 * loc is the index into the array we are looking for a match. 2810 * loc is the index into the array we are looking for a match.
2987 * don't return invisible objects unless they are skill objects 2811 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 2812 * invisible other objects that use
2989 * up body locations can be used as restrictions. 2813 * up body locations can be used as restrictions.
2990 */ 2814 */
2991object * 2815static object *
2992get_item_from_body_location (object *start, int loc) 2816get_next_item_from_body_location (int loc, object *start)
2993{ 2817{
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 2818 for (object *tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2819 if (tmp->flag [FLAG_APPLIED]
2820 && tmp->slot[loc].info
2821 && (!tmp->invisible || tmp->type == SKILL))
3001 return tmp; 2822 return tmp;
3002 2823
3003 return NULL; 2824 return 0;
3004} 2825}
3005
3006
3007 2826
3008/** 2827/**
3009 * 'op' wants to apply an object, but can't because of other equipment. 2828 * 'op' wants to apply an object, but can't because of other equipment.
3010 * This should only be called when it is known 2829 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 2830 * that there are objects to unapply. This makes pretty heavy
3014 * Returns 0 on success, returns 1 if there is some problem. 2833 * Returns 0 on success, returns 1 if there is some problem.
3015 * if aflags is AP_PRINT, we instead print out waht to unapply 2834 * if aflags is AP_PRINT, we instead print out waht to unapply
3016 * instead of doing it. This is a lot less code than having 2835 * instead of doing it. This is a lot less code than having
3017 * another function that does just that. 2836 * another function that does just that.
3018 */ 2837 */
2838
2839#define CANNOT_REMOVE_CURSED \
2840 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2841 "Praying over an altar, scrolls of remove curse/damnation, " \
2842 "priests or even other players might help.>"
2843
3019int 2844int
3020unapply_for_ob (object *who, object *op, int aflags) 2845unapply_for_ob (object *who, object *op, int aflags)
3021{ 2846{
3022 int i; 2847 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) 2848 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2849 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))) 2850 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 { 2851 {
3036 if (aflags & AP_PRINT) 2852 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2853 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3038 else 2854 else
3039 unapply_special (who, tmp, aflags); 2855 unapply_special (who, tmp, aflags);
3040 } 2856 }
3041 else 2857 else
3042 { 2858 {
3043 /* In this case, we want to try and remove a cursed item. 2859 /* 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 2860 * While we know it won't work, we want unapply_special to
3045 * at least generate the message. 2861 * at least generate the message.
3046 */ 2862 */
3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2863 new_draw_info_format (NDI_UNIQUE, 0, who,
2864 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2865 query_name (tmp));
3048 return 1; 2866 return 1;
3049 }
3050
3051 } 2867 }
3052 }
3053 }
3054 2868
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2869 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 2870 {
3057 /* this used up a slot that we need to free */ 2871 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 2872 if (op->slot[i].info)
3059 { 2873 {
3060 last = who->inv; 2874 object *last = who->inv;
3061 2875
3062 /* We do a while loop - may need to remove several items in order 2876 /* We do a while loop - may need to remove several items in order
3063 * to free up enough slots. 2877 * to free up enough slots.
3064 */ 2878 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 2879 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 2880 {
3067 tmp = get_item_from_body_location (last, i); 2881 object *tmp = get_next_item_from_body_location (i, last);
2882
3068 if (!tmp) 2883 if (!tmp)
3069 { 2884 {
3070#if 0 2885#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2886 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2887 * equipped.
3073 */ 2888 */
3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2889 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075#endif 2890#endif
3076 return 1; 2891 return 1;
3077 } 2892 }
2893
3078 /* If we are just printing, we don't care about cursed status */ 2894 /* 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)))) 2895 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3080 { 2896 {
3081 if (aflags & AP_PRINT) 2897 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2898 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3088 /* Cursed item that we can't unequip - tell the player. 2904 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 2905 * Note this could be annoying if this is just one of a few,
3090 * so it may not be critical (eg, putting on a ring and you have 2906 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2907 * one cursed ring.)
3092 */ 2908 */
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2909 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3094 } 2910 }
2911
3095 last = tmp->below; 2912 last = tmp->below;
3096 } 2913 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2914 /* 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. 2915 * return in the !tmp would have kicked in.
3099 */ 2916 */
3100 } /* if op is using this body location */ 2917 } /* if op is using this body location */
3101 } /* for body lcoations */ 2918 } /* for body lcoations */
2919
3102 return 0; 2920 return 0;
3103} 2921}
3104 2922
3105/** 2923/**
3106 * Checks to see if 'who' can apply object 'op'. 2924 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2925 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2926 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2927 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2928 * 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?) 2929 * is set, do we really care what the other flags may be?)
3112 * 2930 *
3113 * See include/define.h for detailed description of the meaning of 2931 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2932 * these return values.
3115 */ 2933 */
3116int 2934int
3117can_apply_object (object *who, object *op) 2935can_apply_object (object *who, object *op)
3118{ 2936{
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2937 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0); 2938 return RESULT_INT (0);
3121 2939
3122 int i, retval = 0; 2940 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 2941 object *tmp = 0, *ws = 0;
3124 2942
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2943 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 { 2944 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2945 if (op->slot[i].info)
3133 { 2946 {
3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2947 /* Item uses more slots than we have */
2948 if (who->slot[i].info + op->slot [i].info < 0)
3135 { 2949 {
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' 2950 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 2951 * really needed.
3152 */ 2952 */
3153 retval |= CAN_APPLY_NEVER; 2953 retval |= CAN_APPLY_NEVER;
3154 } 2954 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 2955 else if (who->slot[i].used + op->slot[i].info < 0)
3156 { 2956 {
3157 /* in this case, equipping this would use more free spots than 2957 /* in this case, equipping this would use more free spots than
3158 * we have. 2958 * we have.
3159 */ 2959 */
3160 object *tmp1;
3161
3162 2960
3163 /* if we have an applied weapon/shield, and unapply it would free 2961 /* 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 2962 * enough slots to equip the new item, then just set "can
3165 * continue. We don't care about the logic below - if you have 2963 * 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 2964 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 2965 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 2966 * does take into the account cases where what is being applied
3169 * may be two handed for example. 2967 * may be two handed for example.
3170 */ 2968 */
3171 if (ws) 2969 if (ws)
3172 { 2970 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 { 2971 {
3175 retval |= CAN_APPLY_UNAPPLY; 2972 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 2973 continue;
3177 } 2974 }
3178 }
3179 2975
3180 tmp1 = get_item_from_body_location (who->inv, i); 2976 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3181 if (!tmp1) 2977 if (!tmp1)
3182 { 2978 {
3183#if 0 2979#if 0
3184 /* This is sort of an error, but happens a lot when old players 2980 /* 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. 2981 * join in with more stuff equipped than they are now allowed.
3193 /* need to unapply something. However, if this something 2989 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need 2990 * is different than we had found before, it means they need
3195 * to apply multiple objects 2991 * to apply multiple objects
3196 */ 2992 */
3197 retval |= CAN_APPLY_UNAPPLY; 2993 retval |= CAN_APPLY_UNAPPLY;
2994
3198 if (!tmp) 2995 if (!tmp)
3199 tmp = tmp1; 2996 tmp = tmp1;
3200 else if (tmp != tmp1) 2997 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 2998 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 2999
3204 /* This object isn't using up all the slots, so there must 3000 /* 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 3001 * be another. If so, and it the new item doesn't need all
3206 * the slots, the player then has a choice. 3002 * the slots, the player then has a choice.
3207 */ 3003 */
3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3004 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3005 && abs (op->slot[i].info) < who->slot[i].info)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3006 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 3007
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 3008 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 3009 * equipped? If not, there must be something else to unapply.
3213 */ 3010 */
3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3011 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3012 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 3013 }
3218 } /* if not enough free slots */ 3014 } /* if not enough free slots */
3219 } /* if this object uses location i */ 3015 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 3016 } /* for i -> num_body_locations loop */
3221 3017
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they 3022 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location. 3023 * all use the same location.
3228 */ 3024 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3025 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3026 retval |= CAN_APPLY_RESTRICTION;
3027
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3028 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3029 retval |= CAN_APPLY_RESTRICTION;
3233 3030
3234
3235 if (who->type != PLAYER) 3031 if (who->type != PLAYER)
3236 { 3032 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3033 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3036 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3038
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3039 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3040 retval |= CAN_APPLY_RESTRICTION;
3041
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3042 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3043 retval |= CAN_APPLY_RESTRICTION;
3245 } 3044 }
3045
3246 return retval; 3046 return retval;
3247} 3047}
3248
3249
3250 3048
3251/** 3049/**
3252 * who is the object using the object. It can be a monster. 3050 * 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, 3051 * 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 3052 * eg, one which you put on and keep on for a while, and not something
3263 * AP_UNAPPLY=always unapply). 3061 * AP_UNAPPLY=always unapply).
3264 * 3062 *
3265 * Optional flags: 3063 * Optional flags:
3266 * AP_NO_MERGE: don't merge an unapplied object with other objects 3064 * AP_NO_MERGE: don't merge an unapplied object with other objects
3267 * AP_IGNORE_CURSE: unapply cursed items 3065 * AP_IGNORE_CURSE: unapply cursed items
3066 * AP_NO_READY: do not ready skills when applying skill tools
3268 * 3067 *
3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3068 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3270 * 3069 *
3271 * apply_special() doesn't check for unpaid items. 3070 * apply_special() doesn't check for unpaid items.
3272 */ 3071 */
3072
3073#define LACK_ITEM_POWER \
3074 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3075
3273int 3076int
3274apply_special (object *who, object *op, int aflags) 3077apply_special (object *who, object *op, int aflags)
3275{ 3078{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 3079 int basic_flag = aflags & AP_BASIC_FLAGS;
3277 object *tmp, *tmp2, *skop = NULL; 3080 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 3081
3280 if (who == NULL) 3082 if (who == NULL)
3281 { 3083 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 3084 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 3085 return 1;
3293 if (basic_flag == AP_APPLY) 3095 if (basic_flag == AP_APPLY)
3294 return 0; 3096 return 0;
3295 3097
3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3098 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3297 { 3099 {
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3100 new_draw_info_format (NDI_UNIQUE, 0, who,
3101 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3102 query_name (op));
3299 return 1; 3103 return 1;
3300 } 3104 }
3105
3301 return unapply_special (who, op, aflags); 3106 return unapply_special (who, op, aflags);
3302 } 3107 }
3303 3108
3304 if (basic_flag == AP_UNAPPLY) 3109 if (basic_flag == AP_UNAPPLY)
3305 return 0; 3110 return 0;
3306 3111
3307 i = can_apply_object (who, op); 3112 // if the item is combat/ranged, wield the relevant slot first
3113 // to resolve conflicts.
3114 if (player *pl = who->contr)
3115 switch (op->slottype ())
3116 {
3117 case slot_combat: who->change_weapon (pl->combat_ob); break;
3118 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3119 }
3120
3121 splay (op);
3308 3122
3309 /* Can't just apply this object. Lets see what not and what to do */ 3123 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i) 3124 if (int i = can_apply_object (who, op))
3311 { 3125 {
3312 if (i & CAN_APPLY_NEVER) 3126 if (i & CAN_APPLY_NEVER)
3313 { 3127 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3128 new_draw_info_format (NDI_UNIQUE, 0, who,
3129 "You don't have the body to use a %s. H<You can never apply this item.>",
3130 query_name (op));
3315 return 1; 3131 return 1;
3316 } 3132 }
3317 else if (i & CAN_APPLY_RESTRICTION) 3133 else if (i & CAN_APPLY_RESTRICTION)
3318 { 3134 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3135 new_draw_info_format (NDI_UNIQUE, 0, who,
3136 "You have a prohibition against using a %s. "
3137 "H<Your belief, profession or class prevents you from applying this item.>",
3138 query_name (op));
3320 return 1; 3139 return 1;
3321 } 3140 }
3141
3322 if (who->type != PLAYER) 3142 if (who->type != PLAYER)
3323 { 3143 {
3324 /* Some error, so don't try to equip something more */ 3144 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 3145 if (unapply_for_ob (who, op, aflags))
3326 return 1; 3146 return 1;
3327 } 3147 }
3328 else 3148 else
3329 { 3149 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3150 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 { 3151 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3152 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); 3153 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3154 return 1;
3335 } 3155 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3156 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 3157 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 3158 return 1;
3341 } 3159 }
3342 }
3343 } 3160 }
3161
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3162 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3163 {
3346 skop = find_skill_by_name (who, op->skill); 3164 skop = find_skill_by_name (who, op->skill);
3165
3347 if (!skop) 3166 if (!skop)
3348 { 3167 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3168 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3350 return 1; 3169 return 1;
3351 } 3170 }
3352 else 3171 else
3353 {
3354 /* While experience will be credited properly, we want to change the 3172 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated 3173 * skill so that the dam and wc get updated
3356 */ 3174 */
3357 change_skill (who, skop, 0); 3175 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 { 3176 }
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3177
3178 if (who->type == PLAYER
3179 && op->item_power
3180 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3181 {
3182 new_draw_info (NDI_UNIQUE, 0, who,
3183 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3364 return 1; 3184 return 1;
3365 } 3185 }
3366
3367 3186
3368 /* Ok. We are now at the state where we can apply the new object. 3187 /* 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_... 3188 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3189 * below - that is already taken care of by can_apply_object.
3371 */ 3190 */
3372
3373
3374 if (op->nrof > 1) 3191 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3192 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3193 else
3377 tmp = NULL; 3194 tmp = 0;
3378 3195
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3196 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0); 3197 return RESULT_INT (0);
3381 3198
3382 switch (op->type) 3199 switch (op->type)
3383 { 3200 {
3384 case WEAPON: 3201 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 3202 if (!check_weapon_power (who, op->last_eat))
3386 { 3203 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3204 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3388 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3205 "It would consume your soul!." LACK_ITEM_POWER);
3206
3389 if (tmp != NULL) 3207 if (tmp)
3390 (void) insert_ob_in_ob (tmp, who); 3208 insert_ob_in_ob (tmp, who);
3209
3391 return 1; 3210 return 1;
3392 } 3211 }
3212
3213 //TODO: this obviously fails for players using a shorter prefix
3214 // i.e. "R" can use Ragnarok's sword.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3215 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3216 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 3217 /* 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) */ 3218 /* (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."); 3219 new_draw_info (NDI_UNIQUE, 0, who,
3220 "The weapon does not recognize you as its owner. "
3221 "H<Its name indicates that it belongs to somebody else.>");
3222
3398 if (tmp != NULL) 3223 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3225
3400 return 1; 3226 return 1;
3401 } 3227 }
3228
3229 if (!skop)
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3232 return 1;
3233 }
3234
3402 SET_FLAG (op, FLAG_APPLIED); 3235 SET_FLAG (op, FLAG_APPLIED);
3403
3404 if (skop)
3405 change_skill (who, skop, 1); 3236 who->change_skill (skop);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3237
3407 SET_FLAG (who, FLAG_READY_WEAPON); 3238 if (who->contr)
3239 who->change_weapon (who->contr->combat_ob = op);
3408 3240
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3241 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3410 3242
3243 SET_FLAG (who, FLAG_READY_WEAPON);
3411 (void) change_abil (who, op); 3244 change_abil (who, op);
3412 break; 3245 break;
3413 3246
3414 case ARMOUR: 3247 case ARMOUR:
3415 case HELMET: 3248 case HELMET:
3416 case SHIELD: 3249 case SHIELD:
3421 case CLOAK: 3254 case CLOAK:
3422 case RING: 3255 case RING:
3423 case AMULET: 3256 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3258 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3426 (void) change_abil (who, op); 3259 change_abil (who, op);
3427 break; 3260 break;
3261
3428 case LAMP: 3262 case LAMP:
3429 if (op->stats.food < 1) 3263 if (op->stats.food < 1)
3430 { 3264 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3265 new_draw_info_format (NDI_UNIQUE, 0, who,
3266 "Your %s is out of fuel! "
3267 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3432 return 1; 3268 return 1;
3433 } 3269 }
3270
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3271 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch); 3272 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food; 3273 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED); 3274 SET_FLAG (tmp2, FLAG_APPLIED);
3275
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3276 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3277 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3278
3440 insert_ob_in_ob (tmp2, who); 3279 insert_ob_in_ob (tmp2, who);
3441 3280
3442 /* Remove the old lantern */ 3281 /* Remove the old lantern */
3443 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count); 3283 esrv_del_item (who->contr, op->count);
3445 3284
3446 op->destroy (); 3285 op->destroy ();
3447 3286
3448 /* insert the portion that was split off */ 3287 /* insert the portion that was split off */
3449 if (tmp != NULL) 3288 if (tmp)
3450 { 3289 {
3451 (void) insert_ob_in_ob (tmp, who); 3290 insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER) 3291 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp); 3292 esrv_send_item (who, tmp);
3454 } 3293 }
3294
3455 who->update_stats (); 3295 who->update_stats ();
3296
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3458 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3459 { 3299 {
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3300 new_draw_info (NDI_UNIQUE, 0, who,
3301 "Oops, it feels deadly cold! "
3302 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3303 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 } 3304 }
3463 } 3305
3464 if (who->type == PLAYER) 3306 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2); 3307 esrv_send_item (who, tmp2);
3308
3466 return 0; 3309 return 0;
3310
3311 case SKILL_TOOL:
3312 // applying a skill tool also readies the skill
3313 SET_FLAG (op, FLAG_APPLIED);
3314
3315 if (!(aflags & AP_NO_READY))
3316 {
3317 skop = find_skill_by_name (who, op->skill);
3318 if (!skop->flag [FLAG_APPLIED])
3319 apply_special (who, skop, AP_APPLY);
3320 }
3467 break; 3321 break;
3468 3322
3469 /* this part is needed for skill-tools */
3470 case SKILL: 3323 case SKILL:
3471 case SKILL_TOOL: 3324 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 } 3325 {
3477 if (who->type == PLAYER) 3326 if (IS_COMBAT_SKILL (op->subtype))
3478 { 3327 {
3479 who->contr->shoottype = range_skill; 3328 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3480 who->contr->ranges[range_skill] = op; 3329 {
3330 for (object *item = who->inv; item; item = item->below)
3331 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3332 {
3333 if (item->skill == op->skill)
3334 {
3335 who->change_weapon (pl->combat_ob = item);
3336 goto found_weapon;
3337 }
3338 }
3339
3340 new_draw_info_format (NDI_UNIQUE, 0, who,
3341 "You need to apply a '%s' melee weapon before readying this skill. "
3342 "H<Some skills need an item, in this case a melee weapon, to function.>",
3343 &op->skill);
3344 return 1;
3345
3346 found_weapon:;
3347 }
3348 else
3349 who->change_weapon (pl->combat_ob = op);
3350 }
3351 else if (IS_RANGED_SKILL (op->subtype))
3352 {
3353 if (skill_flags [op->subtype] & SF_NEED_BOW)
3354 {
3355 for (object *item = who->inv; item; item = item->below)
3356 if (item->type == BOW && item->flag [FLAG_APPLIED])
3357 {
3358 //TODO: bows should/must all have skill missile weapon right now
3359 who->change_weapon (pl->ranged_ob = item);
3360 goto found_bow;
3361 }
3362
3363 new_draw_info (NDI_UNIQUE, 0, who,
3364 "You need to apply a missile weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a missile weapon, to function.>");
3366 return 1;
3367
3368 found_bow:;
3369 }
3370 else
3371 who->change_weapon (pl->ranged_ob = op);
3372 }
3373
3481 if (!op->invisible) 3374 if (!op->invisible)
3482 { 3375 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3376 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); 3377 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 } 3378 }
3486 else 3379 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3380 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 } 3381 }
3382 else
3490 } 3383 {
3491 SET_FLAG (op, FLAG_APPLIED); 3384 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op); 3385 change_abil (who, op);
3493 who->chosen_skill = op; 3386 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL); 3387 SET_FLAG (who, FLAG_READY_SKILL);
3388 }
3389
3495 break; 3390 break;
3496 3391
3497 case BOW: 3392 case BOW:
3498 if (!check_weapon_power (who, op->last_eat)) 3393 if (!check_weapon_power (who, op->last_eat))
3499 { 3394 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3395 new_draw_info (NDI_UNIQUE, 0, who,
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3396 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397
3502 if (tmp != NULL) 3398 if (tmp)
3503 (void) insert_ob_in_ob (tmp, who); 3399 insert_ob_in_ob (tmp, who);
3400
3504 return 1; 3401 return 1;
3505 } 3402 }
3403
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 { 3405 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3406 new_draw_info (NDI_UNIQUE, 0, who,
3407 "The weapon does not recognize you as its owner. "
3408 "H<Its name indicates that it belongs to somebody else.>");
3509 if (tmp != NULL) 3409 if (tmp)
3510 (void) insert_ob_in_ob (tmp, who); 3410 insert_ob_in_ob (tmp, who);
3411
3511 return 1; 3412 return 1;
3512 } 3413 }
3414
3513 /*FALLTHROUGH*/ case WAND: 3415 /*FALLTHROUGH*/
3416 case WAND:
3514 case ROD: 3417 case ROD:
3515 case HORN: 3418 case HORN:
3516 /* check for skill, alter player status */ 3419 /* check for skill, alter player status */
3420
3421 if (!skop)
3422 {
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3424 return 1;
3425 }
3426
3517 SET_FLAG (op, FLAG_APPLIED); 3427 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0); 3428 who->change_skill (skop);
3429
3430 if (who->contr)
3431 {
3432 who->contr->ranged_ob = op;
3433
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521 3435
3522 if (who->type == PLAYER)
3523 {
3524 if (op->type == BOW) 3436 if (op->type == BOW)
3525 { 3437 {
3438 who->current_weapon = op;
3526 (void) change_abil (who, op); 3439 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who, 3440 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3441 "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 } 3442 }
3535 } 3443 }
3536 else 3444 else
3537 { 3445 {
3538 if (op->type == BOW) 3446 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3447 SET_FLAG (who, FLAG_READY_BOW);
3540 else 3448 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3449 SET_FLAG (who, FLAG_READY_RANGE);
3542 } 3450 }
3451
3543 break; 3452 break;
3544 3453
3545 case BUILDER: 3454 case BUILDER:
3546 if (who->contr->ranges[range_builder]) 3455 if (who->type == PLAYER)
3456 {
3457 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3458 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3547 unapply_special (who, who->contr->ranges[range_builder], 0); 3459 unapply_special (who, who->contr->ranged_ob, 0);
3548 who->contr->shoottype = range_builder; 3460
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3462
3463 who->contr->ranged_ob = op;
3464 }
3551 break; 3465 break;
3552 3466
3553 default: 3467 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3468 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3555 } /* end of switch op->type */ 3469 } /* end of switch op->type */
3556 3470
3557 SET_FLAG (op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3558 3472
3559 if (tmp != NULL) 3473 if (tmp)
3560 tmp = insert_ob_in_ob (tmp, who); 3474 tmp = insert_ob_in_ob (tmp, who);
3561 3475
3562 who->update_stats (); 3476 who->update_stats ();
3563 3477
3564 /* We exclude spell casting objects. The fire code will set the 3478 /* We exclude spell casting objects. The fire code will set the
3567 */ 3481 */
3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3482 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3569 SET_FLAG (op, FLAG_BEEN_APPLIED); 3483 SET_FLAG (op, FLAG_BEEN_APPLIED);
3570 3484
3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3485 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3573 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3574 { 3487 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3488 new_draw_info (NDI_UNIQUE, 0, who,
3489 "Oops, it feels deadly cold! "
3490 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3491 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3492 }
3578 } 3493
3579 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3580 { 3495 {
3581 /* if multiple objects were applied, update both slots */ 3496 /* if multiple objects were applied, update both slots */
3582 if (tmp) 3497 if (tmp)
3583 esrv_send_item (who, tmp); 3498 esrv_send_item (who, tmp);
3499
3584 esrv_send_item (who, op); 3500 esrv_send_item (who, op);
3585 } 3501 }
3502
3586 return 0; 3503 return 0;
3587} 3504}
3588
3589 3505
3590int 3506int
3591monster_apply_special (object *who, object *op, int aflags) 3507monster_apply_special (object *who, object *op, int aflags)
3592{ 3508{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3509 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3594 return 1; 3510 return 1;
3511
3595 return apply_special (who, op, aflags); 3512 return apply_special (who, op, aflags);
3596} 3513}
3597 3514
3598/** 3515/**
3599 * Map was just loaded, handle op's initialisation. 3516 * Map was just loaded, handle op's initialisation.
3637 3554
3638 case TREASURE: 3555 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3556 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3557 return 0;
3641 3558
3642 while ((op->stats.hp--) > 0) 3559 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3560 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); 3561 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645 3562
3646 /* If we generated an object and put it in this object inventory, 3563 /* 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 3564 * move it to the parent object as the current object is about
3664 } 3581 }
3665 return tmp ? 1 : 0; 3582 return tmp ? 1 : 0;
3666} 3583}
3667 3584
3668/** 3585/**
3669 * fix_auto_apply goes through the entire map (only the first time 3586 * fix_auto_apply goes through the entire map every time a map
3670 * when an original map is loaded) and performs special actions for 3587 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3588 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3589 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3590 */
3674void 3591void
3675fix_auto_apply (maptile *m) 3592maptile::fix_auto_apply ()
3676{ 3593{
3677 object *tmp, *above = NULL; 3594 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3595 return;
3682 3596
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3597 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3598 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3599 {
3687 above = tmp->above; 3600 object *above = tmp->above;
3688 3601
3689 if (tmp->inv) 3602 if (tmp->inv)
3690 { 3603 {
3691 object *invtmp, *invnext; 3604 object *invtmp, *invnext;
3692 3605
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3606 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3607 {
3695 invnext = invtmp->below; 3608 invnext = invtmp->below;
3696 3609
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3610 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3611 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3612 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3613 {
3701 while ((invtmp->stats.hp--) > 0) 3614 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3615 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3616
3704 invtmp->randomitems = NULL; 3617 invtmp->randomitems = NULL;
3705 } 3618 }
3706 else if (invtmp && invtmp->arch 3619 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3620 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3621 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3622 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3623 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3624 * treasure again for this object
3712 */ 3625 */
3713 invtmp->randomitems = NULL; 3626 invtmp->randomitems = NULL;
3714 } 3627 }
3715 } 3628 }
3716 /* This is really temporary - the code at the bottom will 3629 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3630 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3631 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3632 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3633 * MSW 2004-05-13
3721 * 3634 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too, 3635 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_- 3636 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3637 * Ryo 2004-08-16
3725 */ 3638 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3639 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) 3640 || 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; 3641 tmp->randomitems = NULL;
3642
3739 } 3643 }
3644
3645 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3646 auto_apply (tmp);
3647 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3648 {
3649 while ((tmp->stats.hp--) > 0)
3650 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3651 tmp->randomitems = NULL;
3652 }
3740 else if (tmp->type == TIMED_GATE) 3653 else if (tmp->type == TIMED_GATE)
3741 { 3654 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3655 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3656
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3657 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3658 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3659 }
3750 /* This function can be called everytime a map is loaded, even when 3660 /* 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 3661 * 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 3662 * 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. 3663 * 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 3664 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure. 3665 * which say how many times to make the treasure.
3756 */ 3666 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3667 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3668 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3669 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3670 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3671 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3672 tmp->randomitems = NULL;
3763 } 3673 }
3674
3675 // close all containers
3676 else if (tmp->type == CONTAINER)
3677 tmp->flag [FLAG_APPLIED] = 0;
3678
3679 tmp = above;
3764 } 3680 }
3765 3681
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3682 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3683 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)) 3684 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3685 check_trigger (tmp, tmp->above);
3771} 3686}
3772 3687
3773/** 3688/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3689 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3690 * This used to call cast_change_attr(), but
3776 * that doesn't work with the new spell code. Since we know what 3691 * 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. 3692 * the food changes, just grab a force and use that instead.
3778 */ 3693 */
3779
3780void 3694void
3781eat_special_food (object *who, object *food) 3695eat_special_food (object *who, object *food)
3782{ 3696{
3783 object *force; 3697 object *force;
3784 int i, did_one = 0; 3698 int i, did_one = 0;
3785 sint8 k;
3786 3699
3787 force = get_archetype (FORCE_NAME); 3700 force = get_archetype (FORCE_NAME);
3788 3701
3789 for (i = 0; i < NUM_STATS; i++) 3702 for (i = 0; i < NUM_STATS; i++)
3790 { 3703 if (sint8 k = food->stats.stat (i))
3791 k = get_attr_value (&food->stats, i);
3792 if (k)
3793 { 3704 {
3794 set_attr_value (&force->stats, i, k); 3705 force->stats.stat (i) = k;
3795 did_one = 1; 3706 did_one = 1;
3796 } 3707 }
3797 }
3798 3708
3799 /* check if we can protect the eater */ 3709 /* check if we can protect the eater */
3800 for (i = 0; i < NROFATTACKS; i++) 3710 for (i = 0; i < NROFATTACKS; i++)
3801 { 3711 {
3802 if (food->resist[i] > 0) 3712 if (food->resist[i] > 0)
3806 } 3716 }
3807 } 3717 }
3808 3718
3809 if (did_one) 3719 if (did_one)
3810 { 3720 {
3811 force->speed = 0.1; 3721 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3722 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3723 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3724 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3725 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3726 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3731 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3732 if (food->stats.hp != 0)
3824 { 3733 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3734 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3735 {
3827 strcpy (who->contr->killer, food->name); 3736 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3737 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3738 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 } 3739 }
3831 else 3740 else
3832 { 3741 {
3933 3842
3934 if (failure <= -1 && failure > -15) 3843 if (failure <= -1 && failure > -15)
3935 { /* wonder */ 3844 { /* wonder */
3936 object *tmp; 3845 object *tmp;
3937 3846
3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3847 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3939 tmp = get_archetype (SPELL_WONDER); 3848 tmp = get_archetype (SPELL_WONDER);
3940 cast_wonder (op, op, 0, tmp); 3849 cast_wonder (op, op, 0, tmp);
3941 tmp->destroy (); 3850 tmp->destroy ();
3942 } 3851 }
3943 else if (failure <= -15 && failure > -35) 3852 else if (failure <= -15 && failure > -35)
3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3965 blind_player (op, op, power); 3874 blind_player (op, op, power);
3966 } 3875 }
3967 else if (failure <= -80) 3876 else if (failure <= -80)
3968 { /* blast the immediate area */ 3877 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA); 3878 object *tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power); 3879 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3880 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3974 tmp->destroy (); 3881 tmp->destroy ();
3975 } 3882 }
3976 } 3883 }
3977} 3884}
3978 3885
3998 */ 3905 */
3999 int i, j; 3906 int i, j;
4000 3907
4001 for (i = 0; i < NUM_STATS; i++) 3908 for (i = 0; i < NUM_STATS; i++)
4002 { 3909 {
4003 sint8 stat = get_attr_value (stats, i); 3910 int race_bonus = pl->arch->stats.stat (i);
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3911 sint8 stat = stats->stat (i) + ns->stat (i);
4005 3912
4006 stat += get_attr_value (ns, i);
4007 if (stat > 20 + race_bonus) 3913 if (stat > 20 + race_bonus)
4008 { 3914 {
4009 excess_stat++; 3915 excess_stat++;
4010 stat = 20 + race_bonus; 3916 stat = 20 + race_bonus;
4011 } 3917 }
4012 set_attr_value (stats, i, stat); 3918
3919 stats->stat (i) = stat;
4013 } 3920 }
4014 3921
4015 for (j = 0; excess_stat > 0 && j < 100; j++) 3922 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */ 3923 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6); 3924 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 3925
4021 if (i == CHA) 3926 if (i == CHA)
4022 continue; /* exclude cha from this */ 3927 continue; /* exclude cha from this */
3928
3929 int stat = stats->stat (i);
3930 int race_bonus = pl->arch->stats.stat (i);
4023 if (stat < 20 + race_bonus) 3931 if (stat < 20 + race_bonus)
4024 { 3932 {
4025 change_attr_value (stats, i, 1); 3933 change_attr_value (stats, i, 1);
4026 excess_stat--; 3934 excess_stat--;
4027 } 3935 }
4030 /* insert the randomitems from the change's treasurelist into 3938 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c 3939 * the player ref: player.c
4032 */ 3940 */
4033 if (change->randomitems != NULL) 3941 if (change->randomitems != NULL)
4034 give_initial_items (pl, change->randomitems); 3942 give_initial_items (pl, change->randomitems);
4035
4036 3943
4037 /* set up the face, for some races. */ 3944 /* set up the face, for some races. */
4038 3945
4039 /* first, look for the force object banning 3946 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class. 3947 * changing the face. Certain races never change face with class.
4085 char got[MAX_BUF]; 3992 char got[MAX_BUF];
4086 int len; 3993 int len;
4087 3994
4088 if (!pl || !transformer) 3995 if (!pl || !transformer)
4089 return; 3996 return;
3997
4090 marked = find_marked_object (pl); 3998 marked = find_marked_object (pl);
3999
4091 if (!marked) 4000 if (!marked)
4092 { 4001 {
4093 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4094 return; 4003 return;
4095 } 4004 }
4005
4096 if (!marked->slaying) 4006 if (!marked->slaying)
4097 { 4007 {
4098 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4008 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4099 return; 4009 return;
4100 } 4010 }
4011
4101 /* check whether they are compatible or not */ 4012 /* check whether they are compatible or not */
4102 find = strstr (marked->slaying, transformer->arch->name); 4013 find = strstr (marked->slaying, transformer->arch->archname);
4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4014 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4104 { 4015 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4016 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4106 return; 4017 return;
4107 } 4018 }
4019
4108 find += strlen (transformer->arch->name) + 1; 4020 find += strlen (transformer->arch->archname) + 1;
4109 /* Item can be used, now find how many and what it yields */ 4021 /* Item can be used, now find how many and what it yields */
4110 if (isdigit (*(find))) 4022 if (isdigit (*(find)))
4111 { 4023 {
4112 yield = atoi (find); 4024 yield = atoi (find);
4113 if (yield < 1) 4025 if (yield < 1)
4121 4033
4122 while (isdigit (*find)) 4034 while (isdigit (*find))
4123 find++; 4035 find++;
4124 while (*find == ' ') 4036 while (*find == ' ')
4125 find++; 4037 find++;
4038
4126 memset (got, 0, MAX_BUF); 4039 memset (got, 0, MAX_BUF);
4040
4127 if ((separator = strchr (find, ';')) != NULL) 4041 if ((separator = strchr (find, ';')) != NULL)
4128 {
4129 len = separator - find; 4042 len = separator - find;
4130 }
4131 else 4043 else
4132 {
4133 len = strlen (find); 4044 len = strlen (find);
4134 } 4045
4135 if (len > MAX_BUF - 1) 4046 if (len > MAX_BUF - 1)
4136 len = MAX_BUF - 1; 4047 len = MAX_BUF - 1;
4048
4137 strcpy (got, find); 4049 strcpy (got, find);
4138 got[len] = '\0'; 4050 got[len] = '\0';
4139 4051
4140 /* Now create new item, remove used ones when required. */ 4052 /* Now create new item, remove used ones when required. */
4141 new_item = get_archetype (got); 4053 new_item = get_archetype (got);
4149 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4150 insert_ob_in_ob (new_item, pl); 4062 insert_ob_in_ob (new_item, pl);
4151 esrv_send_inventory (pl, pl); 4063 esrv_send_inventory (pl, pl);
4152 /* Eat up one item */ 4064 /* Eat up one item */
4153 decrease_ob_nr (marked, 1); 4065 decrease_ob_nr (marked, 1);
4066
4154 /* Eat one transformer if needed */ 4067 /* Eat one transformer if needed */
4155 if (transformer->stats.food) 4068 if (transformer->stats.food)
4156 if (--transformer->stats.food == 0) 4069 if (--transformer->stats.food == 0)
4157 decrease_ob_nr (transformer, 1); 4070 decrease_ob_nr (transformer, 1);
4158} 4071}

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