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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 1.85 by root, Fri May 11 19:41:06 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
29 32
30#include <sproto.h> 33#include <sproto.h>
31 34
32/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
33#include <sounds.h> 36#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 37
38/** 38/**
39 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
40 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
41 */ 41 */
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
67 race_flag = 1; 67 race_flag = 1;
68 } 68 }
69
69 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
70 * name or race that matches. 71 * name or race that matches.
71 */ 72 */
72 if ((op->race) && 73 if ((op->race) &&
73 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 77 return 1;
78 } 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 85 return 1;
87 } 86
88 return 0; 87 return 0;
89} 88}
90 89
91/** 90/**
92 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
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->name, item) == 0)
430 { 430 {
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.
762{ 764{
763 object *otmp; 765 object *otmp;
764 766
765 if (op->type != PLAYER) 767 if (op->type != PLAYER)
766 return 0; 768 return 0;
769
767 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
768 { 771 {
769 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
770 return 0; 773 return 0;
771 } 774 }
775
772 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
773 if (!otmp) 777 if (!otmp)
774 { 778 {
775 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
776 return 0; 780 return 0;
777 } 781 }
782
778 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 784 {
780 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
781 return 0; 786 return 0;
782 } 787 }
788
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
784 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
786 return 1; 792 return 1;
787} 793}
978 else 984 else
979 { 985 {
980 if (converter->other_arch == NULL) 986 if (converter->other_arch == NULL)
981 { 987 {
982 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 988 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); 989 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 990 return -1;
985 } 991 }
986 992
987 item = object_create_arch (converter->other_arch); 993 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 994 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 if (is_in_shop (converter)) 1001 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 1002 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1003 else if (price_in < item->nrof * item->value)
998 { 1004 {
999 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 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); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1001 1007
1002 /** 1008 /**
1003 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1004 * propably had something in mind when doing this 1010 * propably had something in mind when doing this
1005 */ 1011 */
1012 * Handle apply on containers. 1018 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1014 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1015 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1016 */ 1022 */
1017
1018int 1023int
1019apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1020{ 1025{
1021 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1027 return 0; /* This might change */
1026 1028
1027 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1028 { 1030 {
1029 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1030 return 0; 1032 return 0;
1031 } 1033 }
1032 1034
1033 op->contr->last_used = 0; 1035 op->contr->last_used = 0;
1034 1036
1035 if (sack->env != op) 1037 if (sack->env && sack->env != op)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040 return 1;
1036 { 1041 }
1037 if (sack->other_arch == NULL || sack->env != NULL) 1042
1043 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED])
1045 {
1046 if (op->container == sack)
1038 { 1047 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1040 return 1; 1050 return 1;
1041 } 1051 }
1042 1052 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 { 1053 {
1049 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1054 // 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)); 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1054 return 1; 1056 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 { 1057 }
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 1058
1080 if (tmp && tmp->type == CLOSE_CON) 1059 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1064 op->close_container ();
1089 { 1065 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1092 tmp = op->container; 1068 return 1;
1093 apply_container (op, tmp); 1069 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1095 op->container = sack; 1071 // it's locked?
1096 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1097 strcat (buf, "."); 1073 {
1098 } 1074 if (object *tmp = find_key (op, op, sack))
1099 else 1075 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 1076 else
1107 { 1077 {
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)); 1078 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; 1079 return 1;
1144 } 1080 }
1145 }
1146 } 1081 }
1147 1082
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1084
1153 return 1; 1085 return 1;
1154} 1086}
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 1087
1281/** 1088/**
1282 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1284 */ 1091 */
1627 1434
1628 1435
1629 case CONVERTER: 1436 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1437 if (convert_item (victim, trap) < 0)
1631 { 1438 {
1632 object *op;
1633
1634 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1635 1440 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 } 1441 }
1643 } 1442
1644 goto leave; 1443 goto leave;
1645 1444
1646 case TRIGGER_BUTTON: 1445 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1446 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1447 case TRIGGER_ALTAR:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1476 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1477 {
1679 /* Basically, don't show exits leading to random maps the 1478 /* Basically, don't show exits leading to random maps the
1680 * players output. 1479 * players output.
1681 */ 1480 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1481 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1482 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1483
1684 enter_exit (victim, trap); 1484 victim->enter_exit (trap);
1685 } 1485 }
1686 goto leave; 1486 goto leave;
1687 1487
1688 case ENCOUNTER: 1488 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1489 /* may be some leftovers on this */
1704 1504
1705 apply_sign (victim, trap, 1); 1505 apply_sign (victim, trap, 1);
1706 goto leave; 1506 goto leave;
1707 1507
1708 case CONTAINER: 1508 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1509 apply_container (victim, trap);
1713 goto leave; 1510 goto leave;
1714 1511
1715 case RUNE: 1512 case RUNE:
1716 case TRAP: 1513 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1777 1574
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1575 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1576
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1578 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); 1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1580 long_desc (tmp, op), &tmp->msg);
1783 1581
1784 /* gain xp from reading */ 1582 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1584 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1943 return; 1741 return;
1944 } 1742 }
1945 1743
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1744 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1745 {
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."); 1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1949 return; 1747 return;
1950 } 1748 }
1951 1749
1952 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1953 1751
1976 { 1774 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1775 spell_skill = find_skill_by_name (op, spell->skill);
1978 1776
1979 if (!spell_skill) 1777 if (!spell_skill)
1980 { 1778 {
1981 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1982 return; 1780 return;
1983 } 1781 }
1984 1782
1985 if (spell_skill->level < spell->level) 1783 if (spell_skill->level < spell->level)
1986 { 1784 {
2020 else 1818 else
2021 { 1819 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1820 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2024 } 1822 }
1823
2025 decrease_ob (tmp); 1824 decrease_ob (tmp);
2026} 1825}
2027 1826
2028/** 1827/**
2029 * Handles applying a spell scroll. 1828 * Handles applying a spell scroll.
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2025 return 0;
2227 2026
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 from the player's inventory */ 2028 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2032 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2033 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2034 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2035 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2036 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2037 abil = tmp;
2238 }
2239 }
2240 2038
2241 /* if either skin or ability are missing, this is an old player 2039 /* if either skin or ability are missing, this is an old player
2242 which is not to be considered a dragon -> bail out */ 2040 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2041 if (skin == NULL || abil == NULL)
2244 return 0; 2042 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2083 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2084 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2085 chance = MIN (100., chance * 2.);
2288 2086
2289 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2087 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2088 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2089 {
2292 atnr_winner[winners] = i; 2090 atnr_winner[winners] = i;
2293 winners++; 2091 winners++;
2294 } 2092 }
2295 2093
2410 handle_apply_yield (tmp); 2208 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2209 decrease_ob (tmp);
2412} 2210}
2413 2211
2414/** 2212/**
2415 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2213 * 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: 2214 * A valid 2 way exit means:
2417 * -You can come back (there is another exit at the other side) 2215 * -You can come back (there is another exit at the other side)
2418 * -You are 2216 * -You are
2419 * ° the owner of the exit 2217 * ° the owner of the exit
2420 * ° or in the same party as the owner 2218 * ° or in the same party as the owner
2424 * survive in the swapping (in fact the whole exit doesn't survive). 2222 * survive in the swapping (in fact the whole exit doesn't survive).
2425 */ 2223 */
2426int 2224int
2427is_legal_2ways_exit (object *op, object *exit) 2225is_legal_2ways_exit (object *op, object *exit)
2428{ 2226{
2429 object *tmp;
2430 object *exit_owner;
2431 player *pp;
2432 maptile *exitmap;
2433
2434 if (exit->stats.exp != 1) 2227 if (exit->stats.exp != 1)
2435 return 1; /*This is not a 2 way, so it is legal */ 2228 return 1; /*This is not a 2 way, so it is legal */
2229
2230#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2231 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2232 return 0; /* This is a reset town portal */
2438 /* To know if an exit has a correspondant, we look at 2233#endif
2439 * all the exits in destination and try to find one with same path as 2234
2440 * the current exit's position */ 2235 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2441 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2236
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) 2237 if (exitmap)
2446 { 2238 {
2239 exitmap->load_sync ();
2240
2447 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2241 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2242
2448 if (!tmp) 2243 if (!tmp)
2449 return 0; 2244 return 0;
2450 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2245
2246 for (; tmp; tmp = tmp->above)
2451 { 2247 {
2452 if (tmp->type != EXIT) 2248 if (tmp->type != EXIT)
2453 continue; /*Not an exit */ 2249 continue; /*Not an exit */
2250
2454 if (!EXIT_PATH (tmp)) 2251 if (!EXIT_PATH (tmp))
2455 continue; /*Not a valid exit */ 2252 continue; /*Not a valid exit */
2253
2456 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2254 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2457 continue; /*Not in the same place */ 2255 continue; /*Not in the same place */
2256
2458 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2257 if (exit->map->path != EXIT_PATH (tmp))
2459 continue; /*Not in the same map */ 2258 continue; /*Not in the same map */
2460 2259
2461 /* From here we have found the exit is valid. However we do 2260 /* 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 2261 * here the check of the exit owner. It is important for the
2463 * town portals to prevent strangers from visiting your appartments 2262 * town portals to prevent strangers from visiting your appartments
2464 */ 2263 */
2465 if (!exit->race) 2264 if (!exit->race)
2466 return 1; /*No owner, free for all! */ 2265 return 1; /*No owner, free for all! */
2266
2467 exit_owner = NULL; 2267 object *exit_owner = 0;
2468 for (pp = first_player; pp; pp = pp->next) 2268
2269 for_all_players (pp)
2469 { 2270 {
2470 if (!pp->ob) 2271 if (!pp->ob)
2471 continue; 2272 continue;
2273
2472 if (pp->ob->name != exit->race) 2274 if (pp->ob->name != exit->race)
2473 continue; 2275 continue;
2276
2474 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2277 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2475 break; 2278 break;
2476 } 2279 }
2280
2477 if (!exit_owner) 2281 if (!exit_owner)
2478 return 0; /* No more owner */ 2282 return 0; /* No more owner */
2283
2479 if (exit_owner->contr == op->contr) 2284 if (exit_owner->contr == op->contr)
2480 return 1; /*It is your exit */ 2285 return 1; /*It is your exit */
2286
2481 if (exit_owner && /*There is a owner */ 2287 if (exit_owner && /*There is a owner */
2482 (op->contr) && /*A player tries to pass */ 2288 (op->contr) && /*A player tries to pass */
2483 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2289 ((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 */ 2290 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2485 return 0; 2291 return 0;
2292
2486 return 1; 2293 return 1;
2487 } 2294 }
2488 } 2295 }
2296
2489 return 0; 2297 return 0;
2490} 2298}
2491
2492 2299
2493/** 2300/**
2494 * Main apply handler. 2301 * Main apply handler.
2495 * 2302 *
2496 * Checks for unpaid items before applying. 2303 * Checks for unpaid items before applying.
2504 * being applied. 2311 * being applied.
2505 * 2312 *
2506 * aflag is special (always apply/unapply) flags. Nothing is done with 2313 * aflag is special (always apply/unapply) flags. Nothing is done with
2507 * them in this function - they are passed to apply_special 2314 * them in this function - they are passed to apply_special
2508 */ 2315 */
2509
2510int 2316int
2511manual_apply (object *op, object *tmp, int aflag) 2317manual_apply (object *op, object *tmp, int aflag)
2512{ 2318{
2513 if (tmp->head) 2319 if (tmp->head)
2514 tmp = tmp->head; 2320 tmp = tmp->head;
2543 { 2349 {
2544 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2350 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2545 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2351 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2546 } 2352 }
2547 else 2353 else
2548 {
2549 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2354 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2550 } 2355
2551 return 1; 2356 return 1;
2552 2357
2553 case EXIT: 2358 case EXIT:
2554 if (op->type != PLAYER) 2359 if (op->type != PLAYER)
2555 return 0; 2360 return 0;
2361
2556 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2362 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)); 2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2559 }
2560 else 2364 else
2561 { 2365 {
2562 /* Don't display messages for random maps. */ 2366 /* Don't display messages for random maps. */
2563 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2367 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2564 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2368 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2369
2565 enter_exit (op, tmp); 2370 op->enter_exit (tmp);
2566 } 2371 }
2372
2567 return 1; 2373 return 1;
2568 2374
2569 case SIGN: 2375 case SIGN:
2570 apply_sign (op, tmp, 0); 2376 apply_sign (op, tmp, 0);
2571 return 1; 2377 return 1;
2575 { 2381 {
2576 apply_book (op, tmp); 2382 apply_book (op, tmp);
2577 return 1; 2383 return 1;
2578 } 2384 }
2579 else 2385 else
2580 {
2581 return 0; 2386 return 0;
2582 }
2583 2387
2584 case SKILLSCROLL: 2388 case SKILLSCROLL:
2585 if (op->type == PLAYER) 2389 if (op->type == PLAYER)
2586 { 2390 {
2587 apply_skillscroll (op, tmp); 2391 apply_skillscroll (op, tmp);
2588 return 1; 2392 return 1;
2589 } 2393 }
2394 else
2590 return 0; 2395 return 0;
2591 2396
2592 case SPELLBOOK: 2397 case SPELLBOOK:
2593 if (op->type == PLAYER) 2398 if (op->type == PLAYER)
2594 { 2399 {
2595 apply_spellbook (op, tmp); 2400 apply_spellbook (op, tmp);
2596 return 1; 2401 return 1;
2597 } 2402 }
2403 else
2598 return 0; 2404 return 0;
2599 2405
2600 case SCROLL: 2406 case SCROLL:
2601 apply_scroll (op, tmp, 0); 2407 apply_scroll (op, tmp, 0);
2602 return 1; 2408 return 1;
2603 2409
2604 case POTION: 2410 case POTION:
2605 (void) apply_potion (op, tmp); 2411 apply_potion (op, tmp);
2606 return 1; 2412 return 1;
2607 2413
2608 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2609 case CLOSE_CON: 2416 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); 2417 apply_container (op, tmp->env);
2614 return 1; 2418 return 1;
2615 2419
2616 case CONTAINER: 2420 case CONTAINER:
2617 if (op->type == PLAYER)
2618 (void) esrv_apply_container (op, tmp);
2619 else
2620 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2621 return 1; 2422 return 1;
2622 2423
2623 case TREASURE: 2424 case TREASURE:
2624 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2625 { 2426 {
2626 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2627 return 1; 2428 return 1;
2628 } 2429 }
2629 else 2430 else
2630 {
2631 return 0; 2431 return 0;
2632 }
2633 2432
2634 case WEAPON: 2433 case WEAPON:
2635 case ARMOUR: 2434 case ARMOUR:
2636 case BOOTS: 2435 case BOOTS:
2637 case GLOVES: 2436 case GLOVES:
2650 case LAMP: 2449 case LAMP:
2651 case BUILDER: 2450 case BUILDER:
2652 case SKILL_TOOL: 2451 case SKILL_TOOL:
2653 if (tmp->env != op) 2452 if (tmp->env != op)
2654 return 2; /* not in inventory */ 2453 return 2; /* not in inventory */
2454
2655 (void) apply_special (op, tmp, aflag); 2455 apply_special (op, tmp, aflag);
2656 return 1; 2456 return 1;
2657 2457
2658 case DRINK: 2458 case DRINK:
2659 case FOOD: 2459 case FOOD:
2660 case FLESH: 2460 case FLESH:
2676 } 2476 }
2677 else 2477 else
2678 return 0; 2478 return 0;
2679 2479
2680 case WEAPON_IMPROVER: 2480 case WEAPON_IMPROVER:
2681 (void) check_improve_weapon (op, tmp); 2481 check_improve_weapon (op, tmp);
2682 return 1; 2482 return 1;
2683 2483
2684 case CLOCK: 2484 case CLOCK:
2685 if (op->type == PLAYER) 2485 if (op->type == PLAYER)
2686 { 2486 {
2694 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2494 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2695 new_draw_info (NDI_UNIQUE, 0, op, buf); 2495 new_draw_info (NDI_UNIQUE, 0, op, buf);
2696 return 1; 2496 return 1;
2697 } 2497 }
2698 else 2498 else
2699 {
2700 return 0; 2499 return 0;
2701 }
2702 2500
2703 case MENU: 2501 case MENU:
2704 if (op->type == PLAYER) 2502 if (op->type == PLAYER)
2705 { 2503 {
2706 shop_listing (op); 2504 shop_listing (tmp, op);
2707 return 1; 2505 return 1;
2708 } 2506 }
2709 else 2507 else
2710 {
2711 return 0; 2508 return 0;
2712 }
2713 2509
2714 case POWER_CRYSTAL: 2510 case POWER_CRYSTAL:
2715 apply_power_crystal (op, tmp); /* see egoitem.c */ 2511 apply_power_crystal (op, tmp); /* see egoitem.c */
2716 return 1; 2512 return 1;
2717 2513
2720 { 2516 {
2721 apply_lighter (op, tmp); 2517 apply_lighter (op, tmp);
2722 return 1; 2518 return 1;
2723 } 2519 }
2724 else 2520 else
2725 {
2726 return 0; 2521 return 0;
2727 }
2728 2522
2729 case ITEM_TRANSFORMER: 2523 case ITEM_TRANSFORMER:
2730 apply_item_transformer (op, tmp); 2524 apply_item_transformer (op, tmp);
2731 return 1; 2525 return 1;
2732 2526
2789 */ 2583 */
2790 2584
2791void 2585void
2792player_apply_below (object *pl) 2586player_apply_below (object *pl)
2793{ 2587{
2794 object *tmp, *next;
2795 int floors; 2588 int floors = 0;
2796 2589
2797 /* If using a container, set the starting item to be the top 2590 /* If using a container, set the starting item to be the top
2798 * item in the container. Otherwise, use the map. 2591 * 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 2592 * 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 2593 * 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 2594 * 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 2595 * problem if player_apply() has a bug in that it uses the object but does
2806 * not return a proper value. 2596 * not return a proper value.
2807 */ 2597 */
2808 for (floors = 0; tmp != NULL; tmp = next) 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2809 { 2599 {
2810 next = tmp->below; 2600 next = tmp->below;
2601
2811 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2812 floors++; 2603 floors++;
2813 else if (floors > 0) 2604 else if (floors > 0)
2814 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2815 2606
2835 * to keep the size of apply_special to a more managable size. 2626 * to keep the size of apply_special to a more managable size.
2836 */ 2627 */
2837static int 2628static int
2838unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2839{ 2630{
2840 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2841 return RESULT_INT (0); 2633 return RESULT_INT (0);
2842 2634
2843 object *tmp2; 2635 object *tmp2;
2844 2636
2845 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2846 switch (op->type) 2639 switch (op->type)
2847 { 2640 {
2848 case WEAPON: 2641 case WEAPON:
2849 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2850 2643
2851 (void) change_abil (who, op); 2644 change_abil (who, op);
2852 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2853 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2645 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2854 clear_skill (who); 2656 clear_skill (who);
2855 break; 2657 break;
2856 2658
2857 case SKILL: /* allows objects to impart skills */ 2659 case SKILL: /* allows objects to impart skills */
2858 case SKILL_TOOL: 2660 case SKILL_TOOL:
2859 if (op != who->chosen_skill) 2661 if (op != who->chosen_skill)
2860 {
2861 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr)
2862 } 2665 {
2863 if (who->type == PLAYER)
2864 {
2865 if (who->contr->shoottype == range_skill)
2866 who->contr->shoottype = range_none;
2867 if (!op->invisible) 2666 if (!op->invisible)
2868 {
2869 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2870 }
2871 else 2668 else
2872 {
2873 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2874 } 2670 }
2875 } 2671
2876 (void) change_abil (who, op); 2672 change_abil (who, op);
2877 who->chosen_skill = NULL; 2673 who->chosen_skill = 0;
2878 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2879 break; 2675 break;
2880 2676
2881 case ARMOUR: 2677 case ARMOUR:
2882 case HELMET: 2678 case HELMET:
2887 case AMULET: 2683 case AMULET:
2888 case GIRDLE: 2684 case GIRDLE:
2889 case BRACERS: 2685 case BRACERS:
2890 case CLOAK: 2686 case CLOAK:
2891 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2892 (void) change_abil (who, op); 2688 change_abil (who, op);
2893 break; 2689 break;
2690
2894 case LAMP: 2691 case LAMP:
2895 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2896 tmp2 = arch_to_object (op->other_arch); 2693 tmp2 = arch_to_object (op->other_arch);
2897 tmp2->x = op->x; 2694 tmp2->x = op->x;
2898 tmp2->y = op->y; 2695 tmp2->y = op->y;
2903 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2904 2701
2905 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2906 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2907 2704
2908 if (who->type == PLAYER) 2705 if (who->contr)
2909 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2910 2707
2911 op->destroy (); 2708 op->destroy ();
2912 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2913 who->update_stats (); 2710 who->update_stats ();
2711
2914 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2915 { 2713 {
2916 if (who->type == PLAYER) 2714 if (who->contr)
2917 { 2715 {
2918 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2919 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2920 } 2718 }
2921 } 2719 }
2922 if (who->type == PLAYER) 2720
2721 if (who->contr)
2923 esrv_send_item (who, tmp2); 2722 esrv_send_item (who, tmp2);
2723
2924 return 1; /* otherwise, an attempt to drop causes problems */ 2724 return 1; /* otherwise, an attempt to drop causes problems */
2925 break; 2725
2926 case BOW: 2726 case BOW:
2927 case WAND: 2727 case WAND:
2928 case ROD: 2728 case ROD:
2929 case HORN: 2729 case HORN:
2930 clear_skill (who); 2730 clear_skill (who);
2731
2732 if (who->contr)
2733 {
2931 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2932 if (who->type == PLAYER) 2735
2933 { 2736 if (who->contr->ranged_ob == op)
2934 who->contr->shoottype = range_none; 2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2935 } 2741 }
2936 else 2742 else
2937 { 2743 {
2938 if (op->type == BOW) 2744 if (op->type == BOW)
2939 CLEAR_FLAG (who, FLAG_READY_BOW); 2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2940 else 2746 else
2941 CLEAR_FLAG (who, FLAG_READY_RANGE); 2747 CLEAR_FLAG (who, FLAG_READY_RANGE);
2942 } 2748 }
2749
2943 break; 2750 break;
2944 2751
2945 case BUILDER: 2752 case BUILDER:
2753 if (who->contr)
2754 {
2946 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2947 who->contr->shoottype = range_none; 2756
2948 who->contr->ranges[range_builder] = NULL; 2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2949 break; 2760 break;
2950 2761
2951 default: 2762 default:
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2953 break; 2764 break;
2955 2766
2956 who->update_stats (); 2767 who->update_stats ();
2957 2768
2958 if (!(aflags & AP_NO_MERGE)) 2769 if (!(aflags & AP_NO_MERGE))
2959 { 2770 {
2960 object *tmp;
2961
2962 tmp = merge_ob (op, NULL); 2771 object *tmp = merge_ob (op, 0);
2963 if (who->type == PLAYER) 2772
2773 if (who->contr)
2964 { 2774 {
2965 if (tmp) 2775 if (tmp)
2966 { /* it was merged */ 2776 { /* it was merged */
2967 esrv_del_item (who->contr, op->count); 2777 esrv_del_item (who->contr, op->count);
2968 op = tmp; 2778 op = tmp;
2969 } 2779 }
2970 2780
2971 esrv_send_item (who, op); 2781 esrv_send_item (who, op);
2972 } 2782 }
2973 } 2783 }
2784
2974 return 0; 2785 return 0;
2975} 2786}
2976 2787
2977/** 2788/**
2978 * Returns the object that is using location 'loc'. 2789 * Returns the object that is using location 'loc'.
2986 * loc is the index into the array we are looking for a match. 2797 * loc is the index into the array we are looking for a match.
2987 * don't return invisible objects unless they are skill objects 2798 * don't return invisible objects unless they are skill objects
2988 * invisible other objects that use 2799 * invisible other objects that use
2989 * up body locations can be used as restrictions. 2800 * up body locations can be used as restrictions.
2990 */ 2801 */
2991object * 2802static object *
2992get_item_from_body_location (object *start, int loc) 2803get_item_from_body_location (int loc, object *start)
2993{ 2804{
2994 object *tmp;
2995
2996 if (!start) 2805 if (start)
2997 return NULL;
2998
2999 for (tmp = start; tmp; tmp = tmp->below) 2806 for (object *tmp = start; tmp; tmp = tmp->below)
3000 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL))
3001 return tmp; 2808 return tmp;
3002 2809
3003 return NULL; 2810 return 0;
3004} 2811}
3005
3006
3007 2812
3008/** 2813/**
3009 * 'op' wants to apply an object, but can't because of other equipment. 2814 * 'op' wants to apply an object, but can't because of other equipment.
3010 * This should only be called when it is known 2815 * This should only be called when it is known
3011 * that there are objects to unapply. This makes pretty heavy 2816 * that there are objects to unapply. This makes pretty heavy
3017 * another function that does just that. 2822 * another function that does just that.
3018 */ 2823 */
3019int 2824int
3020unapply_for_ob (object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
3021{ 2826{
3022 int i; 2827 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) 2828 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3031 {
3032 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2829 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))) 2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3035 { 2831 {
3036 if (aflags & AP_PRINT) 2832 if (aflags & AP_PRINT)
3037 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3038 else 2834 else
3039 unapply_special (who, tmp, aflags); 2835 unapply_special (who, tmp, aflags);
3040 } 2836 }
3041 else 2837 else
3042 { 2838 {
3043 /* In this case, we want to try and remove a cursed item. 2839 /* 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 2840 * While we know it won't work, we want unapply_special to
3045 * at least generate the message. 2841 * at least generate the message.
3046 */ 2842 */
3047 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3048 return 1; 2844 return 1;
3049 }
3050
3051 } 2845 }
3052 }
3053 }
3054 2846
3055 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3056 { 2848 {
3057 /* this used up a slot that we need to free */ 2849 /* this used up a slot that we need to free */
3058 if (op->body_info[i]) 2850 if (op->slot[i].info)
3059 { 2851 {
3060 last = who->inv; 2852 object *last = who->inv;
3061 2853
3062 /* We do a while loop - may need to remove several items in order 2854 /* We do a while loop - may need to remove several items in order
3063 * to free up enough slots. 2855 * to free up enough slots.
3064 */ 2856 */
3065 while ((who->body_used[i] + op->body_info[i]) < 0) 2857 while ((who->slot[i].used + op->slot[i].info) < 0)
3066 { 2858 {
3067 tmp = get_item_from_body_location (last, i); 2859 object *tmp = get_item_from_body_location (i, last);
2860
3068 if (!tmp) 2861 if (!tmp)
3069 { 2862 {
3070#if 0 2863#if 0
3071 /* Not a bug - we'll get this if the player has cursed items 2864 /* Not a bug - we'll get this if the player has cursed items
3072 * equipped. 2865 * equipped.
3073 */ 2866 */
3074 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2867 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3075#endif 2868#endif
3076 return 1; 2869 return 1;
3077 } 2870 }
2871
3078 /* If we are just printing, we don't care about cursed status */ 2872 /* 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)))) 2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3080 { 2874 {
3081 if (aflags & AP_PRINT) 2875 if (aflags & AP_PRINT)
3082 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3090 * so it may not be critical (eg, putting on a ring and you have 2884 * so it may not be critical (eg, putting on a ring and you have
3091 * one cursed ring.) 2885 * one cursed ring.)
3092 */ 2886 */
3093 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3094 } 2888 }
2889
3095 last = tmp->below; 2890 last = tmp->below;
3096 } 2891 }
3097 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2892 /* 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. 2893 * return in the !tmp would have kicked in.
3099 */ 2894 */
3100 } /* if op is using this body location */ 2895 } /* if op is using this body location */
3101 } /* for body lcoations */ 2896 } /* for body lcoations */
2897
3102 return 0; 2898 return 0;
3103} 2899}
3104 2900
3105/** 2901/**
3106 * Checks to see if 'who' can apply object 'op'. 2902 * Checks to see if 'who' can apply object 'op'.
3107 * Returns 0 if apply can be done without anything special. 2903 * Returns 0 if apply can be done without anything special.
3108 * Otherwise returns a bitmask - potentially several of these may be 2904 * Otherwise returns a bitmask - potentially several of these may be
3109 * set, but largely depends on circumstance - in the future, processing 2905 * set, but largely depends on circumstance - in the future, processing
3110 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2906 * 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?) 2907 * is set, do we really are what the other flags may be?)
3112 * 2908 *
3113 * See include/define.h for detailed description of the meaning of 2909 * See include/define.h for detailed description of the meaning of
3114 * these return values. 2910 * these return values.
3115 */ 2911 */
3117can_apply_object (object *who, object *op) 2913can_apply_object (object *who, object *op)
3118{ 2914{
3119 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2915 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3120 return RESULT_INT (0); 2916 return RESULT_INT (0);
3121 2917
3122 int i, retval = 0; 2918 int retval = 0;
3123 object *tmp = NULL, *ws = NULL; 2919 object *tmp = 0, *ws = 0;
3124 2920
3125 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2921 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 { 2922 {
3132 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2923 if (op->slot[i].info)
3133 { 2924 {
3134 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2925 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info)
3135 { 2927 {
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' 2928 /* Could return now for efficiency - rest of info below isn't
3151 * really needed. 2929 * really needed.
3152 */ 2930 */
3153 retval |= CAN_APPLY_NEVER; 2931 retval |= CAN_APPLY_NEVER;
3154 } 2932 }
3155 else if ((who->body_used[i] + op->body_info[i]) < 0) 2933 else if ((who->slot[i].used + op->slot[i].info) < 0)
3156 { 2934 {
3157 /* in this case, equipping this would use more free spots than 2935 /* in this case, equipping this would use more free spots than
3158 * we have. 2936 * we have.
3159 */ 2937 */
3160 object *tmp1;
3161
3162 2938
3163 /* if we have an applied weapon/shield, and unapply it would free 2939 /* 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 2940 * enough slots to equip the new item, then just set "can
3165 * continue. We don't care about the logic below - if you have 2941 * 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 2942 * shield equipped and try to equip another shield, there is only
3167 * one choice. However, the check for the number of body locations 2943 * one choice. However, the check for the number of body locations
3168 * does take into the account cases where what is being applied 2944 * does take into the account cases where what is being applied
3169 * may be two handed for example. 2945 * may be two handed for example.
3170 */ 2946 */
3171 if (ws) 2947 if (ws)
3172 { 2948 {
3173 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0) 2949 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3174 { 2950 {
3175 retval |= CAN_APPLY_UNAPPLY; 2951 retval |= CAN_APPLY_UNAPPLY;
3176 continue; 2952 continue;
3177 } 2953 }
3178 } 2954 }
3179 2955
3180 tmp1 = get_item_from_body_location (who->inv, i); 2956 object *tmp1 = get_item_from_body_location (i, who->inv);
3181 if (!tmp1) 2957 if (!tmp1)
3182 { 2958 {
3183#if 0 2959#if 0
3184 /* This is sort of an error, but happens a lot when old players 2960 /* 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. 2961 * join in with more stuff equipped than they are now allowed.
3196 */ 2972 */
3197 retval |= CAN_APPLY_UNAPPLY; 2973 retval |= CAN_APPLY_UNAPPLY;
3198 if (!tmp) 2974 if (!tmp)
3199 tmp = tmp1; 2975 tmp = tmp1;
3200 else if (tmp != tmp1) 2976 else if (tmp != tmp1)
3201 {
3202 retval |= CAN_APPLY_UNAPPLY_MULT; 2977 retval |= CAN_APPLY_UNAPPLY_MULT;
3203 } 2978
3204 /* This object isn't using up all the slots, so there must 2979 /* 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 2980 * be another. If so, and it the new item doesn't need all
3206 * the slots, the player then has a choice. 2981 * the slots, the player then has a choice.
3207 */ 2982 */
3208 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2983 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2984 && abs (op->slot[i].info) < who->slot[i].info)
3209 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2985 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3210 2986
3211 /* Does unequippint 'tmp1' free up enough slots for this to be 2987 /* Does unequippint 'tmp1' free up enough slots for this to be
3212 * equipped? If not, there must be something else to unapply. 2988 * equipped? If not, there must be something else to unapply.
3213 */ 2989 */
3214 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2990 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 2991 retval |= CAN_APPLY_UNAPPLY_MULT;
3216
3217 } 2992 }
3218 } /* if not enough free slots */ 2993 } /* if not enough free slots */
3219 } /* if this object uses location i */ 2994 } /* if this object uses location i */
3220 } /* for i -> num_body_locations loop */ 2995 } /* for i -> num_body_locations loop */
3221 2996
3226 * and weapons all use the same slot. Similar for horn/rod/wand - they 3001 * and weapons all use the same slot. Similar for horn/rod/wand - they
3227 * all use the same location. 3002 * all use the same location.
3228 */ 3003 */
3229 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3004 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3230 retval |= CAN_APPLY_RESTRICTION; 3005 retval |= CAN_APPLY_RESTRICTION;
3006
3231 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3007 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3232 retval |= CAN_APPLY_RESTRICTION; 3008 retval |= CAN_APPLY_RESTRICTION;
3233 3009
3234
3235 if (who->type != PLAYER) 3010 if (who->type != PLAYER)
3236 { 3011 {
3237 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3012 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3238 retval |= CAN_APPLY_RESTRICTION; 3013 retval |= CAN_APPLY_RESTRICTION;
3014
3239 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3015 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3240 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3017
3241 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3018 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3242 retval |= CAN_APPLY_RESTRICTION; 3019 retval |= CAN_APPLY_RESTRICTION;
3020
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3021 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3022 retval |= CAN_APPLY_RESTRICTION;
3245 } 3023 }
3024
3246 return retval; 3025 return retval;
3247} 3026}
3248
3249
3250 3027
3251/** 3028/**
3252 * who is the object using the object. It can be a monster. 3029 * 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, 3030 * 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 3031 * eg, one which you put on and keep on for a while, and not something
3273int 3050int
3274apply_special (object *who, object *op, int aflags) 3051apply_special (object *who, object *op, int aflags)
3275{ 3052{
3276 int basic_flag = aflags & AP_BASIC_FLAGS; 3053 int basic_flag = aflags & AP_BASIC_FLAGS;
3277 object *tmp, *tmp2, *skop = NULL; 3054 object *tmp, *tmp2, *skop = NULL;
3278 int i;
3279 3055
3280 if (who == NULL) 3056 if (who == NULL)
3281 { 3057 {
3282 LOG (llevError, "apply_special() from object without environment.\n"); 3058 LOG (llevError, "apply_special() from object without environment.\n");
3283 return 1; 3059 return 1;
3296 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3072 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3297 { 3073 {
3298 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3074 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3299 return 1; 3075 return 1;
3300 } 3076 }
3077
3301 return unapply_special (who, op, aflags); 3078 return unapply_special (who, op, aflags);
3302 } 3079 }
3303 3080
3304 if (basic_flag == AP_UNAPPLY) 3081 if (basic_flag == AP_UNAPPLY)
3305 return 0; 3082 return 0;
3306 3083
3307 i = can_apply_object (who, op);
3308
3309 /* Can't just apply this object. Lets see what not and what to do */ 3084 /* Can't just apply this object. Lets see what not and what to do */
3310 if (i) 3085 if (int i = can_apply_object (who, op))
3311 { 3086 {
3312 if (i & CAN_APPLY_NEVER) 3087 if (i & CAN_APPLY_NEVER)
3313 { 3088 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3089 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3315 return 1; 3090 return 1;
3317 else if (i & CAN_APPLY_RESTRICTION) 3092 else if (i & CAN_APPLY_RESTRICTION)
3318 { 3093 {
3319 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3094 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3320 return 1; 3095 return 1;
3321 } 3096 }
3097
3322 if (who->type != PLAYER) 3098 if (who->type != PLAYER)
3323 { 3099 {
3324 /* Some error, so don't try to equip something more */ 3100 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob (who, op, aflags)) 3101 if (unapply_for_ob (who, op, aflags))
3326 return 1; 3102 return 1;
3327 } 3103 }
3328 else 3104 else
3329 { 3105 {
3330 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3106 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3331 { 3107 {
3332 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3108 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); 3109 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3110 return 1;
3335 } 3111 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3112 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 {
3338 i = unapply_for_ob (who, op, aflags); 3113 if (unapply_for_ob (who, op, aflags))
3339 if (i)
3340 return 1; 3114 return 1;
3341 } 3115 }
3342 }
3343 } 3116 }
3117
3344 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3118 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3345 { 3119 {
3346 skop = find_skill_by_name (who, op->skill); 3120 skop = find_skill_by_name (who, op->skill);
3121
3347 if (!skop) 3122 if (!skop)
3348 { 3123 {
3349 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3124 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3350 return 1; 3125 return 1;
3351 } 3126 }
3352 else 3127 else
3353 {
3354 /* While experience will be credited properly, we want to change the 3128 /* While experience will be credited properly, we want to change the
3355 * skill so that the dam and wc get updated 3129 * skill so that the dam and wc get updated
3356 */ 3130 */
3357 change_skill (who, skop, 0); 3131 change_skill (who, skop, 0);
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 { 3132 }
3363 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3133
3134 if (who->type == PLAYER
3135 && op->item_power
3136 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3137 {
3138 new_draw_info (NDI_UNIQUE, 0, who,
3139 "Equipping that combined with other items would consume your soul! "
3140 "[use the skills command to check your available item power]");
3364 return 1; 3141 return 1;
3365 } 3142 }
3366
3367 3143
3368 /* Ok. We are now at the state where we can apply the new object. 3144 /* 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_... 3145 * Note that we don't have the checks for can_use_...
3370 * below - that is already taken care of by can_apply_object. 3146 * below - that is already taken care of by can_apply_object.
3371 */ 3147 */
3372
3373
3374 if (op->nrof > 1) 3148 if (op->nrof > 1)
3375 tmp = get_split_ob (op, op->nrof - 1); 3149 tmp = get_split_ob (op, op->nrof - 1);
3376 else 3150 else
3377 tmp = NULL; 3151 tmp = 0;
3378 3152
3379 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3153 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3380 return RESULT_INT (0); 3154 return RESULT_INT (0);
3381 3155
3382 switch (op->type) 3156 switch (op->type)
3383 { 3157 {
3384 case WEAPON: 3158 case WEAPON:
3385 if (!check_weapon_power (who, op->last_eat)) 3159 if (!check_weapon_power (who, op->last_eat))
3386 { 3160 {
3387 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3161 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!."); 3162 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3163
3389 if (tmp != NULL) 3164 if (tmp)
3390 (void) insert_ob_in_ob (tmp, who); 3165 insert_ob_in_ob (tmp, who);
3166
3391 return 1; 3167 return 1;
3392 } 3168 }
3169
3170 //TODO: this obviously fails for players using a shorter prefix
3171 // i.e. "R" can use Ragnarok's sword.
3393 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3172 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3394 { 3173 {
3395 /* if the weapon does not have the name as the character, can't use it. */ 3174 /* 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) */ 3175 /* (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."); 3176 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3177
3398 if (tmp != NULL) 3178 if (tmp)
3399 (void) insert_ob_in_ob (tmp, who); 3179 insert_ob_in_ob (tmp, who);
3180
3400 return 1; 3181 return 1;
3401 } 3182 }
3183
3184 if (!skop)
3185 {
3186 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3187 return 1;
3188 }
3189
3402 SET_FLAG (op, FLAG_APPLIED); 3190 SET_FLAG (op, FLAG_APPLIED);
3403
3404 if (skop)
3405 change_skill (who, skop, 1); 3191 change_skill (who, skop, 1);
3192
3193 if (who->contr)
3194 {
3195 who->contr->combat_ob = op;
3196 who->current_weapon = op;
3197 }
3198
3406 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3199 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3407 SET_FLAG (who, FLAG_READY_WEAPON); 3200 SET_FLAG (who, FLAG_READY_WEAPON);
3408 3201
3409 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3202 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3410 3203
3411 (void) change_abil (who, op); 3204 change_abil (who, op);
3412 break; 3205 break;
3413 3206
3414 case ARMOUR: 3207 case ARMOUR:
3415 case HELMET: 3208 case HELMET:
3416 case SHIELD: 3209 case SHIELD:
3421 case CLOAK: 3214 case CLOAK:
3422 case RING: 3215 case RING:
3423 case AMULET: 3216 case AMULET:
3424 SET_FLAG (op, FLAG_APPLIED); 3217 SET_FLAG (op, FLAG_APPLIED);
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3218 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3426 (void) change_abil (who, op); 3219 change_abil (who, op);
3427 break; 3220 break;
3221
3428 case LAMP: 3222 case LAMP:
3429 if (op->stats.food < 1) 3223 if (op->stats.food < 1)
3430 { 3224 {
3431 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3225 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3432 return 1; 3226 return 1;
3433 } 3227 }
3228
3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3229 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3435 tmp2 = arch_to_object (op->other_arch); 3230 tmp2 = arch_to_object (op->other_arch);
3436 tmp2->stats.food = op->stats.food; 3231 tmp2->stats.food = op->stats.food;
3437 SET_FLAG (tmp2, FLAG_APPLIED); 3232 SET_FLAG (tmp2, FLAG_APPLIED);
3233
3438 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3234 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3439 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3235 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3236
3440 insert_ob_in_ob (tmp2, who); 3237 insert_ob_in_ob (tmp2, who);
3441 3238
3442 /* Remove the old lantern */ 3239 /* Remove the old lantern */
3443 if (who->type == PLAYER) 3240 if (who->type == PLAYER)
3444 esrv_del_item (who->contr, op->count); 3241 esrv_del_item (who->contr, op->count);
3445 3242
3446 op->destroy (); 3243 op->destroy ();
3447 3244
3448 /* insert the portion that was split off */ 3245 /* insert the portion that was split off */
3449 if (tmp != NULL) 3246 if (tmp)
3450 { 3247 {
3451 (void) insert_ob_in_ob (tmp, who); 3248 insert_ob_in_ob (tmp, who);
3452 if (who->type == PLAYER) 3249 if (who->type == PLAYER)
3453 esrv_send_item (who, tmp); 3250 esrv_send_item (who, tmp);
3454 } 3251 }
3252
3455 who->update_stats (); 3253 who->update_stats ();
3254
3456 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3255 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3457 {
3458 if (who->type == PLAYER) 3256 if (who->type == PLAYER)
3459 { 3257 {
3460 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3258 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3461 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3259 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3462 } 3260 }
3463 } 3261
3464 if (who->type == PLAYER) 3262 if (who->type == PLAYER)
3465 esrv_send_item (who, tmp2); 3263 esrv_send_item (who, tmp2);
3264
3466 return 0; 3265 return 0;
3467 break;
3468 3266
3469 /* this part is needed for skill-tools */ 3267 /* this part is needed for skill-tools */
3470 case SKILL: 3268 case SKILL:
3471 case SKILL_TOOL: 3269 case SKILL_TOOL:
3472 if (who->chosen_skill) 3270 if (who->chosen_skill)
3473 { 3271 {
3474 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3272 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3475 return 1; 3273 return 1;
3476 } 3274 }
3477 if (who->type == PLAYER) 3275
3276 if (player *pl = who->contr)
3277 {
3278 if (IS_COMBAT_SKILL (op->subtype))
3478 { 3279 {
3479 who->contr->shoottype = range_skill; 3280 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3480 who->contr->ranges[range_skill] = op; 3281 {
3282 for (object *item = who->inv; item; item = item->below)
3283 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3284 {
3285 pl->combat_ob = who->current_weapon = item;
3286 goto found_weapon;
3287 }
3288
3289 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3290 return 1;
3291
3292 found_weapon:;
3293 }
3294 else
3295 {
3296 pl->combat_ob = op;
3297 op->current_weapon = 0;
3298 }
3299 }
3300 else if (IS_RANGED_SKILL (op->subtype))
3301 {
3302 if (skill_flags [op->subtype] & SF_NEED_BOW)
3303 {
3304 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == BOW && item->flag [FLAG_APPLIED])
3306 {
3307 pl->ranged_ob = who->current_weapon = item;
3308 goto found_bow;
3309 }
3310
3311 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3312 return 1;
3313
3314 found_bow:;
3315 }
3316 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3317 {
3318 for (object *item = who->inv; item; item = item->below)
3319 if (item->flag [FLAG_APPLIED]
3320 && (item->type == WAND || item->type == ROD || item->type == HORN))
3321 {
3322 pl->ranged_ob = who->current_weapon = item;
3323 goto found_item;
3324 }
3325
3326 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3327 return 1;
3328
3329 found_item:;
3330 }
3331 else
3332 {
3333 pl->ranged_ob = op;
3334 op->current_weapon = 0;
3335 }
3336 }
3337
3481 if (!op->invisible) 3338 if (!op->invisible)
3482 { 3339 {
3483 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3340 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); 3341 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3485 } 3342 }
3486 else 3343 else
3487 {
3488 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3344 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3489 } 3345 }
3490 } 3346
3491 SET_FLAG (op, FLAG_APPLIED); 3347 SET_FLAG (op, FLAG_APPLIED);
3492 (void) change_abil (who, op); 3348 change_abil (who, op);
3493 who->chosen_skill = op; 3349 who->chosen_skill = op;
3494 SET_FLAG (who, FLAG_READY_SKILL); 3350 SET_FLAG (who, FLAG_READY_SKILL);
3495 break; 3351 break;
3496 3352
3497 case BOW: 3353 case BOW:
3498 if (!check_weapon_power (who, op->last_eat)) 3354 if (!check_weapon_power (who, op->last_eat))
3499 { 3355 {
3500 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3356 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3501 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3357 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3358
3502 if (tmp != NULL) 3359 if (tmp)
3503 (void) insert_ob_in_ob (tmp, who); 3360 insert_ob_in_ob (tmp, who);
3361
3504 return 1; 3362 return 1;
3505 } 3363 }
3364
3506 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3365 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3507 { 3366 {
3508 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3367 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3509 if (tmp != NULL) 3368 if (tmp)
3510 (void) insert_ob_in_ob (tmp, who); 3369 insert_ob_in_ob (tmp, who);
3370
3511 return 1; 3371 return 1;
3512 } 3372 }
3373
3513 /*FALLTHROUGH*/ case WAND: 3374 /*FALLTHROUGH*/
3375 case WAND:
3514 case ROD: 3376 case ROD:
3515 case HORN: 3377 case HORN:
3516 /* check for skill, alter player status */ 3378 /* check for skill, alter player status */
3379
3380 if (!skop)
3381 {
3382 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3383 return 1;
3384 }
3385
3517 SET_FLAG (op, FLAG_APPLIED); 3386 SET_FLAG (op, FLAG_APPLIED);
3518 if (skop)
3519 change_skill (who, skop, 0); 3387 change_skill (who, skop, 0);
3388
3389 if (who->contr)
3390 {
3391 who->contr->ranged_ob = op;
3392
3520 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3393 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3521 3394
3522 if (who->type == PLAYER)
3523 {
3524 if (op->type == BOW) 3395 if (op->type == BOW)
3525 { 3396 {
3397 who->current_weapon = op;
3526 (void) change_abil (who, op); 3398 change_abil (who, op);
3527 new_draw_info_format (NDI_UNIQUE, 0, who, 3399 new_draw_info_format (NDI_UNIQUE, 0, who,
3528 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3400 "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 } 3401 }
3535 } 3402 }
3536 else 3403 else
3537 { 3404 {
3538 if (op->type == BOW) 3405 if (op->type == BOW)
3539 SET_FLAG (who, FLAG_READY_BOW); 3406 SET_FLAG (who, FLAG_READY_BOW);
3540 else 3407 else
3541 SET_FLAG (who, FLAG_READY_RANGE); 3408 SET_FLAG (who, FLAG_READY_RANGE);
3542 } 3409 }
3410
3543 break; 3411 break;
3544 3412
3545 case BUILDER: 3413 case BUILDER:
3546 if (who->contr->ranges[range_builder]) 3414 if (who->type == PLAYER)
3415 {
3416 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3547 unapply_special (who, who->contr->ranges[range_builder], 0); 3417 unapply_special (who, who->contr->ranged_ob, 0);
3548 who->contr->shoottype = range_builder; 3418
3549 who->contr->ranges[range_builder] = op;
3550 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3419 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3420
3421 who->contr->ranged_ob = op;
3422 }
3551 break; 3423 break;
3552 3424
3553 default: 3425 default:
3554 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3426 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3555 } /* end of switch op->type */ 3427 } /* end of switch op->type */
3556 3428
3557 SET_FLAG (op, FLAG_APPLIED); 3429 SET_FLAG (op, FLAG_APPLIED);
3558 3430
3559 if (tmp != NULL) 3431 if (tmp)
3560 tmp = insert_ob_in_ob (tmp, who); 3432 tmp = insert_ob_in_ob (tmp, who);
3561 3433
3562 who->update_stats (); 3434 who->update_stats ();
3563 3435
3564 /* We exclude spell casting objects. The fire code will set the 3436 /* We exclude spell casting objects. The fire code will set the
3574 { 3446 {
3575 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3447 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3576 SET_FLAG (op, FLAG_KNOWN_CURSED); 3448 SET_FLAG (op, FLAG_KNOWN_CURSED);
3577 } 3449 }
3578 } 3450 }
3451
3579 if (who->type == PLAYER) 3452 if (who->type == PLAYER)
3580 { 3453 {
3581 /* if multiple objects were applied, update both slots */ 3454 /* if multiple objects were applied, update both slots */
3582 if (tmp) 3455 if (tmp)
3583 esrv_send_item (who, tmp); 3456 esrv_send_item (who, tmp);
3457
3584 esrv_send_item (who, op); 3458 esrv_send_item (who, op);
3585 } 3459 }
3460
3586 return 0; 3461 return 0;
3587} 3462}
3588
3589 3463
3590int 3464int
3591monster_apply_special (object *who, object *op, int aflags) 3465monster_apply_special (object *who, object *op, int aflags)
3592{ 3466{
3593 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3467 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3637 3511
3638 case TREASURE: 3512 case TREASURE:
3639 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3513 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3640 return 0; 3514 return 0;
3641 3515
3642 while ((op->stats.hp--) > 0) 3516 while (op->stats.hp-- > 0)
3643 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3517 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); 3518 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3645 3519
3646 /* If we generated an object and put it in this object inventory, 3520 /* 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 3521 * move it to the parent object as the current object is about
3664 } 3538 }
3665 return tmp ? 1 : 0; 3539 return tmp ? 1 : 0;
3666} 3540}
3667 3541
3668/** 3542/**
3669 * fix_auto_apply goes through the entire map (only the first time 3543 * fix_auto_apply goes through the entire map every time a map
3670 * when an original map is loaded) and performs special actions for 3544 * is loaded or swapped in and performs special actions for
3671 * certain objects (most initialization of chests and creation of 3545 * certain objects (most initialization of chests and creation of
3672 * treasures and stuff). Calls auto_apply if appropriate. 3546 * treasures and stuff). Calls auto_apply if appropriate.
3673 */ 3547 */
3674void 3548void
3675fix_auto_apply (maptile *m) 3549maptile::fix_auto_apply ()
3676{ 3550{
3677 object *tmp, *above = NULL; 3551 if (!spaces)
3678 int x, y;
3679
3680 if (m == NULL)
3681 return; 3552 return;
3682 3553
3683 for (x = 0; x < MAP_WIDTH (m); x++) 3554 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3684 for (y = 0; y < MAP_HEIGHT (m); y++) 3555 for (object *tmp = ms->bot; tmp; )
3685 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3686 { 3556 {
3687 above = tmp->above; 3557 object *above = tmp->above;
3688 3558
3689 if (tmp->inv) 3559 if (tmp->inv)
3690 { 3560 {
3691 object *invtmp, *invnext; 3561 object *invtmp, *invnext;
3692 3562
3693 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3563 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3694 { 3564 {
3695 invnext = invtmp->below; 3565 invnext = invtmp->below;
3696 3566
3697 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3567 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3698 auto_apply (invtmp); 3568 auto_apply (invtmp);
3699 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3569 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3700 { 3570 {
3701 while ((invtmp->stats.hp--) > 0) 3571 while ((invtmp->stats.hp--) > 0)
3702 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3572 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3703 3573
3704 invtmp->randomitems = NULL; 3574 invtmp->randomitems = NULL;
3705 } 3575 }
3706 else if (invtmp && invtmp->arch 3576 else if (invtmp && invtmp->arch
3707 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3577 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3708 { 3578 {
3709 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3579 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3710 /* Need to clear this so that we never try to create 3580 /* Need to clear this so that we never try to create
3711 * treasure again for this object 3581 * treasure again for this object
3712 */ 3582 */
3713 invtmp->randomitems = NULL; 3583 invtmp->randomitems = NULL;
3714 } 3584 }
3715 } 3585 }
3716 /* This is really temporary - the code at the bottom will 3586 /* This is really temporary - the code at the bottom will
3717 * also set randomitems to null. The problem is there are bunches 3587 * also set randomitems to null. The problem is there are bunches
3718 * of maps/players already out there with items that have spells 3588 * of maps/players already out there with items that have spells
3719 * which haven't had the randomitems set to null yet. 3589 * which haven't had the randomitems set to null yet.
3720 * MSW 2004-05-13 3590 * MSW 2004-05-13
3721 * 3591 *
3722 * And if it's a spellbook, it's better to set randomitems to NULL too, 3592 * And if it's a spellbook, it's better to set randomitems to NULL too,
3723 * else you get two spells in the book ^_- 3593 * else you get two spells in the book ^_-
3724 * Ryo 2004-08-16 3594 * Ryo 2004-08-16
3725 */ 3595 */
3726 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3596 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) 3597 || 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; 3598 tmp->randomitems = NULL;
3599
3739 } 3600 }
3601
3602 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3603 auto_apply (tmp);
3604 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3605 {
3606 while ((tmp->stats.hp--) > 0)
3607 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3608 tmp->randomitems = NULL;
3609 }
3740 else if (tmp->type == TIMED_GATE) 3610 else if (tmp->type == TIMED_GATE)
3741 { 3611 {
3742 object *head = tmp->head != NULL ? tmp->head : tmp; 3612 object *head = tmp->head != NULL ? tmp->head : tmp;
3743 3613
3744 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3614 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3745 {
3746 tmp->speed = 0; 3615 tmp->set_speed (0);
3747 update_ob_speed (tmp);
3748 }
3749 } 3616 }
3750 /* This function can be called everytime a map is loaded, even when 3617 /* 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 3618 * 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 3619 * 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. 3620 * 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 3621 * This is a problem for the above objects, because they have counters
3755 * which say how many times to make the treasure. 3622 * which say how many times to make the treasure.
3756 */ 3623 */
3757 else if (tmp && tmp->arch && tmp->type != PLAYER 3624 else if (tmp && tmp->arch && tmp->type != PLAYER
3758 && tmp->type != TREASURE && tmp->type != SPELL 3625 && tmp->type != TREASURE && tmp->type != SPELL
3759 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3626 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3760 { 3627 {
3761 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3628 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3762 tmp->randomitems = NULL; 3629 tmp->randomitems = NULL;
3763 } 3630 }
3631
3632 // close all containers
3633 else if (tmp->type == CONTAINER)
3634 tmp->flag [FLAG_APPLIED] = 0;
3635
3636 tmp = above;
3764 } 3637 }
3765 3638
3766 for (x = 0; x < MAP_WIDTH (m); x++) 3639 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3767 for (y = 0; y < MAP_HEIGHT (m); y++) 3640 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)) 3641 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3770 check_trigger (tmp, tmp->above); 3642 check_trigger (tmp, tmp->above);
3771} 3643}
3772 3644
3773/** 3645/**
3774 * Handles player eating food that temporarily changes status (resistances, stats). 3646 * Handles player eating food that temporarily changes status (resistances, stats).
3775 * This used to call cast_change_attr(), but 3647 * This used to call cast_change_attr(), but
3806 } 3678 }
3807 } 3679 }
3808 3680
3809 if (did_one) 3681 if (did_one)
3810 { 3682 {
3811 force->speed = 0.1; 3683 force->set_speed (0.1);
3812 update_ob_speed (force);
3813 /* bigger morsel of food = longer effect time */ 3684 /* bigger morsel of food = longer effect time */
3814 force->duration = food->stats.food / 5; 3685 force->duration = food->stats.food / 5;
3815 SET_FLAG (force, FLAG_APPLIED); 3686 SET_FLAG (force, FLAG_APPLIED);
3816 change_abil (who, force); 3687 change_abil (who, force);
3817 insert_ob_in_ob (force, who); 3688 insert_ob_in_ob (force, who);
3822 /* check for hp, sp change */ 3693 /* check for hp, sp change */
3823 if (food->stats.hp != 0) 3694 if (food->stats.hp != 0)
3824 { 3695 {
3825 if (QUERY_FLAG (food, FLAG_CURSED)) 3696 if (QUERY_FLAG (food, FLAG_CURSED))
3826 { 3697 {
3827 strcpy (who->contr->killer, food->name); 3698 assign (who->contr->killer, food->name);
3828 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3699 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3829 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3700 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3830 } 3701 }
3831 else 3702 else
3832 { 3703 {

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