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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.59 by pippijn, Sat Jan 6 14:42:30 2007 UTC vs.
Revision 1.115 by root, Tue Jul 10 06:48:02 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 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
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 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,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21
22 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>
23*/ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * 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.
41 * 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.
42 */ 40 */
65 { 63 {
66 arch_flag = 1; 64 arch_flag = 1;
67 name_flag = 1; 65 name_flag = 1;
68 race_flag = 1; 66 race_flag = 1;
69 } 67 }
68
70 /* 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,
71 * name or race that matches. 70 * name or race that matches.
72 */ 71 */
73 if ((op->race) && 72 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 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))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * 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.
234 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
235 232
236 if (depl) 233 if (depl)
237 { 234 {
238 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241 238
242 depl->destroy (); 239 depl->destroy ();
243 op->update_stats (); 240 op->update_stats ();
244 } 241 }
376 force->stats.food *= 10; 373 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 377 }
378
381 force->speed_left = -1; 379 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 383 change_abil (op, force);
422 int count = 0; 420 int count = 0;
423 421
424 422
425 if (item == NULL) 423 if (item == NULL)
426 return 0; 424 return 0;
425
427 op = op->below; 426 op = op->below;
428 while (op != NULL) 427 while (op != NULL)
429 { 428 {
430 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
431 { 430 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 433 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
436 count++; 435 count++;
437 else 436 else
438 count += op->nrof; 437 count += op->nrof;
439 } 438 }
440 } 439 }
440
441 op = op->below; 441 op = op->below;
442 } 442 }
443
443 return count; 444 return count;
444} 445}
445 446
446/** 447/**
447 * This removes 'nrof' of what item->slaying says to remove. 448 * This removes 'nrof' of what item->slaying says to remove.
457 prev = op; 458 prev = op;
458 op = op->below; 459 op = op->below;
459 460
460 while (op != NULL) 461 while (op != NULL)
461 { 462 {
462 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
463 { 464 {
464 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
465 { 466 {
466 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
467 return; 468 return;
574 op->update_stats (); 575 op->update_stats ();
575 return 1; 576 return 1;
576} 577}
577 578
578/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
579#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
580#define IMPROVE_DAMAGE 2 581#define IMPROVE_DAMAGE 2
581#define IMPROVE_WEIGHT 3 582#define IMPROVE_WEIGHT 3
582#define IMPROVE_ENCHANT 4 583#define IMPROVE_ENCHANT 4
583#define IMPROVE_STR 5 584#define IMPROVE_STR 5
584#define IMPROVE_DEX 6 585#define IMPROVE_DEX 6
585#define IMPROVE_CON 7 586#define IMPROVE_CON 7
586#define IMPROVE_WIS 8 587#define IMPROVE_WIS 8
587#define IMPROVE_CHA 9 588#define IMPROVE_CHA 9
588#define IMPROVE_INT 10 589#define IMPROVE_INT 10
589#define IMPROVE_POW 11 590#define IMPROVE_POW 11
590
591 591
592/** 592/**
593 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
594 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
595 */ 595 */
596
597int 596int
598prepare_weapon (object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
599{ 598{
600 int sacrifice_count, i; 599 int sacrifice_count, i;
601 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
603 if (weapon->level != 0) 602 if (weapon->level != 0)
604 { 603 {
605 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
606 return 0; 605 return 0;
607 } 606 }
607
608 for (i = 0; i < NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
609 if (weapon->resist[i]) 609 if (weapon->resist[i])
610 break; 610 break;
611 611
612 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
618 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
619 { 619 {
620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
621 return 0; 621 return 0;
622 } 622 }
623
623 sacrifice_count = check_sacrifice (op, improver); 624 sacrifice_count = check_sacrifice (op, improver);
624 if (sacrifice_count <= 0) 625 if (sacrifice_count <= 0)
625 return 0; 626 return 0;
627
626 weapon->level = isqrt (sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
627 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
628 eat_item (op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
629 631
630 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);
763{ 765{
764 object *otmp; 766 object *otmp;
765 767
766 if (op->type != PLAYER) 768 if (op->type != PLAYER)
767 return 0; 769 return 0;
770
768 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))
769 { 772 {
770 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.");
771 return 0; 774 return 0;
772 } 775 }
776
773 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
774 if (!otmp) 778 if (!otmp)
775 { 779 {
776 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.");
777 return 0; 781 return 0;
778 } 782 }
783
779 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 785 {
781 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");
782 return 0; 787 return 0;
783 } 788 }
789
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
785 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
787 return 1; 793 return 1;
788} 794}
849 { 855 {
850 base = base - (base * settings.armor_speed_improvement) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
851 pow++; 857 pow++;
852 } 858 }
853 859
854 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
855 } 861 }
856 else 862 else
857 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;
858 864
859 if (!settings.armor_weight_linear) 865 if (!settings.armor_weight_linear)
860 { 866 {
861 int base = 100; 867 int base = 100;
862 int pow = 0; 868 int pow = 0;
865 { 871 {
866 base = base - (base * settings.armor_weight_reduction) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
867 pow++; 873 pow++;
868 } 874 }
869 875
870 armour->weight = (armour->arch->clone.weight * base) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
871 } 877 }
872 else 878 else
873 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;
874 880
875 if (armour->weight <= 0) 881 if (armour->weight <= 0)
876 { 882 {
877 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
878 armour->weight = 1; 884 armour->weight = 1;
879 } 885 }
880 886
881 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);
882 888
883 if (op->type == PLAYER) 889 if (op->type == PLAYER)
884 { 890 {
885 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
886 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
938 944
939 price_in = cost * item->value; 945 price_in = cost * item->value;
940 } 946 }
941 else 947 else
942 { 948 {
943 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
944 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
945 return 0; 951 return 0;
946 952
947 if (CONV_NEED (converter)) 953 if (CONV_NEED (converter))
948 { 954 {
1000 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",
1001 &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);
1002 1008
1003 /** 1009 /**
1004 * 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
1005 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1006 */ 1012 */
1007 } 1013 }
1008 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1009 return 1; 1015 return 1;
1010} 1016}
1013 * Handle apply on containers. 1019 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1016 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1017 */ 1023 */
1018
1019int 1024int
1020apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1021{ 1026{
1022 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1028 return 0; /* This might change */
1027 1029
1028 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1029 { 1031 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 1033 return 0;
1032 } 1034 }
1033 1035
1034 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1035 1037
1036 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1037 { 1042 }
1038 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1039 { 1048 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1041 return 1; 1051 return 1;
1042 } 1052 }
1043 1053 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1054 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1057 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1058 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1059
1081 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1065 op->close_container ();
1090 { 1066 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1069 return 1;
1094 apply_container (op, tmp); 1070 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1096 op->container = sack; 1072 // it's locked?
1097 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1098 strcat (buf, "."); 1074 {
1099 } 1075 if (object *tmp = find_key (op, op, sack))
1100 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1077 else
1108 { 1078 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1080 return 1;
1145 } 1081 }
1146 }
1147 } 1082 }
1148 1083
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1085
1154 return 1; 1086 return 1;
1155} 1087}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1088
1282/** 1089/**
1283 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1285 */ 1092 */
1438 */ 1245 */
1439static void 1246static void
1440apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1441{ 1248{
1442 readable_message_type *msgType; 1249 readable_message_type *msgType;
1443 char newbuf[HUGE_BUF];
1444 1250
1445 if (sign->msg == NULL) 1251 if (sign->msg == NULL)
1446 { 1252 {
1447 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1448 return; 1254 return;
1469 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1470 { 1276 {
1471 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1472 return; 1278 return;
1473 } 1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1474 msgType = get_readable_message_type (sign); 1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1475 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1476 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1477} 1295}
1478 1296
1479/** 1297/**
1480 * 'victim' moves onto 'trap' 1298 * 'victim' moves onto 'trap'
1481 * 'victim' leaves 'trap' 1299 * 'victim' leaves 'trap'
1504 * proper. This code was causing needless crashes. 1322 * proper. This code was causing needless crashes.
1505 */ 1323 */
1506 if (recursion_depth >= 500) 1324 if (recursion_depth >= 500)
1507 { 1325 {
1508 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1509 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1510 return; 1328 return;
1511 } 1329 }
1330
1512 recursion_depth++; 1331 recursion_depth++;
1513 if (trap->head) 1332 if (trap->head)
1514 trap = trap->head; 1333 trap = trap->head;
1515 1334
1516 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1531 1350
1532 /* Just put in some sanity check. I think there is a bug in the 1351 /* Just put in some sanity check. I think there is a bug in the
1533 * above with some objects have zero speed, and thus the player 1352 * above with some objects have zero speed, and thus the player
1534 * getting permanently paralyzed. 1353 * getting permanently paralyzed.
1535 */ 1354 */
1536 if (victim->speed_left < -50.0) 1355 if (victim->speed_left < -50.f)
1537 victim->speed_left = -50.0; 1356 victim->speed_left = -50.f;
1538 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1539 } 1358 }
1540 goto leave; 1359 goto leave;
1541 1360
1542 case SPINNER: 1361 case SPINNER:
1628 1447
1629 1448
1630 case CONVERTER: 1449 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1450 if (convert_item (victim, trap) < 0)
1632 { 1451 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1452 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1453 get_archetype ("burnout")->insert_at (trap, trap);
1637 op = get_archetype ("burnout");
1638 if (op != NULL)
1639 {
1640 op->x = trap->x;
1641 op->y = trap->y;
1642 insert_ob_in_map (op, trap->map, trap, 0);
1643 } 1454 }
1644 } 1455
1645 goto leave; 1456 goto leave;
1646 1457
1647 case TRIGGER_BUTTON: 1458 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1459 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1460 case TRIGGER_ALTAR:
1706 1517
1707 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1708 goto leave; 1519 goto leave;
1709 1520
1710 case CONTAINER: 1521 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1715 goto leave; 1523 goto leave;
1716 1524
1717 case RUNE: 1525 case RUNE:
1718 case TRAP: 1526 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1722 } 1530 }
1723 goto leave; 1531 goto leave;
1724 1532
1725 default: 1533 default:
1726 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1727 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1728 goto leave; 1536 goto leave;
1729 } 1537 }
1730 1538
1731leave: 1539leave:
1732 recursion_depth--; 1540 recursion_depth--;
1744 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1745 { 1553 {
1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1747 return; 1555 return;
1748 } 1556 }
1557
1749 if (tmp->msg == NULL) 1558 if (!tmp->msg)
1750 { 1559 {
1751 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1752 return; 1561 return;
1753 } 1562 }
1754 1563
1755 /* need a literacy skill to read stuff! */ 1564 /* need a literacy skill to read stuff! */
1756 skill_ob = find_skill_by_name (op, tmp->skill); 1565 skill_ob = find_skill_by_name (op, tmp->skill);
1757 if (!skill_ob) 1566 if (!skill_ob)
1758 { 1567 {
1759 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1568 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1760 return; 1569 return;
1761 } 1570 }
1571
1762 lev_diff = tmp->level - (skill_ob->level + 5); 1572 lev_diff = tmp->level - (skill_ob->level + 5);
1763 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1573 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1764 { 1574 {
1765 if (lev_diff < 2) 1575 if (lev_diff < 2)
1766 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1777 return; 1587 return;
1778 } 1588 }
1779 1589
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1590 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1591
1592 if (player *pl = op->contr)
1593 if (client *ns = pl->ns)
1594 if (ns->can_msg)
1595 {
1596 dynbuf_text buf;
1597 buf << long_desc (tmp, op)
1598 << "\n\n"
1599 << tmp->msg
1600 << '\0';
1601 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1602 }
1603 else
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1605 msgType->message_type, msgType->message_subtype,
1784 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1607 long_desc (tmp, op), &tmp->msg);
1785 1608
1786 /* gain xp from reading */ 1609 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1611 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1910 1733
1911 /* artifact_spellbooks have 'slaying' field point to a spell name, 1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1912 * instead of having their spell stored in stats.sp. These are 1735 * instead of having their spell stored in stats.sp. These are
1913 * legacy spellbooks 1736 * legacy spellbooks
1914 */ 1737 */
1915
1916 if (tmp->slaying != NULL) 1738 if (tmp->slaying)
1917 { 1739 {
1918 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1919 if (!spell) 1741 if (!spell)
1920 { 1742 {
1921 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1922 return; 1744 return;
1923 } 1745 }
1924 else 1746 else
1925 insert_ob_in_ob (spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1748
1926 tmp->slaying = NULL; 1749 tmp->slaying = 0;
1927 } 1750 }
1928 1751
1929 skop = find_skill_by_name (op, tmp->skill); 1752 skop = find_skill_by_name (op, tmp->skill);
1930 1753
1931 /* need a literacy skill to learn spells. Also, having a literacy level 1754 /* need a literacy skill to learn spells. Also, having a literacy level
1932 * lower than the spell will make learning the spell more difficult */ 1755 * lower than the spell will make learning the spell more difficult */
1933 if (!skop) 1756 if (!skop)
1934 { 1757 {
1935 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1936 return; 1759 return;
1937 } 1760 }
1938 1761
1939 spell = tmp->inv; 1762 spell = tmp->inv;
1940 1763
1941 if (!spell) 1764 if (!spell)
1942 { 1765 {
1943 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1944 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1945 return; 1768 return;
1946 } 1769 }
1947 1770
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1772 {
1950 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1773 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1951 return; 1774 return;
1952 } 1775 }
1953 1776
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1778
1968 * if the player doesn't know the spell, doesn't make a lot of sense that 1791 * if the player doesn't know the spell, doesn't make a lot of sense that
1969 * they would have a special prayer mark. 1792 * they would have a special prayer mark.
1970 */ 1793 */
1971 if (check_spell_known (op, spell->name)) 1794 if (check_spell_known (op, spell->name))
1972 { 1795 {
1973 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1796 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to leanr spells twice, and would only waste the spellbook.>\n");
1974 return; 1797 return;
1975 } 1798 }
1976 1799
1977 if (spell->skill) 1800 if (spell->skill)
1978 { 1801 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1802 spell_skill = find_skill_by_name (op, spell->skill);
1980 1803
1981 if (!spell_skill) 1804 if (!spell_skill)
1982 { 1805 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1806 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1807 return;
1985 } 1808 }
1986 1809
1987 if (spell_skill->level < spell->level) 1810 if (spell_skill->level < spell->level)
1988 { 1811 {
2020 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1843 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2021 } 1844 }
2022 else 1845 else
2023 { 1846 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1847 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2025 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1848 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
2026 } 1849 }
1850
2027 decrease_ob (tmp); 1851 decrease_ob (tmp);
2028} 1852}
2029 1853
2030/** 1854/**
2031 * Handles applying a spell scroll. 1855 * Handles applying a spell scroll.
2041 return; 1865 return;
2042 } 1866 }
2043 1867
2044 if (!tmp->inv || tmp->inv->type != SPELL) 1868 if (!tmp->inv || tmp->inv->type != SPELL)
2045 { 1869 {
2046 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1870 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
2047 return; 1871 return;
2048 } 1872 }
2049 1873
2050 if (op->type == PLAYER) 1874 if (op->type == PLAYER)
2051 { 1875 {
2057 */ 1881 */
2058 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1882 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2059 1883
2060 if (!skop) 1884 if (!skop)
2061 { 1885 {
2062 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
2063 return; 1887 return;
2064 } 1888 }
2065 1889
2066 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1890 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2067 change_exp (op, exp_gain, skop->skill, 0); 1891 change_exp (op, exp_gain, skop->skill, 0);
2069 1893
2070 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1894 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2071 identify (tmp); 1895 identify (tmp);
2072 1896
2073 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1897 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
2074
2075 1898
2076 cast_spell (op, tmp, dir, tmp->inv, NULL); 1899 cast_spell (op, tmp, dir, tmp->inv, NULL);
2077 decrease_ob (tmp); 1900 decrease_ob (tmp);
2078} 1901}
2079 1902
2083 * chest. 1906 * chest.
2084 */ 1907 */
2085static void 1908static void
2086apply_treasure (object *op, object *tmp) 1909apply_treasure (object *op, object *tmp)
2087{ 1910{
2088 object *treas;
2089
2090
2091 /* Nice side effect of new treasure creation method is that the treasure 1911 /* Nice side effect of new treasure creation method is that the treasure
2092 * for the chest is done when the chest is created, and put into the chest 1912 * for the chest is done when the chest is created, and put into the chest
2093 * inventory. So that when the chest burns up, the items still exist. Also 1913 * inventory. So that when the chest burns up, the items still exist. Also
2094 * prevents people fromt moving chests to more difficult maps to get better 1914 * prevents people fromt moving chests to more difficult maps to get better
2095 * treasure 1915 * treasure
2096 */ 1916 */
2097
2098 treas = tmp->inv; 1917 object *treas = tmp->inv;
2099 if (treas == NULL) 1918
1919 if (!treas)
2100 { 1920 {
2101 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
2102 decrease_ob (tmp); 1922 decrease_ob (tmp);
2103 return; 1923 return;
2104 } 1924 }
1925
2105 while (tmp->inv) 1926 while (tmp->inv)
2106 { 1927 {
2107 treas = tmp->inv; 1928 treas = tmp->inv;
2108 1929
2109 treas->remove (); 1930 treas->remove ();
2191 /* special food hack -b.t. */ 2012 /* special food hack -b.t. */
2192 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2013 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2193 eat_special_food (op, tmp); 2014 eat_special_food (op, tmp);
2194 } 2015 }
2195 } 2016 }
2017
2196 handle_apply_yield (tmp); 2018 handle_apply_yield (tmp);
2197 decrease_ob (tmp); 2019 decrease_ob (tmp);
2198} 2020}
2199 2021
2200/** 2022/**
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2049 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2050 return 0;
2229 2051
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2053 from the player's inventory */
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2055 if (tmp->type == FORCE)
2235 { 2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0)
2237 skin = tmp; 2057 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2239 abil = tmp; 2059 abil = tmp;
2240 }
2241 }
2242 2060
2243 /* if either skin or ability are missing, this is an old player 2061 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2062 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2063 if (skin == NULL || abil == NULL)
2246 return 0; 2064 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2105 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2106 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2107 chance = MIN (100., chance * 2.);
2290 2108
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2109 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2110 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2111 {
2294 atnr_winner[winners] = i; 2112 atnr_winner[winners] = i;
2295 winners++; 2113 winners++;
2296 } 2114 }
2297 2115
2366static void 2184static void
2367apply_armour_improver (object *op, object *tmp) 2185apply_armour_improver (object *op, object *tmp)
2368{ 2186{
2369 object *armor; 2187 object *armor;
2370 2188
2371 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2189 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2372 { 2190 {
2373 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2374 return; 2192 return;
2375 } 2193 }
2376 2194
2377 armor = find_marked_object (op); 2195 armor = find_marked_object (op);
2378 2196
2379 if (!armor) 2197 if (!armor)
2380 { 2198 {
2381 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2382 return; 2200 return;
2383 } 2201 }
2384 2202
2385 if (armor->type != ARMOUR 2203 if (armor->type != ARMOUR
2386 && armor->type != CLOAK 2204 && armor->type != CLOAK
2401 { 2219 {
2402 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2220 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2403 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2221 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2404 strcpy (op->contr->killer, "poisonous booze"); 2222 strcpy (op->contr->killer, "poisonous booze");
2405 } 2223 }
2224
2406 if (tmp->stats.hp > 0) 2225 if (tmp->stats.hp > 0)
2407 { 2226 {
2408 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2227 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2409 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2228 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2410 } 2229 }
2230
2411 op->stats.food -= op->stats.food / 4; 2231 op->stats.food -= op->stats.food / 4;
2412 handle_apply_yield (tmp); 2232 handle_apply_yield (tmp);
2413 decrease_ob (tmp); 2233 decrease_ob (tmp);
2414} 2234}
2415 2235
2456 continue; /*Not a valid exit */ 2276 continue; /*Not a valid exit */
2457 2277
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2278 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2279 continue; /*Not in the same place */
2460 2280
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2281 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2282 continue; /*Not in the same map */
2463 2283
2464 /* From here we have found the exit is valid. However we do 2284 /* From here we have found the exit is valid. However we do
2465 * here the check of the exit owner. It is important for the 2285 * here the check of the exit owner. It is important for the
2466 * town portals to prevent strangers from visiting your appartments 2286 * town portals to prevent strangers from visiting your appartments
2498 } 2318 }
2499 } 2319 }
2500 2320
2501 return 0; 2321 return 0;
2502} 2322}
2503
2504 2323
2505/** 2324/**
2506 * Main apply handler. 2325 * Main apply handler.
2507 * 2326 *
2508 * Checks for unpaid items before applying. 2327 * Checks for unpaid items before applying.
2516 * being applied. 2335 * being applied.
2517 * 2336 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with 2337 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special 2338 * them in this function - they are passed to apply_special
2520 */ 2339 */
2521
2522int 2340int
2523manual_apply (object *op, object *tmp, int aflag) 2341manual_apply (object *op, object *tmp, int aflag)
2524{ 2342{
2525 if (tmp->head) 2343 if (tmp->head)
2526 tmp = tmp->head; 2344 tmp = tmp->head;
2527 2345
2528 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2346 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2529 { 2347 {
2530 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2531 { 2349 {
2532 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2350 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2533 return 1; 2351 return 1;
2534 } 2352 }
2535 else 2353 else
2536 return 0; /* monsters just skip unpaid items */ 2354 return 0; /* monsters just skip unpaid items */
2537 } 2355 }
2564 case EXIT: 2382 case EXIT:
2565 if (op->type != PLAYER) 2383 if (op->type != PLAYER)
2566 return 0; 2384 return 0;
2567 2385
2568 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2386 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2569 {
2570 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2387 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2571 }
2572 else 2388 else
2573 { 2389 {
2574 /* Don't display messages for random maps. */ 2390 /* Don't display messages for random maps. */
2575 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2391 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2576 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2392 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2577 2393
2578 op->enter_exit (tmp); 2394 op->enter_exit (tmp);
2579 } 2395 }
2396
2580 return 1; 2397 return 1;
2581 2398
2582 case SIGN: 2399 case SIGN:
2583 apply_sign (op, tmp, 0); 2400 apply_sign (op, tmp, 0);
2584 return 1; 2401 return 1;
2588 { 2405 {
2589 apply_book (op, tmp); 2406 apply_book (op, tmp);
2590 return 1; 2407 return 1;
2591 } 2408 }
2592 else 2409 else
2593 {
2594 return 0; 2410 return 0;
2595 }
2596 2411
2597 case SKILLSCROLL: 2412 case SKILLSCROLL:
2598 if (op->type == PLAYER) 2413 if (op->type == PLAYER)
2599 { 2414 {
2600 apply_skillscroll (op, tmp); 2415 apply_skillscroll (op, tmp);
2601 return 1; 2416 return 1;
2602 } 2417 }
2418 else
2603 return 0; 2419 return 0;
2604 2420
2605 case SPELLBOOK: 2421 case SPELLBOOK:
2606 if (op->type == PLAYER) 2422 if (op->type == PLAYER)
2607 { 2423 {
2608 apply_spellbook (op, tmp); 2424 apply_spellbook (op, tmp);
2609 return 1; 2425 return 1;
2610 } 2426 }
2427 else
2611 return 0; 2428 return 0;
2612 2429
2613 case SCROLL: 2430 case SCROLL:
2614 apply_scroll (op, tmp, 0); 2431 apply_scroll (op, tmp, 0);
2615 return 1; 2432 return 1;
2616 2433
2617 case POTION: 2434 case POTION:
2618 (void) apply_potion (op, tmp); 2435 apply_potion (op, tmp);
2619 return 1; 2436 return 1;
2620 2437
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2438 /* Eneq(@csd.uu.se): Handle apply on containers. */
2439 //TODO: remove, as it is unsed?
2622 case CLOSE_CON: 2440 case CLOSE_CON:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp->env);
2625 else
2626 (void) apply_container (op, tmp->env); 2441 apply_container (op, tmp->env);
2627 return 1; 2442 return 1;
2628 2443
2629 case CONTAINER: 2444 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp); 2445 apply_container (op, tmp);
2634 return 1; 2446 return 1;
2635 2447
2636 case TREASURE: 2448 case TREASURE:
2637 if (op->type == PLAYER) 2449 if (op->type == PLAYER)
2638 { 2450 {
2639 apply_treasure (op, tmp); 2451 apply_treasure (op, tmp);
2640 return 1; 2452 return 1;
2641 } 2453 }
2642 else 2454 else
2643 {
2644 return 0; 2455 return 0;
2645 }
2646 2456
2647 case WEAPON: 2457 case WEAPON:
2648 case ARMOUR: 2458 case ARMOUR:
2649 case BOOTS: 2459 case BOOTS:
2650 case GLOVES: 2460 case GLOVES:
2663 case LAMP: 2473 case LAMP:
2664 case BUILDER: 2474 case BUILDER:
2665 case SKILL_TOOL: 2475 case SKILL_TOOL:
2666 if (tmp->env != op) 2476 if (tmp->env != op)
2667 return 2; /* not in inventory */ 2477 return 2; /* not in inventory */
2478
2668 (void) apply_special (op, tmp, aflag); 2479 apply_special (op, tmp, aflag);
2669 return 1; 2480 return 1;
2670 2481
2671 case DRINK: 2482 case DRINK:
2672 case FOOD: 2483 case FOOD:
2673 case FLESH: 2484 case FLESH:
2689 } 2500 }
2690 else 2501 else
2691 return 0; 2502 return 0;
2692 2503
2693 case WEAPON_IMPROVER: 2504 case WEAPON_IMPROVER:
2694 (void) check_improve_weapon (op, tmp); 2505 check_improve_weapon (op, tmp);
2695 return 1; 2506 return 1;
2696 2507
2697 case CLOCK: 2508 case CLOCK:
2698 if (op->type == PLAYER) 2509 if (op->type == PLAYER)
2699 { 2510 {
2707 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2518 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2708 new_draw_info (NDI_UNIQUE, 0, op, buf); 2519 new_draw_info (NDI_UNIQUE, 0, op, buf);
2709 return 1; 2520 return 1;
2710 } 2521 }
2711 else 2522 else
2712 {
2713 return 0; 2523 return 0;
2714 }
2715 2524
2716 case MENU: 2525 case MENU:
2717 if (op->type == PLAYER) 2526 if (op->type == PLAYER)
2718 { 2527 {
2719 shop_listing (op); 2528 shop_listing (tmp, op);
2720 return 1; 2529 return 1;
2721 } 2530 }
2722 else 2531 else
2723 {
2724 return 0; 2532 return 0;
2725 }
2726 2533
2727 case POWER_CRYSTAL: 2534 case POWER_CRYSTAL:
2728 apply_power_crystal (op, tmp); /* see egoitem.c */ 2535 apply_power_crystal (op, tmp); /* see egoitem.c */
2729 return 1; 2536 return 1;
2730 2537
2733 { 2540 {
2734 apply_lighter (op, tmp); 2541 apply_lighter (op, tmp);
2735 return 1; 2542 return 1;
2736 } 2543 }
2737 else 2544 else
2738 {
2739 return 0; 2545 return 0;
2740 }
2741 2546
2742 case ITEM_TRANSFORMER: 2547 case ITEM_TRANSFORMER:
2743 apply_item_transformer (op, tmp); 2548 apply_item_transformer (op, tmp);
2744 return 1; 2549 return 1;
2745 2550
2758int 2563int
2759player_apply (object *pl, object *op, int aflag, int quiet) 2564player_apply (object *pl, object *op, int aflag, int quiet)
2760{ 2565{
2761 int tmp; 2566 int tmp;
2762 2567
2763 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2568 if (op->env && (pl->move_type & MOVE_FLYING))
2764 { 2569 {
2765 /* player is flying and applying object not in inventory */ 2570 /* player is flying and applying object not in inventory */
2766 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2571 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2767 { 2572 {
2768 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2573 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2769 return 0; 2574 return 0;
2770 } 2575 }
2771 }
2772
2773 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2774 * applied.
2775 */
2776 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2777 {
2778 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2779 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2780 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2781 op->destroy ();
2782 return 1;
2783 } 2576 }
2784 2577
2785 pl->contr->last_used = op; 2578 pl->contr->last_used = op;
2786 2579
2787 tmp = manual_apply (pl, op, aflag); 2580 tmp = manual_apply (pl, op, aflag);
2790 if (tmp == 0) 2583 if (tmp == 0)
2791 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2584 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2792 else if (tmp == 2) 2585 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2586 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2794 } 2587 }
2588
2795 return tmp; 2589 return tmp;
2796} 2590}
2797 2591
2798/** 2592/**
2799 * player_apply_below attempts to apply the object 'below' the player. 2593 * player_apply_below attempts to apply the object 'below' the player.
2800 * If the player has an open container, we use that for below, otherwise 2594 * If the player has an open container, we use that for below, otherwise
2801 * we use the ground. 2595 * we use the ground.
2802 */ 2596 */
2803
2804void 2597void
2805player_apply_below (object *pl) 2598player_apply_below (object *pl)
2806{ 2599{
2807 object *tmp, *next;
2808 int floors; 2600 int floors = 0;
2809 2601
2810 /* If using a container, set the starting item to be the top 2602 /* If using a container, set the starting item to be the top
2811 * item in the container. Otherwise, use the map. 2603 * item in the container. Otherwise, use the map.
2812 */
2813 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2814
2815 /* This is perhaps more complicated. However, I want to make sure that 2604 * This is perhaps more complicated. However, I want to make sure that
2816 * we don't use a corrupt pointer for the next object, so we get the 2605 * we don't use a corrupt pointer for the next object, so we get the
2817 * next object in the stack before applying. This is can only be a 2606 * next object in the stack before applying. This is can only be a
2818 * problem if player_apply() has a bug in that it uses the object but does 2607 * problem if player_apply() has a bug in that it uses the object but does
2819 * not return a proper value. 2608 * not return a proper value.
2820 */ 2609 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2610 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2822 { 2611 {
2823 next = tmp->below; 2612 next = tmp->below;
2613
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2614 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++; 2615 floors++;
2826 else if (floors > 0) 2616 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */ 2617 return; /* process only floor objects after first floor object */
2828 2618
2848 * to keep the size of apply_special to a more managable size. 2638 * to keep the size of apply_special to a more managable size.
2849 */ 2639 */
2850static int 2640static int
2851unapply_special (object *who, object *op, int aflags) 2641unapply_special (object *who, object *op, int aflags)
2852{ 2642{
2853 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2643 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2644 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2854 return RESULT_INT (0); 2645 return RESULT_INT (0);
2855 2646
2856 object *tmp2;
2857
2858 CLEAR_FLAG (op, FLAG_APPLIED); 2647 CLEAR_FLAG (op, FLAG_APPLIED);
2648
2859 switch (op->type) 2649 switch (op->type)
2860 { 2650 {
2651 case SKILL_TOOL:
2652 // unapplying a skill tool should also unapply the skill it governs
2653 // but this is hard, as it shouldn't do so when the skill can
2654 // be used for other reasons
2655 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2656 if (tmp->skill == op->skill
2657 && tmp->type == SKILL
2658 && tmp->flag [FLAG_APPLIED]
2659 && !tmp->flag [FLAG_CAN_USE_SKILL])
2660 unapply_special (who, tmp, 0);
2661
2662 change_abil (who, op);
2663 break;
2664
2861 case WEAPON: 2665 case WEAPON:
2666 if (player *pl = who->contr)
2667 if (op == pl->combat_ob)
2668 {
2669 pl->combat_ob = 0;
2670 who->change_weapon (pl->ranged_ob);
2671 }
2672
2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2863 2674
2864 (void) change_abil (who, op); 2675 change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2676 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2867 clear_skill (who);
2868 break; 2677 break;
2869 2678
2870 case SKILL: /* allows objects to impart skills */
2871 case SKILL_TOOL: 2679 case SKILL:
2872 if (op != who->chosen_skill) 2680 if (who->contr)
2873 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 } 2681 {
2876 if (who->type == PLAYER)
2877 {
2878 if (who->contr->shoottype == range_skill)
2879 who->contr->shoottype = range_none;
2880 if (!op->invisible) 2682 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else 2684 else
2885 {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 } 2686 }
2888 } 2687
2889 (void) change_abil (who, op); 2688 change_abil (who, op);
2890 who->chosen_skill = NULL;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL); 2689 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 2690 break;
2893 2691
2894 case ARMOUR: 2692 case ARMOUR:
2895 case HELMET: 2693 case HELMET:
2900 case AMULET: 2698 case AMULET:
2901 case GIRDLE: 2699 case GIRDLE:
2902 case BRACERS: 2700 case BRACERS:
2903 case CLOAK: 2701 case CLOAK:
2904 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2702 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2905 (void) change_abil (who, op); 2703 change_abil (who, op);
2906 break; 2704 break;
2705
2907 case LAMP: 2706 case LAMP:
2707 {
2908 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2708 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2709
2909 tmp2 = arch_to_object (op->other_arch); 2710 object *tmp2 = arch_to_object (op->other_arch);
2910 tmp2->x = op->x; 2711 tmp2->x = op->x;
2911 tmp2->y = op->y; 2712 tmp2->y = op->y;
2912 tmp2->map = op->map; 2713 tmp2->map = op->map;
2913 tmp2->below = op->below; 2714 tmp2->below = op->below;
2914 tmp2->above = op->above; 2715 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food; 2716 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2717 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917 2718
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2719 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2720 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920 2721
2921 if (who->type == PLAYER) 2722 if (who->contr)
2922 esrv_del_item (who->contr, op->count); 2723 esrv_del_item (who->contr, op->count);
2923 2724
2924 op->destroy (); 2725 op->destroy ();
2925 insert_ob_in_ob (tmp2, who); 2726 insert_ob_in_ob (tmp2, who);
2926 who->update_stats (); 2727 who->update_stats ();
2728
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2729 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 { 2730 {
2929 if (who->type == PLAYER) 2731 if (who->contr)
2930 { 2732 {
2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2733 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2734 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 } 2735 }
2934 } 2736 }
2935 if (who->type == PLAYER) 2737
2738 if (who->contr)
2936 esrv_send_item (who, tmp2); 2739 esrv_send_item (who, tmp2);
2740 }
2741
2937 return 1; /* otherwise, an attempt to drop causes problems */ 2742 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 2743
2939 case BOW: 2744 case BOW:
2940 case WAND: 2745 case WAND:
2941 case ROD: 2746 case ROD:
2942 case HORN: 2747 case HORN:
2943 clear_skill (who); 2748 if (player *pl = who->contr)
2749 {
2750 if (op == pl->ranged_ob)
2751 {
2752 pl->ranged_ob = 0;
2753 who->change_weapon (pl->combat_ob);
2754 }
2755
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2756 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER)
2946 {
2947 who->contr->shoottype = range_none;
2948 } 2757 }
2949 else 2758 else
2950 { 2759 {
2760 who->change_skill (0);
2761
2951 if (op->type == BOW) 2762 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW); 2763 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else 2764 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE); 2765 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 } 2766 }
2767
2956 break; 2768 break;
2957 2769
2958 case BUILDER: 2770 case BUILDER:
2771 if (who->contr)
2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2960 who->contr->shoottype = range_none;
2961 who->contr->ranges[range_builder] = NULL;
2962 break; 2773 break;
2963 2774
2964 default: 2775 default:
2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2776 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2966 break; 2777 break;
2968 2779
2969 who->update_stats (); 2780 who->update_stats ();
2970 2781
2971 if (!(aflags & AP_NO_MERGE)) 2782 if (!(aflags & AP_NO_MERGE))
2972 { 2783 {
2973 object *tmp;
2974
2975 tmp = merge_ob (op, NULL); 2784 object *tmp = merge_ob (op, 0);
2976 if (who->type == PLAYER) 2785
2786 if (who->contr)
2977 { 2787 {
2978 if (tmp) 2788 if (tmp)
2979 { /* it was merged */ 2789 { /* it was merged */
2980 esrv_del_item (who->contr, op->count); 2790 esrv_del_item (who->contr, op->count);
2981 op = tmp; 2791 op = tmp;
2982 } 2792 }
2983 2793
2984 esrv_send_item (who, op); 2794 esrv_send_item (who, op);
2985 } 2795 }
2986 } 2796 }
2797
2987 return 0; 2798 return 0;
2988} 2799}
2989 2800
2990/** 2801/**
2991 * Returns the object that is using location 'loc'. 2802 * Returns the object that is using location 'loc'.
2992 * Note that 'start' is the first object to start examing - we 2803 * Note that 'start' is the first object to start examing - we
2993 * then go through the below of this. In this way, you can do 2804 * then go through the below of this. In this way, you can do
2994 * something like: 2805 * something like:
2995 * tmp = get_item_from_body_location(who->inv, 1); 2806 * tmp = get_next_item_from_body_location(who->inv, 1);
2996 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2807 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2997 * to find the second object that may use this location, etc. 2808 * to find the second object that may use this location, etc.
2998 * Returns NULL if no match is found. 2809 * Returns NULL if no match is found.
2999 * loc is the index into the array we are looking for a match. 2810 * loc is the index into the array we are looking for a match.
3000 * don't return invisible objects unless they are skill objects 2811 * don't return invisible objects unless they are skill objects
3001 * invisible other objects that use 2812 * invisible other objects that use
3002 * up body locations can be used as restrictions. 2813 * up body locations can be used as restrictions.
3003 */ 2814 */
3004object * 2815static object *
3005get_item_from_body_location (object *start, int loc) 2816get_next_item_from_body_location (int loc, object *start)
3006{ 2817{
3007 object *tmp;
3008
3009 if (!start)
3010 return NULL;
3011
3012 for (tmp = start; tmp; tmp = tmp->below) 2818 for (object *tmp = start; tmp; tmp = tmp->below)
3013 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2819 if (tmp->flag [FLAG_APPLIED]
2820 && tmp->slot[loc].info
2821 && (!tmp->invisible || tmp->type == SKILL))
3014 return tmp; 2822 return tmp;
3015 2823
3016 return NULL; 2824 return 0;
3017} 2825}
3018
3019
3020 2826
3021/** 2827/**
3022 * 'op' wants to apply an object, but can't because of other equipment. 2828 * 'op' wants to apply an object, but can't because of other equipment.
3023 * This should only be called when it is known 2829 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy 2830 * that there are objects to unapply. This makes pretty heavy
3027 * Returns 0 on success, returns 1 if there is some problem. 2833 * Returns 0 on success, returns 1 if there is some problem.
3028 * if aflags is AP_PRINT, we instead print out waht to unapply 2834 * if aflags is AP_PRINT, we instead print out waht to unapply
3029 * instead of doing it. This is a lot less code than having 2835 * instead of doing it. This is a lot less code than having
3030 * another function that does just that. 2836 * another function that does just that.
3031 */ 2837 */
2838
2839#define CANNOT_REMOVE_CURSED \
2840 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2841 "Praying over an altar, scrolls of remove curse/damnation, " \
2842 "priests or even other players might help.>"
2843
3032int 2844int
3033unapply_for_ob (object *who, object *op, int aflags) 2845unapply_for_ob (object *who, object *op, int aflags)
3034{ 2846{
3035 int i; 2847 if (op->is_range ())
3036 object *tmp = NULL, *last;
3037
3038 /* If we are applying a shield or weapon, unapply any equipped shield
3039 * or weapons first - only allowed to use one weapon/shield at a time.
3040 */
3041 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3043 for (tmp = who->inv; tmp; tmp = tmp->below) 2848 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2849 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3046 {
3047 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2850 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048 { 2851 {
3049 if (aflags & AP_PRINT) 2852 if (aflags & AP_PRINT)
3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2853 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3051 else 2854 else
3052 unapply_special (who, tmp, aflags); 2855 unapply_special (who, tmp, aflags);
3053 } 2856 }
3054 else 2857 else
3055 { 2858 {
3056 /* In this case, we want to try and remove a cursed item. 2859 /* In this case, we want to try and remove a cursed item.
3057 * While we know it won't work, we want unapply_special to 2860 * While we know it won't work, we want unapply_special to
3058 * at least generate the message. 2861 * at least generate the message.
3059 */ 2862 */
3060 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2863 new_draw_info_format (NDI_UNIQUE, 0, who,
2864 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2865 query_name (tmp));
3061 return 1; 2866 return 1;
3062 }
3063
3064 } 2867 }
3065 }
3066 }
3067 2868
3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2869 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 { 2870 {
3070 /* this used up a slot that we need to free */ 2871 /* this used up a slot that we need to free */
3071 if (op->body_info[i]) 2872 if (op->slot[i].info)
3072 { 2873 {
3073 last = who->inv; 2874 object *last = who->inv;
3074 2875
3075 /* We do a while loop - may need to remove several items in order 2876 /* We do a while loop - may need to remove several items in order
3076 * to free up enough slots. 2877 * to free up enough slots.
3077 */ 2878 */
3078 while ((who->body_used[i] + op->body_info[i]) < 0) 2879 while ((who->slot[i].used + op->slot[i].info) < 0)
3079 { 2880 {
3080 tmp = get_item_from_body_location (last, i); 2881 object *tmp = get_next_item_from_body_location (i, last);
2882
3081 if (!tmp) 2883 if (!tmp)
3082 { 2884 {
3083#if 0 2885#if 0
3084 /* Not a bug - we'll get this if the player has cursed items 2886 /* Not a bug - we'll get this if the player has cursed items
3085 * equipped. 2887 * equipped.
3086 */ 2888 */
3087 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2889 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3088#endif 2890#endif
3089 return 1; 2891 return 1;
3090 } 2892 }
2893
3091 /* If we are just printing, we don't care about cursed status */ 2894 /* If we are just printing, we don't care about cursed status */
3092 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2895 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3093 { 2896 {
3094 if (aflags & AP_PRINT) 2897 if (aflags & AP_PRINT)
3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2898 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3101 /* Cursed item that we can't unequip - tell the player. 2904 /* Cursed item that we can't unequip - tell the player.
3102 * Note this could be annoying if this is just one of a few, 2905 * Note this could be annoying if this is just one of a few,
3103 * so it may not be critical (eg, putting on a ring and you have 2906 * so it may not be critical (eg, putting on a ring and you have
3104 * one cursed ring.) 2907 * one cursed ring.)
3105 */ 2908 */
3106 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2909 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
3107 } 2910 }
2911
3108 last = tmp->below; 2912 last = tmp->below;
3109 } 2913 }
3110 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2914 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3111 * return in the !tmp would have kicked in. 2915 * return in the !tmp would have kicked in.
3112 */ 2916 */
3113 } /* if op is using this body location */ 2917 } /* if op is using this body location */
3114 } /* for body lcoations */ 2918 } /* for body lcoations */
2919
3115 return 0; 2920 return 0;
3116} 2921}
3117 2922
3118/** 2923/**
3119 * Checks to see if 'who' can apply object 'op'. 2924 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 2925 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 2926 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 2927 * set, but largely depends on circumstance - in the future, processing
3123 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2928 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3124 * is set, do we really are what the other flags may be?) 2929 * is set, do we really care what the other flags may be?)
3125 * 2930 *
3126 * See include/define.h for detailed description of the meaning of 2931 * See include/define.h for detailed description of the meaning of
3127 * these return values. 2932 * these return values.
3128 */ 2933 */
3129int 2934int
3130can_apply_object (object *who, object *op) 2935can_apply_object (object *who, object *op)
3131{ 2936{
3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2937 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133 return RESULT_INT (0); 2938 return RESULT_INT (0);
3134 2939
3135 int i, retval = 0; 2940 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 2941 object *tmp = 0, *ws = 0;
3137 2942
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2943 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3139 * 2 weapons, but we don't want to let them do that. So if they are
3140 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way.
3142 */
3143 if (op->type == WEAPON || op->type == SHIELD)
3144 { 2944 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2945 if (op->slot[i].info)
3146 { 2946 {
3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2947 /* Item uses more slots than we have */
2948 if (who->slot[i].info + op->slot [i].info < 0)
3148 { 2949 {
3149 retval = CAN_APPLY_UNAPPLY;
3150 ws = tmp;
3151 }
3152 }
3153 }
3154
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 {
3158 if (op->body_info[i])
3159 {
3160 /* Item uses more slots than we have */
3161 if (FABS (op->body_info[i]) > who->body_info[i])
3162 {
3163 /* Could return now for efficiently - rest of info below isn' 2950 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 2951 * really needed.
3165 */ 2952 */
3166 retval |= CAN_APPLY_NEVER; 2953 retval |= CAN_APPLY_NEVER;
3167 } 2954 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 2955 else if (who->slot[i].used + op->slot[i].info < 0)
3169 { 2956 {
3170 /* in this case, equipping this would use more free spots than 2957 /* in this case, equipping this would use more free spots than
3171 * we have. 2958 * we have.
3172 */ 2959 */
3173 object *tmp1;
3174
3175 2960
3176 /* if we have an applied weapon/shield, and unapply it would free 2961 /* if we have an applied weapon/shield, and unapply it would free
3177 * enough slots to equip the new item, then just set this can 2962 * enough slots to equip the new item, then just set "can
3178 * continue. We don't care about the logic below - if you have 2963 * apply unapply". We don't care about the logic below - if you have a
3179 * shield equipped and try to equip another shield, there is only 2964 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 2965 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 2966 * does take into the account cases where what is being applied
3182 * may be two handed for example. 2967 * may be two handed for example.
3183 */ 2968 */
3184 if (ws) 2969 if (ws)
3185 { 2970 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3186 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3187 { 2971 {
3188 retval |= CAN_APPLY_UNAPPLY; 2972 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 2973 continue;
3190 } 2974 }
3191 }
3192 2975
3193 tmp1 = get_item_from_body_location (who->inv, i); 2976 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3194 if (!tmp1) 2977 if (!tmp1)
3195 { 2978 {
3196#if 0 2979#if 0
3197 /* This is sort of an error, but happens a lot when old players 2980 /* This is sort of an error, but happens a lot when old players
3198 * join in with more stuff equipped than they are now allowed. 2981 * join in with more stuff equipped than they are now allowed.
3206 /* need to unapply something. However, if this something 2989 /* need to unapply something. However, if this something
3207 * is different than we had found before, it means they need 2990 * is different than we had found before, it means they need
3208 * to apply multiple objects 2991 * to apply multiple objects
3209 */ 2992 */
3210 retval |= CAN_APPLY_UNAPPLY; 2993 retval |= CAN_APPLY_UNAPPLY;
2994
3211 if (!tmp) 2995 if (!tmp)
3212 tmp = tmp1; 2996 tmp = tmp1;
3213 else if (tmp != tmp1) 2997 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 2998 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 2999
3217 /* This object isn't using up all the slots, so there must 3000 /* This object isn't using up all the slots, so there must
3218 * be another. If so, and it the new item doesn't need all 3001 * be another. If so, and it the new item doesn't need all
3219 * the slots, the player then has a choice. 3002 * the slots, the player then has a choice.
3220 */ 3003 */
3221 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3004 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3005 && abs (op->slot[i].info) < who->slot[i].info)
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3006 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 3007
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 3008 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 3009 * equipped? If not, there must be something else to unapply.
3226 */ 3010 */
3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3011 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 3012 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 3013 }
3231 } /* if not enough free slots */ 3014 } /* if not enough free slots */
3232 } /* if this object uses location i */ 3015 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 3016 } /* for i -> num_body_locations loop */
3234 3017
3239 * and weapons all use the same slot. Similar for horn/rod/wand - they 3022 * and weapons all use the same slot. Similar for horn/rod/wand - they
3240 * all use the same location. 3023 * all use the same location.
3241 */ 3024 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3025 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION; 3026 retval |= CAN_APPLY_RESTRICTION;
3027
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3028 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION; 3029 retval |= CAN_APPLY_RESTRICTION;
3246 3030
3247
3248 if (who->type != PLAYER) 3031 if (who->type != PLAYER)
3249 { 3032 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3033 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3251 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3036 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3038
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3039 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION; 3040 retval |= CAN_APPLY_RESTRICTION;
3041
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3042 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION; 3043 retval |= CAN_APPLY_RESTRICTION;
3258 } 3044 }
3045
3259 return retval; 3046 return retval;
3260} 3047}
3261
3262
3263 3048
3264/** 3049/**
3265 * who is the object using the object. It can be a monster. 3050 * who is the object using the object. It can be a monster.
3266 * op is the object they are using. op is an equipment type item, 3051 * op is the object they are using. op is an equipment type item,
3267 * eg, one which you put on and keep on for a while, and not something 3052 * eg, one which you put on and keep on for a while, and not something
3276 * AP_UNAPPLY=always unapply). 3061 * AP_UNAPPLY=always unapply).
3277 * 3062 *
3278 * Optional flags: 3063 * Optional flags:
3279 * AP_NO_MERGE: don't merge an unapplied object with other objects 3064 * AP_NO_MERGE: don't merge an unapplied object with other objects
3280 * AP_IGNORE_CURSE: unapply cursed items 3065 * AP_IGNORE_CURSE: unapply cursed items
3066 * AP_NO_READY: do not ready skills when applying skill tools
3281 * 3067 *
3282 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3068 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3283 * 3069 *
3284 * apply_special() doesn't check for unpaid items. 3070 * apply_special() doesn't check for unpaid items.
3285 */ 3071 */
3072
3073#define LACK_ITEM_POWER \
3074 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3075
3286int 3076int
3287apply_special (object *who, object *op, int aflags) 3077apply_special (object *who, object *op, int aflags)
3288{ 3078{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 3079 int basic_flag = aflags & AP_BASIC_FLAGS;
3290 object *tmp, *tmp2, *skop = NULL; 3080 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292 3081
3293 if (who == NULL) 3082 if (who == NULL)
3294 { 3083 {
3295 LOG (llevError, "apply_special() from object without environment.\n"); 3084 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1; 3085 return 1;
3306 if (basic_flag == AP_APPLY) 3095 if (basic_flag == AP_APPLY)
3307 return 0; 3096 return 0;
3308 3097
3309 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3098 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3310 { 3099 {
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3100 new_draw_info_format (NDI_UNIQUE, 0, who,
3101 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3102 query_name (op));
3312 return 1; 3103 return 1;
3313 } 3104 }
3105
3314 return unapply_special (who, op, aflags); 3106 return unapply_special (who, op, aflags);
3315 } 3107 }
3316 3108
3317 if (basic_flag == AP_UNAPPLY) 3109 if (basic_flag == AP_UNAPPLY)
3318 return 0; 3110 return 0;
3319 3111
3320 i = can_apply_object (who, op); 3112 // if the item is combat/ranged, wield the relevant slot first
3113 // to resolve conflicts.
3114 if (player *pl = who->contr)
3115 switch (op->slottype ())
3116 {
3117 case slot_combat: who->change_weapon (pl->combat_ob); break;
3118 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3119 }
3120
3121 splay (op);
3321 3122
3322 /* Can't just apply this object. Lets see what not and what to do */ 3123 /* Can't just apply this object. Lets see what not and what to do */
3323 if (i) 3124 if (int i = can_apply_object (who, op))
3324 { 3125 {
3325 if (i & CAN_APPLY_NEVER) 3126 if (i & CAN_APPLY_NEVER)
3326 { 3127 {
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3128 new_draw_info_format (NDI_UNIQUE, 0, who,
3129 "You don't have the body to use a %s. H<You can never apply this item.>",
3130 query_name (op));
3328 return 1; 3131 return 1;
3329 } 3132 }
3330 else if (i & CAN_APPLY_RESTRICTION) 3133 else if (i & CAN_APPLY_RESTRICTION)
3331 { 3134 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3135 new_draw_info_format (NDI_UNIQUE, 0, who,
3136 "You have a prohibition against using a %s. "
3137 "H<Your belief, profession or class prevents you from applying this item.>",
3138 query_name (op));
3333 return 1; 3139 return 1;
3334 } 3140 }
3141
3335 if (who->type != PLAYER) 3142 if (who->type != PLAYER)
3336 { 3143 {
3337 /* Some error, so don't try to equip something more */ 3144 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 3145 if (unapply_for_ob (who, op, aflags))
3339 return 1; 3146 return 1;
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3152 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3346 unapply_for_ob (who, op, AP_PRINT); 3153 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 3154 return 1;
3348 } 3155 }
3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3156 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 {
3351 i = unapply_for_ob (who, op, aflags); 3157 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 3158 return 1;
3354 }
3355 } 3159 }
3356 } 3160 }
3357 3161
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3162 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 3163 {
3360 skop = find_skill_by_name (who, op->skill); 3164 skop = find_skill_by_name (who, op->skill);
3165
3361 if (!skop) 3166 if (!skop)
3362 { 3167 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3168 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3364 return 1; 3169 return 1;
3365 } 3170 }
3366 else 3171 else
3367 {
3368 /* While experience will be credited properly, we want to change the 3172 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated 3173 * skill so that the dam and wc get updated
3370 */ 3174 */
3371 change_skill (who, skop, 0); 3175 who->change_skill (skop);
3372 }
3373 }
3374
3375 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3376 { 3176 }
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3177
3178 if (who->type == PLAYER
3179 && op->item_power
3180 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3181 {
3182 new_draw_info (NDI_UNIQUE, 0, who,
3183 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3378 return 1; 3184 return 1;
3379 } 3185 }
3380
3381 3186
3382 /* Ok. We are now at the state where we can apply the new object. 3187 /* Ok. We are now at the state where we can apply the new object.
3383 * Note that we don't have the checks for can_use_... 3188 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3189 * below - that is already taken care of by can_apply_object.
3385 */ 3190 */
3386
3387
3388 if (op->nrof > 1) 3191 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1); 3192 tmp = get_split_ob (op, op->nrof - 1);
3390 else 3193 else
3391 tmp = NULL; 3194 tmp = 0;
3392 3195
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3196 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0); 3197 return RESULT_INT (0);
3395 3198
3396 switch (op->type) 3199 switch (op->type)
3397 { 3200 {
3398 case WEAPON: 3201 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 3202 if (!check_weapon_power (who, op->last_eat))
3400 { 3203 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3204 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3205 "It would consume your soul!." LACK_ITEM_POWER);
3206
3403 if (tmp != NULL) 3207 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3208 insert_ob_in_ob (tmp, who);
3209
3405 return 1; 3210 return 1;
3406 } 3211 }
3212
3213 //TODO: this obviously fails for players using a shorter prefix
3214 // i.e. "R" can use Ragnarok's sword.
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3215 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3216 {
3409 /* if the weapon does not have the name as the character, can't use it. */ 3217 /* if the weapon does not have the name as the character, can't use it. */
3410 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3218 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3411 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3219 new_draw_info (NDI_UNIQUE, 0, who,
3220 "The weapon does not recognize you as its owner. "
3221 "H<Its name indicates that it belongs to somebody else.>");
3222
3412 if (tmp != NULL) 3223 if (tmp)
3413 (void) insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3225
3414 return 1; 3226 return 1;
3415 } 3227 }
3228
3229 if (!skop)
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3232 return 1;
3233 }
3234
3416 SET_FLAG (op, FLAG_APPLIED); 3235 SET_FLAG (op, FLAG_APPLIED);
3417
3418 if (skop)
3419 change_skill (who, skop, 1); 3236 who->change_skill (skop);
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3237
3421 SET_FLAG (who, FLAG_READY_WEAPON); 3238 if (who->contr)
3239 who->change_weapon (who->contr->combat_ob = op);
3422 3240
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3241 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3424 3242
3243 SET_FLAG (who, FLAG_READY_WEAPON);
3425 (void) change_abil (who, op); 3244 change_abil (who, op);
3426 break; 3245 break;
3427 3246
3428 case ARMOUR: 3247 case ARMOUR:
3429 case HELMET: 3248 case HELMET:
3430 case SHIELD: 3249 case SHIELD:
3435 case CLOAK: 3254 case CLOAK:
3436 case RING: 3255 case RING:
3437 case AMULET: 3256 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3258 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3440 (void) change_abil (who, op); 3259 change_abil (who, op);
3441 break; 3260 break;
3261
3442 case LAMP: 3262 case LAMP:
3443 if (op->stats.food < 1) 3263 if (op->stats.food < 1)
3444 { 3264 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3265 new_draw_info_format (NDI_UNIQUE, 0, who,
3266 "Your %s is out of fuel! "
3267 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3446 return 1; 3268 return 1;
3447 } 3269 }
3270
3448 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3271 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3449 tmp2 = arch_to_object (op->other_arch); 3272 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food; 3273 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED); 3274 SET_FLAG (tmp2, FLAG_APPLIED);
3275
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3276 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3277 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3278
3454 insert_ob_in_ob (tmp2, who); 3279 insert_ob_in_ob (tmp2, who);
3455 3280
3456 /* Remove the old lantern */ 3281 /* Remove the old lantern */
3457 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count); 3283 esrv_del_item (who->contr, op->count);
3459 3284
3460 op->destroy (); 3285 op->destroy ();
3461 3286
3462 /* insert the portion that was split off */ 3287 /* insert the portion that was split off */
3463 if (tmp != NULL) 3288 if (tmp)
3464 { 3289 {
3465 (void) insert_ob_in_ob (tmp, who); 3290 insert_ob_in_ob (tmp, who);
3466 if (who->type == PLAYER) 3291 if (who->type == PLAYER)
3467 esrv_send_item (who, tmp); 3292 esrv_send_item (who, tmp);
3468 } 3293 }
3294
3469 who->update_stats (); 3295 who->update_stats ();
3296
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 {
3472 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3473 { 3299 {
3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3300 new_draw_info (NDI_UNIQUE, 0, who,
3301 "Oops, it feels deadly cold! "
3302 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3303 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 } 3304 }
3477 } 3305
3478 if (who->type == PLAYER) 3306 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2); 3307 esrv_send_item (who, tmp2);
3308
3480 return 0; 3309 return 0;
3310
3311 case SKILL_TOOL:
3312 // applying a skill tool also readies the skill
3313 SET_FLAG (op, FLAG_APPLIED);
3314
3315 if (!(aflags & AP_NO_READY))
3316 {
3317 skop = find_skill_by_name (who, op->skill);
3318 if (!skop->flag [FLAG_APPLIED])
3319 apply_special (who, skop, AP_APPLY);
3320 }
3481 break; 3321 break;
3482 3322
3483 /* this part is needed for skill-tools */
3484 case SKILL: 3323 case SKILL:
3485 case SKILL_TOOL: 3324 if (player *pl = who->contr)
3486 if (who->chosen_skill)
3487 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3489 return 1;
3490 } 3325 {
3491 if (who->type == PLAYER) 3326 if (IS_COMBAT_SKILL (op->subtype))
3492 { 3327 {
3493 who->contr->shoottype = range_skill; 3328 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3494 who->contr->ranges[range_skill] = op; 3329 {
3330 for (object *item = who->inv; item; item = item->below)
3331 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3332 {
3333 if (item->skill == op->skill)
3334 {
3335 who->change_weapon (pl->combat_ob = item);
3336 goto found_weapon;
3337 }
3338 }
3339
3340 new_draw_info_format (NDI_UNIQUE, 0, who,
3341 "You need to apply a '%s' melee weapon before readying this skill. "
3342 "H<Some skills need an item, in this case a melee weapon, to function.>",
3343 &op->skill);
3344 return 1;
3345
3346 found_weapon:;
3347 }
3348 else
3349 who->change_weapon (pl->combat_ob = op);
3350 }
3351 else if (IS_RANGED_SKILL (op->subtype))
3352 {
3353 if (skill_flags [op->subtype] & SF_NEED_BOW)
3354 {
3355 for (object *item = who->inv; item; item = item->below)
3356 if (item->type == BOW && item->flag [FLAG_APPLIED])
3357 {
3358 //TODO: bows should/must all have skill missile weapon right now
3359 who->change_weapon (pl->ranged_ob = item);
3360 goto found_bow;
3361 }
3362
3363 new_draw_info (NDI_UNIQUE, 0, who,
3364 "You need to apply a missile weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a missile weapon, to function.>");
3366 return 1;
3367
3368 found_bow:;
3369 }
3370 else
3371 who->change_weapon (pl->ranged_ob = op);
3372 }
3373
3495 if (!op->invisible) 3374 if (!op->invisible)
3496 { 3375 {
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3498 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3377 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3499 } 3378 }
3500 else 3379 else
3501 {
3502 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3380 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3503 } 3381 }
3382 else
3504 } 3383 {
3505 SET_FLAG (op, FLAG_APPLIED); 3384 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op); 3385 change_abil (who, op);
3507 who->chosen_skill = op; 3386 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL); 3387 SET_FLAG (who, FLAG_READY_SKILL);
3388 }
3389
3509 break; 3390 break;
3510 3391
3511 case BOW: 3392 case BOW:
3512 if (!check_weapon_power (who, op->last_eat)) 3393 if (!check_weapon_power (who, op->last_eat))
3513 { 3394 {
3514 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3395 new_draw_info (NDI_UNIQUE, 0, who,
3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3396 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397
3516 if (tmp != NULL) 3398 if (tmp)
3517 (void) insert_ob_in_ob (tmp, who); 3399 insert_ob_in_ob (tmp, who);
3400
3518 return 1; 3401 return 1;
3519 } 3402 }
3403
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 { 3405 {
3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3406 new_draw_info (NDI_UNIQUE, 0, who,
3407 "The weapon does not recognize you as its owner. "
3408 "H<Its name indicates that it belongs to somebody else.>");
3523 if (tmp != NULL) 3409 if (tmp)
3524 (void) insert_ob_in_ob (tmp, who); 3410 insert_ob_in_ob (tmp, who);
3411
3525 return 1; 3412 return 1;
3526 } 3413 }
3414
3527 /*FALLTHROUGH*/ case WAND: 3415 /*FALLTHROUGH*/
3416 case WAND:
3528 case ROD: 3417 case ROD:
3529 case HORN: 3418 case HORN:
3530 /* check for skill, alter player status */ 3419 /* check for skill, alter player status */
3420
3421 if (!skop)
3422 {
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3424 return 1;
3425 }
3426
3531 SET_FLAG (op, FLAG_APPLIED); 3427 SET_FLAG (op, FLAG_APPLIED);
3532 if (skop)
3533 change_skill (who, skop, 0); 3428 who->change_skill (skop);
3429
3430 if (who->contr)
3431 {
3432 who->contr->ranged_ob = op;
3433
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535 3435
3536 if (who->type == PLAYER)
3537 {
3538 if (op->type == BOW) 3436 if (op->type == BOW)
3539 { 3437 {
3438 who->current_weapon = op;
3540 (void) change_abil (who, op); 3439 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who, 3440 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3441 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3543 who->contr->shoottype = range_bow;
3544 }
3545 else
3546 {
3547 who->contr->shoottype = range_misc;
3548 } 3442 }
3549 } 3443 }
3550 else 3444 else
3551 { 3445 {
3552 if (op->type == BOW) 3446 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 3447 SET_FLAG (who, FLAG_READY_BOW);
3554 else 3448 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 3449 SET_FLAG (who, FLAG_READY_RANGE);
3556 } 3450 }
3451
3557 break; 3452 break;
3558 3453
3559 case BUILDER: 3454 case BUILDER:
3560 if (who->contr->ranges[range_builder]) 3455 if (who->type == PLAYER)
3456 {
3457 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3458 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3561 unapply_special (who, who->contr->ranges[range_builder], 0); 3459 unapply_special (who, who->contr->ranged_ob, 0);
3562 who->contr->shoottype = range_builder; 3460
3563 who->contr->ranges[range_builder] = op;
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3462
3463 who->contr->ranged_ob = op;
3464 }
3565 break; 3465 break;
3566 3466
3567 default: 3467 default:
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3468 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3569 } /* end of switch op->type */ 3469 } /* end of switch op->type */
3570 3470
3571 SET_FLAG (op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3572 3472
3573 if (tmp != NULL) 3473 if (tmp)
3574 tmp = insert_ob_in_ob (tmp, who); 3474 tmp = insert_ob_in_ob (tmp, who);
3575 3475
3576 who->update_stats (); 3476 who->update_stats ();
3577 3477
3578 /* We exclude spell casting objects. The fire code will set the 3478 /* We exclude spell casting objects. The fire code will set the
3581 */ 3481 */
3582 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3482 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3583 SET_FLAG (op, FLAG_BEEN_APPLIED); 3483 SET_FLAG (op, FLAG_BEEN_APPLIED);
3584 3484
3585 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3485 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3586 {
3587 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3588 { 3487 {
3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3488 new_draw_info (NDI_UNIQUE, 0, who,
3489 "Oops, it feels deadly cold! "
3490 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 3491 SET_FLAG (op, FLAG_KNOWN_CURSED);
3591 } 3492 }
3592 } 3493
3593 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3594 { 3495 {
3595 /* if multiple objects were applied, update both slots */ 3496 /* if multiple objects were applied, update both slots */
3596 if (tmp) 3497 if (tmp)
3597 esrv_send_item (who, tmp); 3498 esrv_send_item (who, tmp);
3499
3598 esrv_send_item (who, op); 3500 esrv_send_item (who, op);
3599 } 3501 }
3502
3600 return 0; 3503 return 0;
3601} 3504}
3602
3603 3505
3604int 3506int
3605monster_apply_special (object *who, object *op, int aflags) 3507monster_apply_special (object *who, object *op, int aflags)
3606{ 3508{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3509 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3608 return 1; 3510 return 1;
3511
3609 return apply_special (who, op, aflags); 3512 return apply_special (who, op, aflags);
3610} 3513}
3611 3514
3612/** 3515/**
3613 * Map was just loaded, handle op's initialisation. 3516 * Map was just loaded, handle op's initialisation.
3651 3554
3652 case TREASURE: 3555 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3556 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3557 return 0;
3655 3558
3656 while ((op->stats.hp--) > 0) 3559 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3560 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3658 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3561 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659 3562
3660 /* If we generated an object and put it in this object inventory, 3563 /* If we generated an object and put it in this object inventory,
3661 * move it to the parent object as the current object is about 3564 * move it to the parent object as the current object is about
3678 } 3581 }
3679 return tmp ? 1 : 0; 3582 return tmp ? 1 : 0;
3680} 3583}
3681 3584
3682/** 3585/**
3683 * fix_auto_apply goes through the entire map (only the first time 3586 * fix_auto_apply goes through the entire map every time a map
3684 * when an original map is loaded) and performs special actions for 3587 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3588 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3589 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3590 */
3688void 3591void
3689maptile::fix_auto_apply () 3592maptile::fix_auto_apply ()
3767 { 3670 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3671 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3672 tmp->randomitems = NULL;
3770 } 3673 }
3771 3674
3675 // close all containers
3676 else if (tmp->type == CONTAINER)
3677 tmp->flag [FLAG_APPLIED] = 0;
3678
3772 tmp = above; 3679 tmp = above;
3773 } 3680 }
3774 3681
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3682 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3683 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3782 * Handles player eating food that temporarily changes status (resistances, stats). 3689 * Handles player eating food that temporarily changes status (resistances, stats).
3783 * This used to call cast_change_attr(), but 3690 * This used to call cast_change_attr(), but
3784 * that doesn't work with the new spell code. Since we know what 3691 * that doesn't work with the new spell code. Since we know what
3785 * the food changes, just grab a force and use that instead. 3692 * the food changes, just grab a force and use that instead.
3786 */ 3693 */
3787
3788void 3694void
3789eat_special_food (object *who, object *food) 3695eat_special_food (object *who, object *food)
3790{ 3696{
3791 object *force; 3697 object *force;
3792 int i, did_one = 0; 3698 int i, did_one = 0;
3793 sint8 k;
3794 3699
3795 force = get_archetype (FORCE_NAME); 3700 force = get_archetype (FORCE_NAME);
3796 3701
3797 for (i = 0; i < NUM_STATS; i++) 3702 for (i = 0; i < NUM_STATS; i++)
3798 { 3703 if (sint8 k = food->stats.stat (i))
3799 k = get_attr_value (&food->stats, i);
3800 if (k)
3801 { 3704 {
3802 set_attr_value (&force->stats, i, k); 3705 force->stats.stat (i) = k;
3803 did_one = 1; 3706 did_one = 1;
3804 } 3707 }
3805 }
3806 3708
3807 /* check if we can protect the eater */ 3709 /* check if we can protect the eater */
3808 for (i = 0; i < NROFATTACKS; i++) 3710 for (i = 0; i < NROFATTACKS; i++)
3809 { 3711 {
3810 if (food->resist[i] > 0) 3712 if (food->resist[i] > 0)
3829 /* check for hp, sp change */ 3731 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3732 if (food->stats.hp != 0)
3831 { 3733 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3734 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3735 {
3834 strcpy (who->contr->killer, food->name); 3736 assign (who->contr->killer, food->name);
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3737 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3738 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 } 3739 }
3838 else 3740 else
3839 { 3741 {
3940 3842
3941 if (failure <= -1 && failure > -15) 3843 if (failure <= -1 && failure > -15)
3942 { /* wonder */ 3844 { /* wonder */
3943 object *tmp; 3845 object *tmp;
3944 3846
3945 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3847 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3946 tmp = get_archetype (SPELL_WONDER); 3848 tmp = get_archetype (SPELL_WONDER);
3947 cast_wonder (op, op, 0, tmp); 3849 cast_wonder (op, op, 0, tmp);
3948 tmp->destroy (); 3850 tmp->destroy ();
3949 } 3851 }
3950 else if (failure <= -15 && failure > -35) 3852 else if (failure <= -15 && failure > -35)
3971 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3972 blind_player (op, op, power); 3874 blind_player (op, op, power);
3973 } 3875 }
3974 else if (failure <= -80) 3876 else if (failure <= -80)
3975 { /* blast the immediate area */ 3877 { /* blast the immediate area */
3976 object *tmp;
3977
3978 tmp = get_archetype (LOOSE_MANA); 3878 object *tmp = get_archetype (LOOSE_MANA);
3979 cast_magic_storm (op, tmp, power); 3879 cast_magic_storm (op, tmp, power);
3980 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3880 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3981 tmp->destroy (); 3881 tmp->destroy ();
3982 } 3882 }
3983 } 3883 }
3984} 3884}
3985 3885
4005 */ 3905 */
4006 int i, j; 3906 int i, j;
4007 3907
4008 for (i = 0; i < NUM_STATS; i++) 3908 for (i = 0; i < NUM_STATS; i++)
4009 { 3909 {
4010 sint8 stat = get_attr_value (stats, i); 3910 int race_bonus = pl->arch->stats.stat (i);
4011 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3911 sint8 stat = stats->stat (i) + ns->stat (i);
4012 3912
4013 stat += get_attr_value (ns, i);
4014 if (stat > 20 + race_bonus) 3913 if (stat > 20 + race_bonus)
4015 { 3914 {
4016 excess_stat++; 3915 excess_stat++;
4017 stat = 20 + race_bonus; 3916 stat = 20 + race_bonus;
4018 } 3917 }
4019 set_attr_value (stats, i, stat); 3918
3919 stats->stat (i) = stat;
4020 } 3920 }
4021 3921
4022 for (j = 0; excess_stat > 0 && j < 100; j++) 3922 for (j = 0; excess_stat > 0 && j < 100; j++)
4023 { /* try 100 times to assign excess stats */ 3923 { /* try 100 times to assign excess stats */
4024 int i = rndm (0, 6); 3924 int i = rndm (0, 6);
4025 int stat = get_attr_value (stats, i);
4026 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4027 3925
4028 if (i == CHA) 3926 if (i == CHA)
4029 continue; /* exclude cha from this */ 3927 continue; /* exclude cha from this */
3928
3929 int stat = stats->stat (i);
3930 int race_bonus = pl->arch->stats.stat (i);
4030 if (stat < 20 + race_bonus) 3931 if (stat < 20 + race_bonus)
4031 { 3932 {
4032 change_attr_value (stats, i, 1); 3933 change_attr_value (stats, i, 1);
4033 excess_stat--; 3934 excess_stat--;
4034 } 3935 }
4037 /* insert the randomitems from the change's treasurelist into 3938 /* insert the randomitems from the change's treasurelist into
4038 * the player ref: player.c 3939 * the player ref: player.c
4039 */ 3940 */
4040 if (change->randomitems != NULL) 3941 if (change->randomitems != NULL)
4041 give_initial_items (pl, change->randomitems); 3942 give_initial_items (pl, change->randomitems);
4042
4043 3943
4044 /* set up the face, for some races. */ 3944 /* set up the face, for some races. */
4045 3945
4046 /* first, look for the force object banning 3946 /* first, look for the force object banning
4047 * changing the face. Certain races never change face with class. 3947 * changing the face. Certain races never change face with class.
4092 char got[MAX_BUF]; 3992 char got[MAX_BUF];
4093 int len; 3993 int len;
4094 3994
4095 if (!pl || !transformer) 3995 if (!pl || !transformer)
4096 return; 3996 return;
3997
4097 marked = find_marked_object (pl); 3998 marked = find_marked_object (pl);
3999
4098 if (!marked) 4000 if (!marked)
4099 { 4001 {
4100 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
4101 return; 4003 return;
4102 } 4004 }
4005
4103 if (!marked->slaying) 4006 if (!marked->slaying)
4104 { 4007 {
4105 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4008 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4106 return; 4009 return;
4107 } 4010 }
4011
4108 /* check whether they are compatible or not */ 4012 /* check whether they are compatible or not */
4109 find = strstr (marked->slaying, transformer->arch->name); 4013 find = strstr (marked->slaying, transformer->arch->archname);
4110 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4014 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4111 { 4015 {
4112 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4016 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
4113 return; 4017 return;
4114 } 4018 }
4019
4115 find += strlen (transformer->arch->name) + 1; 4020 find += strlen (transformer->arch->archname) + 1;
4116 /* Item can be used, now find how many and what it yields */ 4021 /* Item can be used, now find how many and what it yields */
4117 if (isdigit (*(find))) 4022 if (isdigit (*(find)))
4118 { 4023 {
4119 yield = atoi (find); 4024 yield = atoi (find);
4120 if (yield < 1) 4025 if (yield < 1)
4128 4033
4129 while (isdigit (*find)) 4034 while (isdigit (*find))
4130 find++; 4035 find++;
4131 while (*find == ' ') 4036 while (*find == ' ')
4132 find++; 4037 find++;
4038
4133 memset (got, 0, MAX_BUF); 4039 memset (got, 0, MAX_BUF);
4040
4134 if ((separator = strchr (find, ';')) != NULL) 4041 if ((separator = strchr (find, ';')) != NULL)
4135 {
4136 len = separator - find; 4042 len = separator - find;
4137 }
4138 else 4043 else
4139 {
4140 len = strlen (find); 4044 len = strlen (find);
4141 } 4045
4142 if (len > MAX_BUF - 1) 4046 if (len > MAX_BUF - 1)
4143 len = MAX_BUF - 1; 4047 len = MAX_BUF - 1;
4048
4144 strcpy (got, find); 4049 strcpy (got, find);
4145 got[len] = '\0'; 4050 got[len] = '\0';
4146 4051
4147 /* Now create new item, remove used ones when required. */ 4052 /* Now create new item, remove used ones when required. */
4148 new_item = get_archetype (got); 4053 new_item = get_archetype (got);
4156 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
4157 insert_ob_in_ob (new_item, pl); 4062 insert_ob_in_ob (new_item, pl);
4158 esrv_send_inventory (pl, pl); 4063 esrv_send_inventory (pl, pl);
4159 /* Eat up one item */ 4064 /* Eat up one item */
4160 decrease_ob_nr (marked, 1); 4065 decrease_ob_nr (marked, 1);
4066
4161 /* Eat one transformer if needed */ 4067 /* Eat one transformer if needed */
4162 if (transformer->stats.food) 4068 if (transformer->stats.food)
4163 if (--transformer->stats.food == 0) 4069 if (--transformer->stats.food == 0)
4164 decrease_ob_nr (transformer, 1); 4070 decrease_ob_nr (transformer, 1);
4165} 4071}

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