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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 1.120 by root, Tue Jul 31 17:33:15 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 }
1014 SET_FLAG (item, FLAG_IDENTIFIED);
1007 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1015 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1008 return 1; 1016 return 1;
1009} 1017}
1010 1018
1011/** 1019/**
1012 * Handle apply on containers. 1020 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1021 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1022 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t. 1023 * added the alchemical cauldron to the code -b.t.
1016 */ 1024 */
1017
1018int 1025int
1019apply_container (object *op, object *sack) 1026apply_container (object *op, object *sack)
1020{ 1027{
1021 char buf[MAX_BUF]; 1028 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1029 return 0; /* This might change */
1026 1030
1027 if (sack == NULL || sack->type != CONTAINER) 1031 if (!sack || sack->type != CONTAINER)
1028 { 1032 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1033 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 1034 return 0;
1031 } 1035 }
1032 1036
1033 op->contr->last_used = 0; 1037 op->contr->last_used = 0;
1034 1038
1035 if (sack->env != op) 1039 if (sack->env && sack->env != op)
1040 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1042 return 1;
1036 { 1043 }
1037 if (sack->other_arch == NULL || sack->env != NULL) 1044
1045 // already applied == open on ground, or open in inv, or active in inv
1046 if (sack->flag [FLAG_APPLIED])
1047 {
1048 if (op->container == sack)
1038 { 1049 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1050 // open on ground or inv, so close
1051 op->close_container ();
1040 return 1; 1052 return 1;
1041 } 1053 }
1042 1054 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 { 1055 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1056 // 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)); 1057 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1; 1058 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 { 1059 }
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 1060
1080 if (tmp && tmp->type == CLOSE_CON) 1061 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1062 }
1063 else if (sack->env)
1064 {
1065 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1066 op->close_container ();
1089 { 1067 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1068 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1069 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1092 tmp = op->container; 1070 return 1;
1093 apply_container (op, tmp); 1071 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1072
1095 op->container = sack; 1073 // it's locked?
1096 strcat (buf, query_name (sack)); 1074 if (sack->slaying)
1097 strcat (buf, "."); 1075 {
1098 } 1076 if (object *tmp = find_key (op, op, sack))
1099 else 1077 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 1078 else
1107 { 1079 {
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)); 1080 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; 1081 return 1;
1144 } 1082 }
1145 }
1146 } 1083 }
1147 1084
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1085 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1086
1153 return 1; 1087 return 1;
1154} 1088}
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 1089
1281/** 1090/**
1282 * Handles dropping things on altar. 1091 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1092 * Returns true if sacrifice was accepted.
1284 */ 1093 */
1437 */ 1246 */
1438static void 1247static void
1439apply_sign (object *op, object *sign, int autoapply) 1248apply_sign (object *op, object *sign, int autoapply)
1440{ 1249{
1441 readable_message_type *msgType; 1250 readable_message_type *msgType;
1442 char newbuf[HUGE_BUF];
1443 1251
1444 if (sign->msg == NULL) 1252 if (sign->msg == NULL)
1445 { 1253 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1254 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1447 return; 1255 return;
1451 { 1259 {
1452 if (sign->last_eat >= sign->stats.food) 1260 if (sign->last_eat >= sign->stats.food)
1453 { 1261 {
1454 if (!sign->move_on) 1262 if (!sign->move_on)
1455 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1263 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1264
1456 return; 1265 return;
1457 } 1266 }
1458 1267
1459 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1268 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1460 sign->last_eat++; 1269 sign->last_eat++;
1468 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1277 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1469 { 1278 {
1470 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1279 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1471 return; 1280 return;
1472 } 1281 }
1282
1283 if (op->contr)
1284 if (client *ns = op->contr->ns)
1285 {
1286 ns->play_sound (sign->sound);
1473 msgType = get_readable_message_type (sign); 1287 msgType = get_readable_message_type (sign);
1288
1289 if (ns->can_msg)
1290 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1291 else
1292 {
1293 char newbuf[HUGE_BUF];
1474 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1294 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); 1295 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1296 }
1297 }
1476} 1298}
1477 1299
1478/** 1300/**
1479 * 'victim' moves onto 'trap' 1301 * 'victim' moves onto 'trap'
1480 * 'victim' leaves 'trap' 1302 * 'victim' leaves 'trap'
1503 * proper. This code was causing needless crashes. 1325 * proper. This code was causing needless crashes.
1504 */ 1326 */
1505 if (recursion_depth >= 500) 1327 if (recursion_depth >= 500)
1506 { 1328 {
1507 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1329 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); 1330 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1509 return; 1331 return;
1510 } 1332 }
1333
1511 recursion_depth++; 1334 recursion_depth++;
1512 if (trap->head) 1335 if (trap->head)
1513 trap = trap->head; 1336 trap = trap->head;
1514 1337
1515 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1338 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1530 1353
1531 /* Just put in some sanity check. I think there is a bug in the 1354 /* 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 1355 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed. 1356 * getting permanently paralyzed.
1534 */ 1357 */
1535 if (victim->speed_left < -50.0) 1358 if (victim->speed_left < -50.f)
1536 victim->speed_left = -50.0; 1359 victim->speed_left = -50.f;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1360 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 } 1361 }
1539 goto leave; 1362 goto leave;
1540 1363
1541 case SPINNER: 1364 case SPINNER:
1613 1436
1614 if ((ab->move_type && trap->move_on) || ab->move_type == 0) 1437 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1615 { 1438 {
1616 if (!sound_was_played) 1439 if (!sound_was_played)
1617 { 1440 {
1618 play_sound_map (trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1441 trap->play_sound (sound_find ("fall_hole"));
1619 sound_was_played = 1; 1442 sound_was_played = 1;
1620 } 1443 }
1444
1621 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!"); 1445 new_draw_info (NDI_UNIQUE, 0, ab, "You fall into a trapdoor!");
1622 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab); 1446 transfer_ob (ab, (int) EXIT_X (trap), (int) EXIT_Y (trap), 0, ab);
1623 } 1447 }
1624 } 1448 }
1625 goto leave; 1449 goto leave;
1627 1451
1628 1452
1629 case CONVERTER: 1453 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1454 if (convert_item (victim, trap) < 0)
1631 { 1455 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1456 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635 1457 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 } 1458 }
1643 } 1459
1644 goto leave; 1460 goto leave;
1645 1461
1646 case TRIGGER_BUTTON: 1462 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1463 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1464 case TRIGGER_ALTAR:
1666 * Processing will happen if the head runs into the pit 1482 * Processing will happen if the head runs into the pit
1667 */ 1483 */
1668 if (victim->head) 1484 if (victim->head)
1669 goto leave; 1485 goto leave;
1670 1486
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1487 victim->play_sound (sound_find ("fall_hole"));
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1488 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1489 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1490 goto leave;
1675 1491
1676 case EXIT: 1492 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1493 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1494 {
1679 /* Basically, don't show exits leading to random maps the 1495 /* Basically, don't show exits leading to random maps the
1680 * players output. 1496 * players output.
1681 */ 1497 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1498 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1499 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1500
1684 enter_exit (victim, trap); 1501 victim->enter_exit (trap);
1685 } 1502 }
1686 goto leave; 1503 goto leave;
1687 1504
1688 case ENCOUNTER: 1505 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1506 /* may be some leftovers on this */
1704 1521
1705 apply_sign (victim, trap, 1); 1522 apply_sign (victim, trap, 1);
1706 goto leave; 1523 goto leave;
1707 1524
1708 case CONTAINER: 1525 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1526 apply_container (victim, trap);
1713 goto leave; 1527 goto leave;
1714 1528
1715 case RUNE: 1529 case RUNE:
1716 case TRAP: 1530 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1531 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1720 } 1534 }
1721 goto leave; 1535 goto leave;
1722 1536
1723 default: 1537 default:
1724 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1538 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); 1539 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1726 goto leave; 1540 goto leave;
1727 } 1541 }
1728 1542
1729leave: 1543leave:
1730 recursion_depth--; 1544 recursion_depth--;
1742 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1556 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1743 { 1557 {
1744 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1745 return; 1559 return;
1746 } 1560 }
1561
1747 if (tmp->msg == NULL) 1562 if (!tmp->msg)
1748 { 1563 {
1749 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1564 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1750 return; 1565 return;
1751 } 1566 }
1752 1567
1753 /* need a literacy skill to read stuff! */ 1568 /* need a literacy skill to read stuff! */
1754 skill_ob = find_skill_by_name (op, tmp->skill); 1569 skill_ob = find_skill_by_name (op, tmp->skill);
1755 if (!skill_ob) 1570 if (!skill_ob)
1756 { 1571 {
1757 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1572 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; 1573 return;
1759 } 1574 }
1575
1760 lev_diff = tmp->level - (skill_ob->level + 5); 1576 lev_diff = tmp->level - (skill_ob->level + 5);
1761 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1577 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1762 { 1578 {
1763 if (lev_diff < 2) 1579 if (lev_diff < 2)
1764 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1580 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1775 return; 1591 return;
1776 } 1592 }
1777 1593
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1594 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1595
1596 if (player *pl = op->contr)
1597 if (client *ns = pl->ns)
1598 if (ns->can_msg)
1599 {
1600 dynbuf_text buf;
1601 buf << long_desc (tmp, op)
1602 << "\n\n"
1603 << tmp->msg
1604 << '\0';
1605 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1606 }
1607 else
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1608 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1609 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); 1610 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1611 long_desc (tmp, op), &tmp->msg);
1783 1612
1784 /* gain xp from reading */ 1613 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1614 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1615 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1616 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1853 return; 1682 return;
1854 } 1683 }
1855 return; 1684 return;
1856 } 1685 }
1857 1686
1858 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1687 op->contr->play_sound (sound_find ("learn_spell"));
1688
1859 tmp = spell->clone (); 1689 tmp = spell->clone ();
1860 insert_ob_in_ob (tmp, op); 1690 insert_ob_in_ob (tmp, op);
1861 1691
1862 if (special_prayer) 1692 if (special_prayer)
1863 SET_FLAG (tmp, FLAG_STARTEQUIP); 1693 SET_FLAG (tmp, FLAG_STARTEQUIP);
1908 1738
1909 /* artifact_spellbooks have 'slaying' field point to a spell name, 1739 /* artifact_spellbooks have 'slaying' field point to a spell name,
1910 * instead of having their spell stored in stats.sp. These are 1740 * instead of having their spell stored in stats.sp. These are
1911 * legacy spellbooks 1741 * legacy spellbooks
1912 */ 1742 */
1913
1914 if (tmp->slaying != NULL) 1743 if (tmp->slaying)
1915 { 1744 {
1916 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1745 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1917 if (!spell) 1746 if (!spell)
1918 { 1747 {
1919 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1748 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1920 return; 1749 return;
1921 } 1750 }
1922 else 1751 else
1923 insert_ob_in_ob (spell, tmp); 1752 insert_ob_in_ob (spell, tmp);
1753
1924 tmp->slaying = NULL; 1754 tmp->slaying = 0;
1925 } 1755 }
1926 1756
1927 skop = find_skill_by_name (op, tmp->skill); 1757 skop = find_skill_by_name (op, tmp->skill);
1928 1758
1929 /* need a literacy skill to learn spells. Also, having a literacy level 1759 /* need a literacy skill to learn spells. Also, having a literacy level
1930 * lower than the spell will make learning the spell more difficult */ 1760 * lower than the spell will make learning the spell more difficult */
1931 if (!skop) 1761 if (!skop)
1932 { 1762 {
1933 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1763 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1934 return; 1764 return;
1935 } 1765 }
1936 1766
1937 spell = tmp->inv; 1767 spell = tmp->inv;
1938 1768
1939 if (!spell) 1769 if (!spell)
1940 { 1770 {
1941 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1771 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."); 1772 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1943 return; 1773 return;
1944 } 1774 }
1945 1775
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1776 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1777 {
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."); 1778 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1949 return; 1779 return;
1950 } 1780 }
1951 1781
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953 1783
1966 * if the player doesn't know the spell, doesn't make a lot of sense that 1796 * if the player doesn't know the spell, doesn't make a lot of sense that
1967 * they would have a special prayer mark. 1797 * they would have a special prayer mark.
1968 */ 1798 */
1969 if (check_spell_known (op, spell->name)) 1799 if (check_spell_known (op, spell->name))
1970 { 1800 {
1971 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1801 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; 1802 return;
1973 } 1803 }
1974 1804
1975 if (spell->skill) 1805 if (spell->skill)
1976 { 1806 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1807 spell_skill = find_skill_by_name (op, spell->skill);
1978 1808
1979 if (!spell_skill) 1809 if (!spell_skill)
1980 { 1810 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1811 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1982 return; 1812 return;
1983 } 1813 }
1984 1814
1985 if (spell_skill->level < spell->level) 1815 if (spell_skill->level < spell->level)
1986 { 1816 {
2017 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1847 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2018 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1848 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2019 } 1849 }
2020 else 1850 else
2021 { 1851 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1852 op->contr->play_sound (sound_find ("fumble_spell"));
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1853 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 } 1854 }
1855
2025 decrease_ob (tmp); 1856 decrease_ob (tmp);
2026} 1857}
2027 1858
2028/** 1859/**
2029 * Handles applying a spell scroll. 1860 * Handles applying a spell scroll.
2039 return; 1870 return;
2040 } 1871 }
2041 1872
2042 if (!tmp->inv || tmp->inv->type != SPELL) 1873 if (!tmp->inv || tmp->inv->type != SPELL)
2043 { 1874 {
2044 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1875 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2045 return; 1876 return;
2046 } 1877 }
2047 1878
2048 if (op->type == PLAYER) 1879 if (op->type == PLAYER)
2049 { 1880 {
2055 */ 1886 */
2056 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1887 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2057 1888
2058 if (!skop) 1889 if (!skop)
2059 { 1890 {
2060 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1891 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2061 return; 1892 return;
2062 } 1893 }
2063 1894
2064 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1895 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2065 change_exp (op, exp_gain, skop->skill, 0); 1896 change_exp (op, exp_gain, skop->skill, 0);
2067 1898
2068 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1899 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2069 identify (tmp); 1900 identify (tmp);
2070 1901
2071 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1902 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2072
2073 1903
2074 cast_spell (op, tmp, dir, tmp->inv, NULL); 1904 cast_spell (op, tmp, dir, tmp->inv, NULL);
2075 decrease_ob (tmp); 1905 decrease_ob (tmp);
2076} 1906}
2077 1907
2081 * chest. 1911 * chest.
2082 */ 1912 */
2083static void 1913static void
2084apply_treasure (object *op, object *tmp) 1914apply_treasure (object *op, object *tmp)
2085{ 1915{
2086 object *treas;
2087
2088
2089 /* Nice side effect of new treasure creation method is that the treasure 1916 /* 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 1917 * 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 1918 * 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 1919 * prevents people fromt moving chests to more difficult maps to get better
2093 * treasure 1920 * treasure
2094 */ 1921 */
2095
2096 treas = tmp->inv; 1922 object *treas = tmp->inv;
2097 if (treas == NULL) 1923
1924 if (!treas)
2098 { 1925 {
2099 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1926 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2100 decrease_ob (tmp); 1927 decrease_ob (tmp);
2101 return; 1928 return;
2102 } 1929 }
1930
2103 while (tmp->inv) 1931 while (tmp->inv)
2104 { 1932 {
2105 treas = tmp->inv; 1933 treas = tmp->inv;
2106 1934
2107 treas->remove (); 1935 treas->remove ();
2189 /* special food hack -b.t. */ 2017 /* special food hack -b.t. */
2190 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2018 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2191 eat_special_food (op, tmp); 2019 eat_special_food (op, tmp);
2192 } 2020 }
2193 } 2021 }
2022
2194 handle_apply_yield (tmp); 2023 handle_apply_yield (tmp);
2195 decrease_ob (tmp); 2024 decrease_ob (tmp);
2196} 2025}
2197 2026
2198/** 2027/**
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2054 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2055 return 0;
2227 2056
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2057 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2058 from the player's inventory */
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2059 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2060 if (tmp->type == FORCE)
2233 { 2061 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2235 skin = tmp; 2062 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2063 else if (tmp->arch->archname == shstr_dragon_ability_force)
2237 abil = tmp; 2064 abil = tmp;
2238 }
2239 }
2240 2065
2241 /* if either skin or ability are missing, this is an old player 2066 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2067 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2068 if (skin == NULL || abil == NULL)
2244 return 0; 2069 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2110 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2111 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2112 chance = MIN (100., chance * 2.);
2288 2113
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2114 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2115 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2116 {
2292 atnr_winner[winners] = i; 2117 atnr_winner[winners] = i;
2293 winners++; 2118 winners++;
2294 } 2119 }
2295 2120
2364static void 2189static void
2365apply_armour_improver (object *op, object *tmp) 2190apply_armour_improver (object *op, object *tmp)
2366{ 2191{
2367 object *armor; 2192 object *armor;
2368 2193
2369 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2194 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2370 { 2195 {
2371 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2196 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2372 return; 2197 return;
2373 } 2198 }
2374 2199
2375 armor = find_marked_object (op); 2200 armor = find_marked_object (op);
2376 2201
2377 if (!armor) 2202 if (!armor)
2378 { 2203 {
2379 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2204 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; 2205 return;
2381 } 2206 }
2382 2207
2383 if (armor->type != ARMOUR 2208 if (armor->type != ARMOUR
2384 && armor->type != CLOAK 2209 && armor->type != CLOAK
2395extern void 2220extern void
2396apply_poison (object *op, object *tmp) 2221apply_poison (object *op, object *tmp)
2397{ 2222{
2398 if (op->type == PLAYER) 2223 if (op->type == PLAYER)
2399 { 2224 {
2400 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2225 op->contr->play_sound (sound_find ("drink_poison"));
2401 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2226 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2402 strcpy (op->contr->killer, "poisonous booze"); 2227 strcpy (op->contr->killer, "poisonous booze");
2403 } 2228 }
2229
2404 if (tmp->stats.hp > 0) 2230 if (tmp->stats.hp > 0)
2405 { 2231 {
2406 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2232 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); 2233 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2408 } 2234 }
2235
2409 op->stats.food -= op->stats.food / 4; 2236 op->stats.food -= op->stats.food / 4;
2410 handle_apply_yield (tmp); 2237 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2238 decrease_ob (tmp);
2412} 2239}
2413 2240
2414/** 2241/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2242 * 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: 2243 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side) 2244 * -You can come back (there is another exit at the other side)
2418 * -You are 2245 * -You are
2419 * ° the owner of the exit 2246 * ° the owner of the exit
2420 * ° or in the same party as the owner 2247 * ° or in the same party as the owner
2424 * survive in the swapping (in fact the whole exit doesn't survive). 2251 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */ 2252 */
2426int 2253int
2427is_legal_2ways_exit (object *op, object *exit) 2254is_legal_2ways_exit (object *op, object *exit)
2428{ 2255{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1) 2256 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */ 2257 return 1; /*This is not a 2 way, so it is legal */
2258
2259#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2260 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2261 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at 2262#endif
2439 * all the exits in destination and try to find one with same path as 2263
2440 * the current exit's position */ 2264 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2265
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) 2266 if (exitmap)
2446 { 2267 {
2268 exitmap->load_sync ();
2269
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2270 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2271
2448 if (!tmp) 2272 if (!tmp)
2449 return 0; 2273 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2274
2275 for (; tmp; tmp = tmp->above)
2451 { 2276 {
2452 if (tmp->type != EXIT) 2277 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2278 continue; /*Not an exit */
2279
2454 if (!EXIT_PATH (tmp)) 2280 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */ 2281 continue; /*Not a valid exit */
2282
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2283 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */ 2284 continue; /*Not in the same place */
2285
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2286 if (exit->map->path != EXIT_PATH (tmp))
2459 continue; /*Not in the same map */ 2287 continue; /*Not in the same map */
2460 2288
2461 /* From here we have found the exit is valid. However we do 2289 /* 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 2290 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments 2291 * town portals to prevent strangers from visiting your appartments
2464 */ 2292 */
2465 if (!exit->race) 2293 if (!exit->race)
2466 return 1; /*No owner, free for all! */ 2294 return 1; /*No owner, free for all! */
2295
2467 exit_owner = NULL; 2296 object *exit_owner = 0;
2468 for (pp = first_player; pp; pp = pp->next) 2297
2298 for_all_players (pp)
2469 { 2299 {
2470 if (!pp->ob) 2300 if (!pp->ob)
2471 continue; 2301 continue;
2302
2472 if (pp->ob->name != exit->race) 2303 if (pp->ob->name != exit->race)
2473 continue; 2304 continue;
2305
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2306 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break; 2307 break;
2476 } 2308 }
2309
2477 if (!exit_owner) 2310 if (!exit_owner)
2478 return 0; /* No more owner */ 2311 return 0; /* No more owner */
2312
2479 if (exit_owner->contr == op->contr) 2313 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */ 2314 return 1; /*It is your exit */
2315
2481 if (exit_owner && /*There is a owner */ 2316 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */ 2317 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2318 ((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 */ 2319 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0; 2320 return 0;
2321
2486 return 1; 2322 return 1;
2487 } 2323 }
2488 } 2324 }
2325
2489 return 0; 2326 return 0;
2490} 2327}
2491
2492 2328
2493/** 2329/**
2494 * Main apply handler. 2330 * Main apply handler.
2495 * 2331 *
2496 * Checks for unpaid items before applying. 2332 * Checks for unpaid items before applying.
2504 * being applied. 2340 * being applied.
2505 * 2341 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with 2342 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special 2343 * them in this function - they are passed to apply_special
2508 */ 2344 */
2509
2510int 2345int
2511manual_apply (object *op, object *tmp, int aflag) 2346manual_apply (object *op, object *tmp, int aflag)
2512{ 2347{
2513 if (tmp->head) 2348 if (tmp->head)
2514 tmp = tmp->head; 2349 tmp = tmp->head;
2515 2350
2516 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2351 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2517 { 2352 {
2518 if (op->type == PLAYER) 2353 if (op->type == PLAYER)
2519 { 2354 {
2520 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2355 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2521 return 1; 2356 return 1;
2522 } 2357 }
2523 else 2358 else
2524 return 0; /* monsters just skip unpaid items */ 2359 return 0; /* monsters just skip unpaid items */
2525 } 2360 }
2529 2364
2530 switch (tmp->type) 2365 switch (tmp->type)
2531 { 2366 {
2532 case CF_HANDLE: 2367 case CF_HANDLE:
2533 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2368 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2534 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2369 op->play_sound (sound_find ("turn_handle"));
2535 tmp->value = tmp->value ? 0 : 1; 2370 tmp->value = tmp->value ? 0 : 1;
2536 SET_ANIMATION (tmp, tmp->value); 2371 SET_ANIMATION (tmp, tmp->value);
2537 update_object (tmp, UP_OBJ_FACE); 2372 update_object (tmp, UP_OBJ_FACE);
2538 push_button (tmp); 2373 push_button (tmp);
2539 return 1; 2374 return 1;
2540 2375
2541 case TRIGGER: 2376 case TRIGGER:
2542 if (check_trigger (tmp, op)) 2377 if (check_trigger (tmp, op))
2543 { 2378 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2379 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2380 op->play_sound (sound_find ("turn_handle"));
2546 } 2381 }
2547 else 2382 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2383 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 } 2384
2551 return 1; 2385 return 1;
2552 2386
2553 case EXIT: 2387 case EXIT:
2554 if (op->type != PLAYER) 2388 if (op->type != PLAYER)
2555 return 0; 2389 return 0;
2390
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2391 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)); 2392 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else 2393 else
2561 { 2394 {
2562 /* Don't display messages for random maps. */ 2395 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2396 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2397 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2398
2565 enter_exit (op, tmp); 2399 op->enter_exit (tmp);
2566 } 2400 }
2401
2567 return 1; 2402 return 1;
2568 2403
2569 case SIGN: 2404 case SIGN:
2570 apply_sign (op, tmp, 0); 2405 apply_sign (op, tmp, 0);
2571 return 1; 2406 return 1;
2575 { 2410 {
2576 apply_book (op, tmp); 2411 apply_book (op, tmp);
2577 return 1; 2412 return 1;
2578 } 2413 }
2579 else 2414 else
2580 {
2581 return 0; 2415 return 0;
2582 }
2583 2416
2584 case SKILLSCROLL: 2417 case SKILLSCROLL:
2585 if (op->type == PLAYER) 2418 if (op->type == PLAYER)
2586 { 2419 {
2587 apply_skillscroll (op, tmp); 2420 apply_skillscroll (op, tmp);
2588 return 1; 2421 return 1;
2589 } 2422 }
2423 else
2590 return 0; 2424 return 0;
2591 2425
2592 case SPELLBOOK: 2426 case SPELLBOOK:
2593 if (op->type == PLAYER) 2427 if (op->type == PLAYER)
2594 { 2428 {
2595 apply_spellbook (op, tmp); 2429 apply_spellbook (op, tmp);
2596 return 1; 2430 return 1;
2597 } 2431 }
2432 else
2598 return 0; 2433 return 0;
2599 2434
2600 case SCROLL: 2435 case SCROLL:
2601 apply_scroll (op, tmp, 0); 2436 apply_scroll (op, tmp, 0);
2602 return 1; 2437 return 1;
2603 2438
2604 case POTION: 2439 case POTION:
2605 (void) apply_potion (op, tmp); 2440 apply_potion (op, tmp);
2606 return 1; 2441 return 1;
2607 2442
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2443 /* Eneq(@csd.uu.se): Handle apply on containers. */
2444 //TODO: remove, as it is unsed?
2609 case CLOSE_CON: 2445 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); 2446 apply_container (op, tmp->env);
2614 return 1; 2447 return 1;
2615 2448
2616 case CONTAINER: 2449 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp); 2450 apply_container (op, tmp);
2621 return 1; 2451 return 1;
2622 2452
2623 case TREASURE: 2453 case TREASURE:
2624 if (op->type == PLAYER) 2454 if (op->type == PLAYER)
2625 { 2455 {
2626 apply_treasure (op, tmp); 2456 apply_treasure (op, tmp);
2627 return 1; 2457 return 1;
2628 } 2458 }
2629 else 2459 else
2630 {
2631 return 0; 2460 return 0;
2632 }
2633 2461
2634 case WEAPON: 2462 case WEAPON:
2635 case ARMOUR: 2463 case ARMOUR:
2636 case BOOTS: 2464 case BOOTS:
2637 case GLOVES: 2465 case GLOVES:
2650 case LAMP: 2478 case LAMP:
2651 case BUILDER: 2479 case BUILDER:
2652 case SKILL_TOOL: 2480 case SKILL_TOOL:
2653 if (tmp->env != op) 2481 if (tmp->env != op)
2654 return 2; /* not in inventory */ 2482 return 2; /* not in inventory */
2483
2655 (void) apply_special (op, tmp, aflag); 2484 apply_special (op, tmp, aflag);
2656 return 1; 2485 return 1;
2657 2486
2658 case DRINK: 2487 case DRINK:
2659 case FOOD: 2488 case FOOD:
2660 case FLESH: 2489 case FLESH:
2676 } 2505 }
2677 else 2506 else
2678 return 0; 2507 return 0;
2679 2508
2680 case WEAPON_IMPROVER: 2509 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp); 2510 check_improve_weapon (op, tmp);
2682 return 1; 2511 return 1;
2683 2512
2684 case CLOCK: 2513 case CLOCK:
2685 if (op->type == PLAYER) 2514 if (op->type == PLAYER)
2686 { 2515 {
2689 2518
2690 get_tod (&tod); 2519 get_tod (&tod);
2691 sprintf (buf, "It is %d minute%s past %d o'clock %s", 2520 sprintf (buf, "It is %d minute%s past %d o'clock %s",
2692 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"), 2521 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2693 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")); 2522 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am"));
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2523 op->play_sound (sound_find ("sound_clock"));
2695 new_draw_info (NDI_UNIQUE, 0, op, buf); 2524 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1; 2525 return 1;
2697 } 2526 }
2698 else 2527 else
2699 {
2700 return 0; 2528 return 0;
2701 }
2702 2529
2703 case MENU: 2530 case MENU:
2704 if (op->type == PLAYER) 2531 if (op->type == PLAYER)
2705 { 2532 {
2706 shop_listing (op); 2533 shop_listing (tmp, op);
2707 return 1; 2534 return 1;
2708 } 2535 }
2709 else 2536 else
2710 {
2711 return 0; 2537 return 0;
2712 }
2713 2538
2714 case POWER_CRYSTAL: 2539 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */ 2540 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1; 2541 return 1;
2717 2542
2720 { 2545 {
2721 apply_lighter (op, tmp); 2546 apply_lighter (op, tmp);
2722 return 1; 2547 return 1;
2723 } 2548 }
2724 else 2549 else
2725 {
2726 return 0; 2550 return 0;
2727 }
2728 2551
2729 case ITEM_TRANSFORMER: 2552 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp); 2553 apply_item_transformer (op, tmp);
2731 return 1; 2554 return 1;
2732 2555
2745int 2568int
2746player_apply (object *pl, object *op, int aflag, int quiet) 2569player_apply (object *pl, object *op, int aflag, int quiet)
2747{ 2570{
2748 int tmp; 2571 int tmp;
2749 2572
2750 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2573 if (op->env && (pl->move_type & MOVE_FLYING))
2751 { 2574 {
2752 /* player is flying and applying object not in inventory */ 2575 /* player is flying and applying object not in inventory */
2753 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2576 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2754 { 2577 {
2755 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2578 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; 2579 return 0;
2757 } 2580 }
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 } 2581 }
2771 2582
2772 pl->contr->last_used = op; 2583 pl->contr->last_used = op;
2773 2584
2774 tmp = manual_apply (pl, op, aflag); 2585 tmp = manual_apply (pl, op, aflag);
2777 if (tmp == 0) 2588 if (tmp == 0)
2778 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2589 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) 2590 else if (tmp == 2)
2780 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2591 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2781 } 2592 }
2593
2782 return tmp; 2594 return tmp;
2783} 2595}
2784 2596
2785/** 2597/**
2786 * player_apply_below attempts to apply the object 'below' the player. 2598 * 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 2599 * If the player has an open container, we use that for below, otherwise
2788 * we use the ground. 2600 * we use the ground.
2789 */ 2601 */
2790
2791void 2602void
2792player_apply_below (object *pl) 2603player_apply_below (object *pl)
2793{ 2604{
2794 object *tmp, *next;
2795 int floors; 2605 int floors = 0;
2796 2606
2797 /* If using a container, set the starting item to be the top 2607 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map. 2608 * 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 2609 * 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 2610 * 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 2611 * 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 2612 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value. 2613 * not return a proper value.
2807 */ 2614 */
2808 for (floors = 0; tmp != NULL; tmp = next) 2615 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2809 { 2616 {
2810 next = tmp->below; 2617 next = tmp->below;
2618
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2619 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++; 2620 floors++;
2813 else if (floors > 0) 2621 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */ 2622 return; /* process only floor objects after first floor object */
2815 2623
2835 * to keep the size of apply_special to a more managable size. 2643 * to keep the size of apply_special to a more managable size.
2836 */ 2644 */
2837static int 2645static int
2838unapply_special (object *who, object *op, int aflags) 2646unapply_special (object *who, object *op, int aflags)
2839{ 2647{
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2648 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2649 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0); 2650 return RESULT_INT (0);
2842 2651
2843 object *tmp2;
2844
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2652 CLEAR_FLAG (op, FLAG_APPLIED);
2653
2846 switch (op->type) 2654 switch (op->type)
2847 { 2655 {
2656 case SKILL_TOOL:
2657 // unapplying a skill tool should also unapply the skill it governs
2658 // but this is hard, as it shouldn't do so when the skill can
2659 // be used for other reasons
2660 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2661 if (tmp->skill == op->skill
2662 && tmp->type == SKILL
2663 && tmp->flag [FLAG_APPLIED]
2664 && !tmp->flag [FLAG_CAN_USE_SKILL])
2665 unapply_special (who, tmp, 0);
2666
2667 change_abil (who, op);
2668 break;
2669
2848 case WEAPON: 2670 case WEAPON:
2671 if (player *pl = who->contr)
2672 if (op == pl->combat_ob)
2673 {
2674 pl->combat_ob = 0;
2675 who->change_weapon (pl->ranged_ob);
2676 }
2677
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2850 2679
2851 (void) change_abil (who, op); 2680 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2681 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2854 clear_skill (who);
2855 break; 2682 break;
2856 2683
2857 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL: 2684 case SKILL:
2859 if (op != who->chosen_skill) 2685 if (who->contr)
2860 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2862 } 2686 {
2863 if (who->type == PLAYER)
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible) 2687 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else 2689 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2690 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 } 2691 }
2875 } 2692
2876 (void) change_abil (who, op); 2693 change_abil (who, op);
2877 who->chosen_skill = NULL;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL); 2694 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2695 break;
2880 2696
2881 case ARMOUR: 2697 case ARMOUR:
2882 case HELMET: 2698 case HELMET:
2887 case AMULET: 2703 case AMULET:
2888 case GIRDLE: 2704 case GIRDLE:
2889 case BRACERS: 2705 case BRACERS:
2890 case CLOAK: 2706 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2707 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2892 (void) change_abil (who, op); 2708 change_abil (who, op);
2893 break; 2709 break;
2710
2894 case LAMP: 2711 case LAMP:
2712 {
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2713 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2714
2896 tmp2 = arch_to_object (op->other_arch); 2715 object *tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x; 2716 tmp2->x = op->x;
2898 tmp2->y = op->y; 2717 tmp2->y = op->y;
2899 tmp2->map = op->map; 2718 tmp2->map = op->map;
2900 tmp2->below = op->below; 2719 tmp2->below = op->below;
2901 tmp2->above = op->above; 2720 tmp2->above = op->above;
2902 tmp2->stats.food = op->stats.food; 2721 tmp2->stats.food = op->stats.food;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2722 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904 2723
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2724 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2725 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907 2726
2908 if (who->type == PLAYER) 2727 if (who->contr)
2909 esrv_del_item (who->contr, op->count); 2728 esrv_del_item (who->contr, op->count);
2910 2729
2911 op->destroy (); 2730 op->destroy ();
2912 insert_ob_in_ob (tmp2, who); 2731 insert_ob_in_ob (tmp2, who);
2913 who->update_stats (); 2732 who->update_stats ();
2733
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2734 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 { 2735 {
2916 if (who->type == PLAYER) 2736 if (who->contr)
2917 { 2737 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2738 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2739 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 } 2740 }
2921 } 2741 }
2922 if (who->type == PLAYER) 2742
2743 if (who->contr)
2923 esrv_send_item (who, tmp2); 2744 esrv_send_item (who, tmp2);
2745 }
2746
2924 return 1; /* otherwise, an attempt to drop causes problems */ 2747 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 2748
2926 case BOW: 2749 case BOW:
2927 case WAND: 2750 case WAND:
2928 case ROD: 2751 case ROD:
2929 case HORN: 2752 case HORN:
2930 clear_skill (who); 2753 if (player *pl = who->contr)
2754 {
2755 if (op == pl->ranged_ob)
2756 {
2757 pl->ranged_ob = 0;
2758 who->change_weapon (pl->combat_ob);
2759 }
2760
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2761 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 } 2762 }
2936 else 2763 else
2937 { 2764 {
2765 who->change_skill (0);
2766
2938 if (op->type == BOW) 2767 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW); 2768 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else 2769 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE); 2770 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 } 2771 }
2772
2943 break; 2773 break;
2944 2774
2945 case BUILDER: 2775 case BUILDER:
2776 if (who->contr)
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2777 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none;
2948 who->contr->ranges[range_builder] = NULL;
2949 break; 2778 break;
2950 2779
2951 default: 2780 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2781 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break; 2782 break;
2955 2784
2956 who->update_stats (); 2785 who->update_stats ();
2957 2786
2958 if (!(aflags & AP_NO_MERGE)) 2787 if (!(aflags & AP_NO_MERGE))
2959 { 2788 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL); 2789 object *tmp = merge_ob (op, 0);
2963 if (who->type == PLAYER) 2790
2791 if (who->contr)
2964 { 2792 {
2965 if (tmp) 2793 if (tmp)
2966 { /* it was merged */ 2794 { /* it was merged */
2967 esrv_del_item (who->contr, op->count); 2795 esrv_del_item (who->contr, op->count);
2968 op = tmp; 2796 op = tmp;
2969 } 2797 }
2970 2798
2971 esrv_send_item (who, op); 2799 esrv_send_item (who, op);
2972 } 2800 }
2973 } 2801 }
2802
2974 return 0; 2803 return 0;
2975} 2804}
2976 2805
2977/** 2806/**
2978 * Returns the object that is using location 'loc'. 2807 * Returns the object that is using location 'loc'.
2979 * Note that 'start' is the first object to start examing - we 2808 * 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 2809 * then go through the below of this. In this way, you can do
2981 * something like: 2810 * something like:
2982 * tmp = get_item_from_body_location(who->inv, 1); 2811 * tmp = get_next_item_from_body_location(who->inv, 1);
2983 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2812 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2984 * to find the second object that may use this location, etc. 2813 * to find the second object that may use this location, etc.
2985 * Returns NULL if no match is found. 2814 * Returns NULL if no match is found.
2986 * loc is the index into the array we are looking for a match. 2815 * loc is the index into the array we are looking for a match.
2987 * don't return invisible objects unless they are skill objects 2816 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 2817 * invisible other objects that use
2989 * up body locations can be used as restrictions. 2818 * up body locations can be used as restrictions.
2990 */ 2819 */
2991object * 2820static object *
2992get_item_from_body_location (object *start, int loc) 2821get_next_item_from_body_location (int loc, object *start)
2993{ 2822{
2994 object *tmp;
2995
2996 if (!start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 2823 for (object *tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2824 if (tmp->flag [FLAG_APPLIED]
2825 && tmp->slot[loc].info
2826 && (!tmp->invisible || tmp->type == SKILL))
3001 return tmp; 2827 return tmp;
3002 2828
3003 return NULL; 2829 return 0;
3004} 2830}
3005
3006
3007 2831
3008/** 2832/**
3009 * 'op' wants to apply an object, but can't because of other equipment. 2833 * 'op' wants to apply an object, but can't because of other equipment.
3010 * This should only be called when it is known 2834 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 2835 * that there are objects to unapply. This makes pretty heavy
3014 * Returns 0 on success, returns 1 if there is some problem. 2838 * Returns 0 on success, returns 1 if there is some problem.
3015 * if aflags is AP_PRINT, we instead print out waht to unapply 2839 * 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 2840 * instead of doing it. This is a lot less code than having
3017 * another function that does just that. 2841 * another function that does just that.
3018 */ 2842 */
2843
2844#define CANNOT_REMOVE_CURSED \
2845 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2846 "Praying over an altar, scrolls of remove curse/damnation, " \
2847 "priests or even other players might help.>"
2848
3019int 2849int
3020unapply_for_ob (object *who, object *op, int aflags) 2850unapply_for_ob (object *who, object *op, int aflags)
3021{ 2851{
3022 int i; 2852 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) 2853 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2854 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))) 2855 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 { 2856 {
3036 if (aflags & AP_PRINT) 2857 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2858 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3038 else 2859 else
3039 unapply_special (who, tmp, aflags); 2860 unapply_special (who, tmp, aflags);
3040 } 2861 }
3041 else 2862 else
3042 { 2863 {
3043 /* In this case, we want to try and remove a cursed item. 2864 /* 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 2865 * While we know it won't work, we want unapply_special to
3045 * at least generate the message. 2866 * at least generate the message.
3046 */ 2867 */
3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2868 new_draw_info_format (NDI_UNIQUE, 0, who,
2869 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2870 query_name (tmp));
3048 return 1; 2871 return 1;
3049 }
3050
3051 } 2872 }
3052 }
3053 }
3054 2873
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2874 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 2875 {
3057 /* this used up a slot that we need to free */ 2876 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 2877 if (op->slot[i].info)
3059 { 2878 {
3060 last = who->inv; 2879 object *last = who->inv;
3061 2880
3062 /* We do a while loop - may need to remove several items in order 2881 /* We do a while loop - may need to remove several items in order
3063 * to free up enough slots. 2882 * to free up enough slots.
3064 */ 2883 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 2884 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 2885 {
3067 tmp = get_item_from_body_location (last, i); 2886 object *tmp = get_next_item_from_body_location (i, last);
2887
3068 if (!tmp) 2888 if (!tmp)
3069 { 2889 {
3070#if 0 2890#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2891 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2892 * equipped.
3073 */ 2893 */
3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2894 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075#endif 2895#endif
3076 return 1; 2896 return 1;
3077 } 2897 }
2898
3078 /* If we are just printing, we don't care about cursed status */ 2899 /* 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)))) 2900 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3080 { 2901 {
3081 if (aflags & AP_PRINT) 2902 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2903 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3088 /* Cursed item that we can't unequip - tell the player. 2909 /* Cursed item that we can't unequip - tell the player.
3089 * Note this could be annoying if this is just one of a few, 2910 * 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 2911 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2912 * one cursed ring.)
3092 */ 2913 */
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2914 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3094 } 2915 }
2916
3095 last = tmp->below; 2917 last = tmp->below;
3096 } 2918 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2919 /* 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. 2920 * return in the !tmp would have kicked in.
3099 */ 2921 */
3100 } /* if op is using this body location */ 2922 } /* if op is using this body location */
3101 } /* for body lcoations */ 2923 } /* for body lcoations */
2924
3102 return 0; 2925 return 0;
3103} 2926}
3104 2927
3105/** 2928/**
3106 * Checks to see if 'who' can apply object 'op'. 2929 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2930 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2931 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2932 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2933 * 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?) 2934 * is set, do we really care what the other flags may be?)
3112 * 2935 *
3113 * See include/define.h for detailed description of the meaning of 2936 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2937 * these return values.
3115 */ 2938 */
3116int 2939int
3117can_apply_object (object *who, object *op) 2940can_apply_object (object *who, object *op)
3118{ 2941{
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2942 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0); 2943 return RESULT_INT (0);
3121 2944
3122 int i, retval = 0; 2945 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 2946 object *tmp = 0, *ws = 0;
3124 2947
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2948 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 { 2949 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2950 if (op->slot[i].info)
3133 { 2951 {
3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2952 /* Item uses more slots than we have */
2953 if (who->slot[i].info + op->slot [i].info < 0)
3135 { 2954 {
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' 2955 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 2956 * really needed.
3152 */ 2957 */
3153 retval |= CAN_APPLY_NEVER; 2958 retval |= CAN_APPLY_NEVER;
3154 } 2959 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 2960 else if (who->slot[i].used + op->slot[i].info < 0)
3156 { 2961 {
3157 /* in this case, equipping this would use more free spots than 2962 /* in this case, equipping this would use more free spots than
3158 * we have. 2963 * we have.
3159 */ 2964 */
3160 object *tmp1;
3161
3162 2965
3163 /* if we have an applied weapon/shield, and unapply it would free 2966 /* 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 2967 * enough slots to equip the new item, then just set "can
3165 * continue. We don't care about the logic below - if you have 2968 * 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 2969 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 2970 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 2971 * does take into the account cases where what is being applied
3169 * may be two handed for example. 2972 * may be two handed for example.
3170 */ 2973 */
3171 if (ws) 2974 if (ws)
3172 { 2975 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 { 2976 {
3175 retval |= CAN_APPLY_UNAPPLY; 2977 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 2978 continue;
3177 } 2979 }
3178 }
3179 2980
3180 tmp1 = get_item_from_body_location (who->inv, i); 2981 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3181 if (!tmp1) 2982 if (!tmp1)
3182 { 2983 {
3183#if 0 2984#if 0
3184 /* This is sort of an error, but happens a lot when old players 2985 /* 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. 2986 * join in with more stuff equipped than they are now allowed.
3193 /* need to unapply something. However, if this something 2994 /* need to unapply something. However, if this something
3194 * is different than we had found before, it means they need 2995 * is different than we had found before, it means they need
3195 * to apply multiple objects 2996 * to apply multiple objects
3196 */ 2997 */
3197 retval |= CAN_APPLY_UNAPPLY; 2998 retval |= CAN_APPLY_UNAPPLY;
2999
3198 if (!tmp) 3000 if (!tmp)
3199 tmp = tmp1; 3001 tmp = tmp1;
3200 else if (tmp != tmp1) 3002 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 3003 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 3004
3204 /* This object isn't using up all the slots, so there must 3005 /* 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 3006 * be another. If so, and it the new item doesn't need all
3206 * the slots, the player then has a choice. 3007 * the slots, the player then has a choice.
3207 */ 3008 */
3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3009 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3010 && abs (op->slot[i].info) < who->slot[i].info)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3011 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 3012
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 3013 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 3014 * equipped? If not, there must be something else to unapply.
3213 */ 3015 */
3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3016 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3017 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 3018 }
3218 } /* if not enough free slots */ 3019 } /* if not enough free slots */
3219 } /* if this object uses location i */ 3020 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 3021 } /* for i -> num_body_locations loop */
3221 3022
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they 3027 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location. 3028 * all use the same location.
3228 */ 3029 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3030 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3031 retval |= CAN_APPLY_RESTRICTION;
3032
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3033 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3233 3035
3234
3235 if (who->type != PLAYER) 3036 if (who->type != PLAYER)
3236 { 3037 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3038 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION; 3039 retval |= CAN_APPLY_RESTRICTION;
3040
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3041 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 3042 retval |= CAN_APPLY_RESTRICTION;
3043
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3044 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3045 retval |= CAN_APPLY_RESTRICTION;
3046
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3048 retval |= CAN_APPLY_RESTRICTION;
3245 } 3049 }
3050
3246 return retval; 3051 return retval;
3247} 3052}
3248
3249
3250 3053
3251/** 3054/**
3252 * who is the object using the object. It can be a monster. 3055 * 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, 3056 * 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 3057 * eg, one which you put on and keep on for a while, and not something
3263 * AP_UNAPPLY=always unapply). 3066 * AP_UNAPPLY=always unapply).
3264 * 3067 *
3265 * Optional flags: 3068 * Optional flags:
3266 * AP_NO_MERGE: don't merge an unapplied object with other objects 3069 * AP_NO_MERGE: don't merge an unapplied object with other objects
3267 * AP_IGNORE_CURSE: unapply cursed items 3070 * AP_IGNORE_CURSE: unapply cursed items
3071 * AP_NO_READY: do not ready skills when applying skill tools
3268 * 3072 *
3269 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3073 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3270 * 3074 *
3271 * apply_special() doesn't check for unpaid items. 3075 * apply_special() doesn't check for unpaid items.
3272 */ 3076 */
3077
3078#define LACK_ITEM_POWER \
3079 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3080
3273int 3081int
3274apply_special (object *who, object *op, int aflags) 3082apply_special (object *who, object *op, int aflags)
3275{ 3083{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 3084 int basic_flag = aflags & AP_BASIC_FLAGS;
3277 object *tmp, *tmp2, *skop = NULL; 3085 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 3086
3280 if (who == NULL) 3087 if (who == NULL)
3281 { 3088 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 3089 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 3090 return 1;
3293 if (basic_flag == AP_APPLY) 3100 if (basic_flag == AP_APPLY)
3294 return 0; 3101 return 0;
3295 3102
3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3103 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3297 { 3104 {
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3105 new_draw_info_format (NDI_UNIQUE, 0, who,
3106 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3107 query_name (op));
3299 return 1; 3108 return 1;
3300 } 3109 }
3110
3301 return unapply_special (who, op, aflags); 3111 return unapply_special (who, op, aflags);
3302 } 3112 }
3303 3113
3304 if (basic_flag == AP_UNAPPLY) 3114 if (basic_flag == AP_UNAPPLY)
3305 return 0; 3115 return 0;
3306 3116
3307 i = can_apply_object (who, op); 3117 // if the item is combat/ranged, wield the relevant slot first
3118 // to resolve conflicts.
3119 if (player *pl = who->contr)
3120 switch (op->slottype ())
3121 {
3122 case slot_combat: who->change_weapon (pl->combat_ob); break;
3123 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3124 }
3125
3126 splay (op);
3308 3127
3309 /* Can't just apply this object. Lets see what not and what to do */ 3128 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i) 3129 if (int i = can_apply_object (who, op))
3311 { 3130 {
3312 if (i & CAN_APPLY_NEVER) 3131 if (i & CAN_APPLY_NEVER)
3313 { 3132 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3133 new_draw_info_format (NDI_UNIQUE, 0, who,
3134 "You don't have the body to use a %s. H<You can never apply this item.>",
3135 query_name (op));
3315 return 1; 3136 return 1;
3316 } 3137 }
3317 else if (i & CAN_APPLY_RESTRICTION) 3138 else if (i & CAN_APPLY_RESTRICTION)
3318 { 3139 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3140 new_draw_info_format (NDI_UNIQUE, 0, who,
3141 "You have a prohibition against using a %s. "
3142 "H<Your belief, profession or class prevents you from applying this item.>",
3143 query_name (op));
3320 return 1; 3144 return 1;
3321 } 3145 }
3146
3322 if (who->type != PLAYER) 3147 if (who->type != PLAYER)
3323 { 3148 {
3324 /* Some error, so don't try to equip something more */ 3149 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 3150 if (unapply_for_ob (who, op, aflags))
3326 return 1; 3151 return 1;
3327 } 3152 }
3328 else 3153 else
3329 { 3154 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3155 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 { 3156 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3157 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); 3158 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3159 return 1;
3335 } 3160 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3161 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 3162 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 3163 return 1;
3341 } 3164 }
3342 }
3343 } 3165 }
3166
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3167 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3168 {
3346 skop = find_skill_by_name (who, op->skill); 3169 skop = find_skill_by_name (who, op->skill);
3170
3347 if (!skop) 3171 if (!skop)
3348 { 3172 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3173 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3350 return 1; 3174 return 1;
3351 } 3175 }
3352 else 3176 else
3353 {
3354 /* While experience will be credited properly, we want to change the 3177 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated 3178 * skill so that the dam and wc get updated
3356 */ 3179 */
3357 change_skill (who, skop, 0); 3180 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 { 3181 }
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3182
3183 if (who->type == PLAYER
3184 && op->item_power
3185 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3186 {
3187 new_draw_info (NDI_UNIQUE, 0, who,
3188 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3364 return 1; 3189 return 1;
3365 } 3190 }
3366
3367 3191
3368 /* Ok. We are now at the state where we can apply the new object. 3192 /* 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_... 3193 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3194 * below - that is already taken care of by can_apply_object.
3371 */ 3195 */
3372
3373
3374 if (op->nrof > 1) 3196 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3197 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3198 else
3377 tmp = NULL; 3199 tmp = 0;
3378 3200
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3201 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0); 3202 return RESULT_INT (0);
3381 3203
3382 switch (op->type) 3204 switch (op->type)
3383 { 3205 {
3384 case WEAPON: 3206 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 3207 if (!check_weapon_power (who, op->last_eat))
3386 { 3208 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3209 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!."); 3210 "It would consume your soul!." LACK_ITEM_POWER);
3211
3389 if (tmp != NULL) 3212 if (tmp)
3390 (void) insert_ob_in_ob (tmp, who); 3213 insert_ob_in_ob (tmp, who);
3214
3391 return 1; 3215 return 1;
3392 } 3216 }
3217
3218 //TODO: this obviously fails for players using a shorter prefix
3219 // i.e. "R" can use Ragnarok's sword.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3220 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3221 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 3222 /* 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) */ 3223 /* (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."); 3224 new_draw_info (NDI_UNIQUE, 0, who,
3225 "The weapon does not recognize you as its owner. "
3226 "H<Its name indicates that it belongs to somebody else.>");
3227
3398 if (tmp != NULL) 3228 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3229 insert_ob_in_ob (tmp, who);
3230
3400 return 1; 3231 return 1;
3401 } 3232 }
3233
3234 if (!skop)
3235 {
3236 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3237 return 1;
3238 }
3239
3402 SET_FLAG (op, FLAG_APPLIED); 3240 SET_FLAG (op, FLAG_APPLIED);
3403
3404 if (skop)
3405 change_skill (who, skop, 1); 3241 who->change_skill (skop);
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3242
3407 SET_FLAG (who, FLAG_READY_WEAPON); 3243 if (who->contr)
3244 who->change_weapon (who->contr->combat_ob = op);
3408 3245
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3410 3247
3248 SET_FLAG (who, FLAG_READY_WEAPON);
3411 (void) change_abil (who, op); 3249 change_abil (who, op);
3412 break; 3250 break;
3413 3251
3414 case ARMOUR: 3252 case ARMOUR:
3415 case HELMET: 3253 case HELMET:
3416 case SHIELD: 3254 case SHIELD:
3421 case CLOAK: 3259 case CLOAK:
3422 case RING: 3260 case RING:
3423 case AMULET: 3261 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3262 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3263 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3426 (void) change_abil (who, op); 3264 change_abil (who, op);
3427 break; 3265 break;
3266
3428 case LAMP: 3267 case LAMP:
3429 if (op->stats.food < 1) 3268 if (op->stats.food < 1)
3430 { 3269 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3270 new_draw_info_format (NDI_UNIQUE, 0, who,
3271 "Your %s is out of fuel! "
3272 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3432 return 1; 3273 return 1;
3433 } 3274 }
3275
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch); 3277 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food; 3278 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED); 3279 SET_FLAG (tmp2, FLAG_APPLIED);
3280
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3281 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3282 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3283
3440 insert_ob_in_ob (tmp2, who); 3284 insert_ob_in_ob (tmp2, who);
3441 3285
3442 /* Remove the old lantern */ 3286 /* Remove the old lantern */
3443 if (who->type == PLAYER) 3287 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count); 3288 esrv_del_item (who->contr, op->count);
3445 3289
3446 op->destroy (); 3290 op->destroy ();
3447 3291
3448 /* insert the portion that was split off */ 3292 /* insert the portion that was split off */
3449 if (tmp != NULL) 3293 if (tmp)
3450 { 3294 {
3451 (void) insert_ob_in_ob (tmp, who); 3295 insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER) 3296 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp); 3297 esrv_send_item (who, tmp);
3454 } 3298 }
3299
3455 who->update_stats (); 3300 who->update_stats ();
3301
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3302 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3458 if (who->type == PLAYER) 3303 if (who->type == PLAYER)
3459 { 3304 {
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3305 new_draw_info (NDI_UNIQUE, 0, who,
3306 "Oops, it feels deadly cold! "
3307 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3308 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 } 3309 }
3463 } 3310
3464 if (who->type == PLAYER) 3311 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2); 3312 esrv_send_item (who, tmp2);
3313
3466 return 0; 3314 return 0;
3315
3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3467 break; 3326 break;
3468 3327
3469 /* this part is needed for skill-tools */
3470 case SKILL: 3328 case SKILL:
3471 case SKILL_TOOL: 3329 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 } 3330 {
3477 if (who->type == PLAYER) 3331 if (IS_COMBAT_SKILL (op->subtype))
3478 { 3332 {
3479 who->contr->shoottype = range_skill; 3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3480 who->contr->ranges[range_skill] = op; 3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 new_draw_info_format (NDI_UNIQUE, 0, who,
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill);
3349 return 1;
3350
3351 found_weapon:;
3352 }
3353 else
3354 who->change_weapon (pl->combat_ob = op);
3355 }
3356 else if (IS_RANGED_SKILL (op->subtype))
3357 {
3358 if (skill_flags [op->subtype] & SF_NEED_BOW)
3359 {
3360 for (object *item = who->inv; item; item = item->below)
3361 if (item->type == BOW && item->flag [FLAG_APPLIED])
3362 {
3363 //TODO: bows should/must all have skill missile weapon right now
3364 who->change_weapon (pl->ranged_ob = item);
3365 goto found_bow;
3366 }
3367
3368 new_draw_info (NDI_UNIQUE, 0, who,
3369 "You need to apply a missile weapon before readying this skill. "
3370 "H<Some skills need an item, in this case a missile weapon, to function.>");
3371 return 1;
3372
3373 found_bow:;
3374 }
3375 else
3376 who->change_weapon (pl->ranged_ob = op);
3377 }
3378
3481 if (!op->invisible) 3379 if (!op->invisible)
3482 { 3380 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3381 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); 3382 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 } 3383 }
3486 else 3384 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3385 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 } 3386 }
3387 else
3490 } 3388 {
3491 SET_FLAG (op, FLAG_APPLIED); 3389 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op); 3390 change_abil (who, op);
3493 who->chosen_skill = op; 3391 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL); 3392 SET_FLAG (who, FLAG_READY_SKILL);
3393 }
3394
3495 break; 3395 break;
3496 3396
3497 case BOW: 3397 case BOW:
3498 if (!check_weapon_power (who, op->last_eat)) 3398 if (!check_weapon_power (who, op->last_eat))
3499 { 3399 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3400 new_draw_info (NDI_UNIQUE, 0, who,
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3401 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3402
3502 if (tmp != NULL) 3403 if (tmp)
3503 (void) insert_ob_in_ob (tmp, who); 3404 insert_ob_in_ob (tmp, who);
3405
3504 return 1; 3406 return 1;
3505 } 3407 }
3408
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 { 3410 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3411 new_draw_info (NDI_UNIQUE, 0, who,
3412 "The weapon does not recognize you as its owner. "
3413 "H<Its name indicates that it belongs to somebody else.>");
3509 if (tmp != NULL) 3414 if (tmp)
3510 (void) insert_ob_in_ob (tmp, who); 3415 insert_ob_in_ob (tmp, who);
3416
3511 return 1; 3417 return 1;
3512 } 3418 }
3419
3513 /*FALLTHROUGH*/ case WAND: 3420 /*FALLTHROUGH*/
3421 case WAND:
3514 case ROD: 3422 case ROD:
3515 case HORN: 3423 case HORN:
3516 /* check for skill, alter player status */ 3424 /* check for skill, alter player status */
3425
3426 if (!skop)
3427 {
3428 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3429 return 1;
3430 }
3431
3517 SET_FLAG (op, FLAG_APPLIED); 3432 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0); 3433 who->change_skill (skop);
3434
3435 if (who->contr)
3436 {
3437 who->contr->ranged_ob = op;
3438
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521 3440
3522 if (who->type == PLAYER)
3523 {
3524 if (op->type == BOW) 3441 if (op->type == BOW)
3525 { 3442 {
3443 who->current_weapon = op;
3526 (void) change_abil (who, op); 3444 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who, 3445 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3446 "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 } 3447 }
3535 } 3448 }
3536 else 3449 else
3537 { 3450 {
3538 if (op->type == BOW) 3451 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3452 SET_FLAG (who, FLAG_READY_BOW);
3540 else 3453 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3454 SET_FLAG (who, FLAG_READY_RANGE);
3542 } 3455 }
3456
3543 break; 3457 break;
3544 3458
3545 case BUILDER: 3459 case BUILDER:
3546 if (who->contr->ranges[range_builder]) 3460 if (who->type == PLAYER)
3461 {
3462 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3463 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3547 unapply_special (who, who->contr->ranges[range_builder], 0); 3464 unapply_special (who, who->contr->ranged_ob, 0);
3548 who->contr->shoottype = range_builder; 3465
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3467
3468 who->contr->ranged_ob = op;
3469 }
3551 break; 3470 break;
3552 3471
3553 default: 3472 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3555 } /* end of switch op->type */ 3474 } /* end of switch op->type */
3556 3475
3557 SET_FLAG (op, FLAG_APPLIED); 3476 SET_FLAG (op, FLAG_APPLIED);
3558 3477
3559 if (tmp != NULL) 3478 if (tmp)
3560 tmp = insert_ob_in_ob (tmp, who); 3479 tmp = insert_ob_in_ob (tmp, who);
3561 3480
3562 who->update_stats (); 3481 who->update_stats ();
3563 3482
3564 /* We exclude spell casting objects. The fire code will set the 3483 /* We exclude spell casting objects. The fire code will set the
3567 */ 3486 */
3568 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3487 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3569 SET_FLAG (op, FLAG_BEEN_APPLIED); 3488 SET_FLAG (op, FLAG_BEEN_APPLIED);
3570 3489
3571 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3490 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3572 {
3573 if (who->type == PLAYER) 3491 if (who->type == PLAYER)
3574 { 3492 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3493 new_draw_info (NDI_UNIQUE, 0, who,
3494 "Oops, it feels deadly cold! "
3495 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3496 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3497 }
3578 } 3498
3579 if (who->type == PLAYER) 3499 if (who->type == PLAYER)
3580 { 3500 {
3581 /* if multiple objects were applied, update both slots */ 3501 /* if multiple objects were applied, update both slots */
3582 if (tmp) 3502 if (tmp)
3583 esrv_send_item (who, tmp); 3503 esrv_send_item (who, tmp);
3504
3584 esrv_send_item (who, op); 3505 esrv_send_item (who, op);
3585 } 3506 }
3507
3586 return 0; 3508 return 0;
3587} 3509}
3588
3589 3510
3590int 3511int
3591monster_apply_special (object *who, object *op, int aflags) 3512monster_apply_special (object *who, object *op, int aflags)
3592{ 3513{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3514 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3594 return 1; 3515 return 1;
3516
3595 return apply_special (who, op, aflags); 3517 return apply_special (who, op, aflags);
3596} 3518}
3597 3519
3598/** 3520/**
3599 * Map was just loaded, handle op's initialisation. 3521 * Map was just loaded, handle op's initialisation.
3637 3559
3638 case TREASURE: 3560 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3561 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3562 return 0;
3641 3563
3642 while ((op->stats.hp--) > 0) 3564 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3565 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); 3566 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645 3567
3646 /* If we generated an object and put it in this object inventory, 3568 /* 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 3569 * move it to the parent object as the current object is about
3664 } 3586 }
3665 return tmp ? 1 : 0; 3587 return tmp ? 1 : 0;
3666} 3588}
3667 3589
3668/** 3590/**
3669 * fix_auto_apply goes through the entire map (only the first time 3591 * fix_auto_apply goes through the entire map every time a map
3670 * when an original map is loaded) and performs special actions for 3592 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3593 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3594 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3595 */
3674void 3596void
3675fix_auto_apply (maptile *m) 3597maptile::fix_auto_apply ()
3676{ 3598{
3677 object *tmp, *above = NULL; 3599 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3600 return;
3682 3601
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3602 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3603 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3604 {
3687 above = tmp->above; 3605 object *above = tmp->above;
3688 3606
3689 if (tmp->inv) 3607 if (tmp->inv)
3690 { 3608 {
3691 object *invtmp, *invnext; 3609 object *invtmp, *invnext;
3692 3610
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3611 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3612 {
3695 invnext = invtmp->below; 3613 invnext = invtmp->below;
3696 3614
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3615 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3616 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3617 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3618 {
3701 while ((invtmp->stats.hp--) > 0) 3619 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3620 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3621
3704 invtmp->randomitems = NULL; 3622 invtmp->randomitems = NULL;
3705 } 3623 }
3706 else if (invtmp && invtmp->arch 3624 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3625 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3626 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3627 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3628 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3629 * treasure again for this object
3712 */ 3630 */
3713 invtmp->randomitems = NULL; 3631 invtmp->randomitems = NULL;
3714 } 3632 }
3715 } 3633 }
3716 /* This is really temporary - the code at the bottom will 3634 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3635 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3636 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3637 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3638 * MSW 2004-05-13
3721 * 3639 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too, 3640 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_- 3641 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3642 * Ryo 2004-08-16
3725 */ 3643 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3644 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) 3645 || 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; 3646 tmp->randomitems = NULL;
3647
3739 } 3648 }
3649
3650 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3651 auto_apply (tmp);
3652 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3653 {
3654 while ((tmp->stats.hp--) > 0)
3655 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3656 tmp->randomitems = NULL;
3657 }
3740 else if (tmp->type == TIMED_GATE) 3658 else if (tmp->type == TIMED_GATE)
3741 { 3659 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3660 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3661
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3662 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3663 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3664 }
3750 /* This function can be called everytime a map is loaded, even when 3665 /* 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 3666 * 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 3667 * 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. 3668 * 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 3669 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure. 3670 * which say how many times to make the treasure.
3756 */ 3671 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3672 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3673 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3674 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3675 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3676 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3677 tmp->randomitems = NULL;
3763 } 3678 }
3679
3680 // close all containers
3681 else if (tmp->type == CONTAINER)
3682 tmp->flag [FLAG_APPLIED] = 0;
3683
3684 tmp = above;
3764 } 3685 }
3765 3686
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3687 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3688 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)) 3689 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3690 check_trigger (tmp, tmp->above);
3771} 3691}
3772 3692
3773/** 3693/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3694 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3695 * This used to call cast_change_attr(), but
3776 * that doesn't work with the new spell code. Since we know what 3696 * 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. 3697 * the food changes, just grab a force and use that instead.
3778 */ 3698 */
3779
3780void 3699void
3781eat_special_food (object *who, object *food) 3700eat_special_food (object *who, object *food)
3782{ 3701{
3783 object *force; 3702 object *force;
3784 int i, did_one = 0; 3703 int i, did_one = 0;
3785 sint8 k;
3786 3704
3787 force = get_archetype (FORCE_NAME); 3705 force = get_archetype (FORCE_NAME);
3788 3706
3789 for (i = 0; i < NUM_STATS; i++) 3707 for (i = 0; i < NUM_STATS; i++)
3790 { 3708 if (sint8 k = food->stats.stat (i))
3791 k = get_attr_value (&food->stats, i);
3792 if (k)
3793 { 3709 {
3794 set_attr_value (&force->stats, i, k); 3710 force->stats.stat (i) = k;
3795 did_one = 1; 3711 did_one = 1;
3796 } 3712 }
3797 }
3798 3713
3799 /* check if we can protect the eater */ 3714 /* check if we can protect the eater */
3800 for (i = 0; i < NROFATTACKS; i++) 3715 for (i = 0; i < NROFATTACKS; i++)
3801 { 3716 {
3802 if (food->resist[i] > 0) 3717 if (food->resist[i] > 0)
3806 } 3721 }
3807 } 3722 }
3808 3723
3809 if (did_one) 3724 if (did_one)
3810 { 3725 {
3811 force->speed = 0.1; 3726 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3727 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3728 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3729 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3730 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3731 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3736 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3737 if (food->stats.hp != 0)
3824 { 3738 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3739 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3740 {
3827 strcpy (who->contr->killer, food->name); 3741 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3742 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3743 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 } 3744 }
3831 else 3745 else
3832 { 3746 {
3933 3847
3934 if (failure <= -1 && failure > -15) 3848 if (failure <= -1 && failure > -15)
3935 { /* wonder */ 3849 { /* wonder */
3936 object *tmp; 3850 object *tmp;
3937 3851
3938 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3852 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3939 tmp = get_archetype (SPELL_WONDER); 3853 tmp = get_archetype (SPELL_WONDER);
3940 cast_wonder (op, op, 0, tmp); 3854 cast_wonder (op, op, 0, tmp);
3941 tmp->destroy (); 3855 tmp->destroy ();
3942 } 3856 }
3943 else if (failure <= -15 && failure > -35) 3857 else if (failure <= -15 && failure > -35)
3964 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3878 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3965 blind_player (op, op, power); 3879 blind_player (op, op, power);
3966 } 3880 }
3967 else if (failure <= -80) 3881 else if (failure <= -80)
3968 { /* blast the immediate area */ 3882 { /* blast the immediate area */
3969 object *tmp;
3970
3971 tmp = get_archetype (LOOSE_MANA); 3883 object *tmp = get_archetype (LOOSE_MANA);
3972 cast_magic_storm (op, tmp, power); 3884 cast_magic_storm (op, tmp, power);
3973 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3885 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3974 tmp->destroy (); 3886 tmp->destroy ();
3975 } 3887 }
3976 } 3888 }
3977} 3889}
3978 3890
3998 */ 3910 */
3999 int i, j; 3911 int i, j;
4000 3912
4001 for (i = 0; i < NUM_STATS; i++) 3913 for (i = 0; i < NUM_STATS; i++)
4002 { 3914 {
4003 sint8 stat = get_attr_value (stats, i); 3915 int race_bonus = pl->arch->stats.stat (i);
4004 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3916 sint8 stat = stats->stat (i) + ns->stat (i);
4005 3917
4006 stat += get_attr_value (ns, i);
4007 if (stat > 20 + race_bonus) 3918 if (stat > 20 + race_bonus)
4008 { 3919 {
4009 excess_stat++; 3920 excess_stat++;
4010 stat = 20 + race_bonus; 3921 stat = 20 + race_bonus;
4011 } 3922 }
4012 set_attr_value (stats, i, stat); 3923
3924 stats->stat (i) = stat;
4013 } 3925 }
4014 3926
4015 for (j = 0; excess_stat > 0 && j < 100; j++) 3927 for (j = 0; excess_stat > 0 && j < 100; j++)
4016 { /* try 100 times to assign excess stats */ 3928 { /* try 100 times to assign excess stats */
4017 int i = rndm (0, 6); 3929 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 3930
4021 if (i == CHA) 3931 if (i == CHA)
4022 continue; /* exclude cha from this */ 3932 continue; /* exclude cha from this */
3933
3934 int stat = stats->stat (i);
3935 int race_bonus = pl->arch->stats.stat (i);
4023 if (stat < 20 + race_bonus) 3936 if (stat < 20 + race_bonus)
4024 { 3937 {
4025 change_attr_value (stats, i, 1); 3938 change_attr_value (stats, i, 1);
4026 excess_stat--; 3939 excess_stat--;
4027 } 3940 }
4030 /* insert the randomitems from the change's treasurelist into 3943 /* insert the randomitems from the change's treasurelist into
4031 * the player ref: player.c 3944 * the player ref: player.c
4032 */ 3945 */
4033 if (change->randomitems != NULL) 3946 if (change->randomitems != NULL)
4034 give_initial_items (pl, change->randomitems); 3947 give_initial_items (pl, change->randomitems);
4035
4036 3948
4037 /* set up the face, for some races. */ 3949 /* set up the face, for some races. */
4038 3950
4039 /* first, look for the force object banning 3951 /* first, look for the force object banning
4040 * changing the face. Certain races never change face with class. 3952 * changing the face. Certain races never change face with class.
4085 char got[MAX_BUF]; 3997 char got[MAX_BUF];
4086 int len; 3998 int len;
4087 3999
4088 if (!pl || !transformer) 4000 if (!pl || !transformer)
4089 return; 4001 return;
4002
4090 marked = find_marked_object (pl); 4003 marked = find_marked_object (pl);
4004
4091 if (!marked) 4005 if (!marked)
4092 { 4006 {
4093 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4007 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4094 return; 4008 return;
4095 } 4009 }
4010
4096 if (!marked->slaying) 4011 if (!marked->slaying)
4097 { 4012 {
4098 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4013 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; 4014 return;
4100 } 4015 }
4016
4101 /* check whether they are compatible or not */ 4017 /* check whether they are compatible or not */
4102 find = strstr (marked->slaying, transformer->arch->name); 4018 find = strstr (marked->slaying, transformer->arch->archname);
4103 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4019 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4104 { 4020 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4021 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; 4022 return;
4107 } 4023 }
4024
4108 find += strlen (transformer->arch->name) + 1; 4025 find += strlen (transformer->arch->archname) + 1;
4109 /* Item can be used, now find how many and what it yields */ 4026 /* Item can be used, now find how many and what it yields */
4110 if (isdigit (*(find))) 4027 if (isdigit (*(find)))
4111 { 4028 {
4112 yield = atoi (find); 4029 yield = atoi (find);
4113 if (yield < 1) 4030 if (yield < 1)
4121 4038
4122 while (isdigit (*find)) 4039 while (isdigit (*find))
4123 find++; 4040 find++;
4124 while (*find == ' ') 4041 while (*find == ' ')
4125 find++; 4042 find++;
4043
4126 memset (got, 0, MAX_BUF); 4044 memset (got, 0, MAX_BUF);
4045
4127 if ((separator = strchr (find, ';')) != NULL) 4046 if ((separator = strchr (find, ';')) != NULL)
4128 {
4129 len = separator - find; 4047 len = separator - find;
4130 }
4131 else 4048 else
4132 {
4133 len = strlen (find); 4049 len = strlen (find);
4134 } 4050
4135 if (len > MAX_BUF - 1) 4051 if (len > MAX_BUF - 1)
4136 len = MAX_BUF - 1; 4052 len = MAX_BUF - 1;
4053
4137 strcpy (got, find); 4054 strcpy (got, find);
4138 got[len] = '\0'; 4055 got[len] = '\0';
4139 4056
4140 /* Now create new item, remove used ones when required. */ 4057 /* Now create new item, remove used ones when required. */
4141 new_item = get_archetype (got); 4058 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)); 4066 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); 4067 insert_ob_in_ob (new_item, pl);
4151 esrv_send_inventory (pl, pl); 4068 esrv_send_inventory (pl, pl);
4152 /* Eat up one item */ 4069 /* Eat up one item */
4153 decrease_ob_nr (marked, 1); 4070 decrease_ob_nr (marked, 1);
4071
4154 /* Eat one transformer if needed */ 4072 /* Eat one transformer if needed */
4155 if (transformer->stats.food) 4073 if (transformer->stats.food)
4156 if (--transformer->stats.food == 0) 4074 if (--transformer->stats.food == 0)
4157 decrease_ob_nr (transformer, 1); 4075 decrease_ob_nr (transformer, 1);
4158} 4076}

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