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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 1.78 by root, Mon Apr 30 05:54:14 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <living.h> 26#include <living.h>
27#include <spells.h> 27#include <spells.h>
28#include <skills.h> 28#include <skills.h>
65 { 65 {
66 arch_flag = 1; 66 arch_flag = 1;
67 name_flag = 1; 67 name_flag = 1;
68 race_flag = 1; 68 race_flag = 1;
69 } 69 }
70
70 /* If the director has race set, only affect objects with a arch, 71 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 72 * name or race that matches.
72 */ 73 */
73 if ((op->race) && 74 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 76 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 77 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 78 return 1;
79 } 79
80 /* If the director has slaying set, only affect objects where none 80 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 81 * of arch, name, or race match.
82 */ 82 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 84 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 85 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 86 return 1;
88 } 87
89 return 0; 88 return 0;
90} 89}
91 90
92/** 91/**
93 * This handles a player dropping money on an altar to identify stuff. 92 * This handles a player dropping money on an altar to identify stuff.
422 int count = 0; 421 int count = 0;
423 422
424 423
425 if (item == NULL) 424 if (item == NULL)
426 return 0; 425 return 0;
426
427 op = op->below; 427 op = op->below;
428 while (op != NULL) 428 while (op != NULL)
429 { 429 {
430 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
431 { 431 {
436 count++; 436 count++;
437 else 437 else
438 count += op->nrof; 438 count += op->nrof;
439 } 439 }
440 } 440 }
441
441 op = op->below; 442 op = op->below;
442 } 443 }
444
443 return count; 445 return count;
444} 446}
445 447
446/** 448/**
447 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
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}
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 */
1628 1435
1629 1436
1630 case CONVERTER: 1437 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1632 { 1439 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1441 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 } 1442 }
1644 } 1443
1645 goto leave; 1444 goto leave;
1646 1445
1647 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1706 1505
1707 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1708 goto leave; 1507 goto leave;
1709 1508
1710 case CONTAINER: 1509 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1715 goto leave; 1511 goto leave;
1716 1512
1717 case RUNE: 1513 case RUNE:
1718 case TRAP: 1514 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1779 1575
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1577
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1579 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); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1785 1582
1786 /* gain xp from reading */ 1583 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1585 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1945 return; 1742 return;
1946 } 1743 }
1947 1744
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1746 {
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."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1748 return;
1952 } 1749 }
1953 1750
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1752
1978 { 1775 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1980 1777
1981 if (!spell_skill) 1778 if (!spell_skill)
1982 { 1779 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1781 return;
1985 } 1782 }
1986 1783
1987 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1988 { 1785 {
2022 else 1819 else
2023 { 1820 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 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"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 } 1823 }
1824
2027 decrease_ob (tmp); 1825 decrease_ob (tmp);
2028} 1826}
2029 1827
2030/** 1828/**
2031 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2026 return 0;
2229 2027
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2029 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2034 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2035 if (tmp->arch->name == dragon_skin_force)
2237 skin = tmp; 2036 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2037 else if (tmp->arch->name == dragon_ability_force)
2239 abil = tmp; 2038 abil = tmp;
2240 }
2241 }
2242 2039
2243 /* if either skin or ability are missing, this is an old player 2040 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2041 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2042 if (skin == NULL || abil == NULL)
2246 return 0; 2043 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2086 chance = MIN (100., chance * 2.);
2290 2087
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2088 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2090 {
2294 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2295 winners++; 2092 winners++;
2296 } 2093 }
2297 2094
2456 continue; /*Not a valid exit */ 2253 continue; /*Not a valid exit */
2457 2254
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2256 continue; /*Not in the same place */
2460 2257
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2258 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2259 continue; /*Not in the same map */
2463 2260
2464 /* From here we have found the exit is valid. However we do 2261 /* 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 2262 * here the check of the exit owner. It is important for the
2466 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2617 case POTION: 2414 case POTION:
2618 (void) apply_potion (op, tmp); 2415 (void) apply_potion (op, tmp);
2619 return 1; 2416 return 1;
2620 2417
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2418 /* Eneq(@csd.uu.se): Handle apply on containers. */
2419 //TODO: remove, as it is unsed?
2622 case CLOSE_CON: 2420 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); 2421 apply_container (op, tmp->env);
2627 return 1; 2422 return 1;
2628 2423
2629 case CONTAINER: 2424 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp); 2425 apply_container (op, tmp);
2634 return 1; 2426 return 1;
2635 2427
2636 case TREASURE: 2428 case TREASURE:
2637 if (op->type == PLAYER) 2429 if (op->type == PLAYER)
2638 { 2430 {
2639 apply_treasure (op, tmp); 2431 apply_treasure (op, tmp);
2640 return 1; 2432 return 1;
2641 } 2433 }
2642 else 2434 else
2643 {
2644 return 0; 2435 return 0;
2645 }
2646 2436
2647 case WEAPON: 2437 case WEAPON:
2648 case ARMOUR: 2438 case ARMOUR:
2649 case BOOTS: 2439 case BOOTS:
2650 case GLOVES: 2440 case GLOVES:
2714 } 2504 }
2715 2505
2716 case MENU: 2506 case MENU:
2717 if (op->type == PLAYER) 2507 if (op->type == PLAYER)
2718 { 2508 {
2719 shop_listing (op); 2509 shop_listing (tmp, op);
2720 return 1; 2510 return 1;
2721 } 2511 }
2722 else 2512 else
2723 { 2513 {
2724 return 0; 2514 return 0;
2802 */ 2592 */
2803 2593
2804void 2594void
2805player_apply_below (object *pl) 2595player_apply_below (object *pl)
2806{ 2596{
2807 object *tmp, *next;
2808 int floors; 2597 int floors = 0;
2809 2598
2810 /* If using a container, set the starting item to be the top 2599 /* If using a container, set the starting item to be the top
2811 * item in the container. Otherwise, use the map. 2600 * 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 2601 * 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 2602 * 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 2603 * 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 2604 * problem if player_apply() has a bug in that it uses the object but does
2819 * not return a proper value. 2605 * not return a proper value.
2820 */ 2606 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2607 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2822 { 2608 {
2823 next = tmp->below; 2609 next = tmp->below;
2610
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2611 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++; 2612 floors++;
2826 else if (floors > 0) 2613 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */ 2614 return; /* process only floor objects after first floor object */
2828 2615
2854 return RESULT_INT (0); 2641 return RESULT_INT (0);
2855 2642
2856 object *tmp2; 2643 object *tmp2;
2857 2644
2858 CLEAR_FLAG (op, FLAG_APPLIED); 2645 CLEAR_FLAG (op, FLAG_APPLIED);
2646
2859 switch (op->type) 2647 switch (op->type)
2860 { 2648 {
2861 case WEAPON: 2649 case WEAPON:
2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2650 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2863 2651
2868 break; 2656 break;
2869 2657
2870 case SKILL: /* allows objects to impart skills */ 2658 case SKILL: /* allows objects to impart skills */
2871 case SKILL_TOOL: 2659 case SKILL_TOOL:
2872 if (op != who->chosen_skill) 2660 if (op != who->chosen_skill)
2873 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2661 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2875 } 2662
2876 if (who->type == PLAYER) 2663 if (who->type == PLAYER)
2877 { 2664 {
2878 if (who->contr->shoottype == range_skill) 2665 if (who->contr->ranged_ob == op)
2879 who->contr->shoottype = range_none; 2666 {
2667 who->contr->ranged_skill = 0;
2668 who->contr->ranged_ob = 0;
2669 }
2670
2880 if (!op->invisible) 2671 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2672 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else 2673 else
2885 {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2674 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 } 2675 }
2888 } 2676
2889 (void) change_abil (who, op); 2677 change_abil (who, op);
2890 who->chosen_skill = NULL; 2678 who->chosen_skill = 0;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL); 2679 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 2680 break;
2893 2681
2894 case ARMOUR: 2682 case ARMOUR:
2895 case HELMET: 2683 case HELMET:
2934 } 2722 }
2935 if (who->type == PLAYER) 2723 if (who->type == PLAYER)
2936 esrv_send_item (who, tmp2); 2724 esrv_send_item (who, tmp2);
2937 return 1; /* otherwise, an attempt to drop causes problems */ 2725 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 2726 break;
2727
2939 case BOW: 2728 case BOW:
2940 case WAND: 2729 case WAND:
2941 case ROD: 2730 case ROD:
2942 case HORN: 2731 case HORN:
2943 clear_skill (who); 2732 clear_skill (who);
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER) 2733 if (who->type == PLAYER)
2946 { 2734 {
2947 who->contr->shoottype = range_none; 2735 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2736
2737 who->contr->ranged_skill = 0;
2738 who->contr->ranged_ob = 0;
2948 } 2739 }
2949 else 2740 else
2950 { 2741 {
2951 if (op->type == BOW) 2742 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW); 2743 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else 2744 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE); 2745 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 } 2746 }
2747
2956 break; 2748 break;
2957 2749
2958 case BUILDER: 2750 case BUILDER:
2751 if (who->type == PLAYER)
2752 {
2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2753 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2960 who->contr->shoottype = range_none; 2754
2961 who->contr->ranges[range_builder] = NULL; 2755 who->contr->ranged_skill = 0;
2756 who->contr->ranged_ob = 0;
2757 }
2962 break; 2758 break;
2963 2759
2964 default: 2760 default:
2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2966 break; 2762 break;
3118/** 2914/**
3119 * Checks to see if 'who' can apply object 'op'. 2915 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 2916 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 2917 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 2918 * set, but largely depends on circumstance - in the future, processing
3123 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2919 * 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?) 2920 * is set, do we really are what the other flags may be?)
3125 * 2921 *
3126 * See include/define.h for detailed description of the meaning of 2922 * See include/define.h for detailed description of the meaning of
3127 * these return values. 2923 * these return values.
3128 */ 2924 */
3130can_apply_object (object *who, object *op) 2926can_apply_object (object *who, object *op)
3131{ 2927{
3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2928 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133 return RESULT_INT (0); 2929 return RESULT_INT (0);
3134 2930
3135 int i, retval = 0; 2931 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 2932 object *tmp = 0, *ws = 0;
3137 2933
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2934 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3139 * 2 weapons, but we don't want to let them do that. So if they are 2935 * 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 2936 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way. 2937 * in place and store that way.
3142 */ 2938 */
3143 if (op->type == WEAPON || op->type == SHIELD) 2939 if (op->type == WEAPON || op->type == BOW || op->type == SHIELD)
3144 { 2940 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2941 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
3146 { 2942 {
3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3148 { 2944 {
3150 ws = tmp; 2946 ws = tmp;
3151 } 2947 }
3152 } 2948 }
3153 } 2949 }
3154 2950
3155
3156 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2951 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3157 { 2952 {
3158 if (op->body_info[i]) 2953 if (op->body_info[i])
3159 { 2954 {
3160 /* Item uses more slots than we have */ 2955 /* Item uses more slots than we have */
3161 if (FABS (op->body_info[i]) > who->body_info[i]) 2956 if (abs (op->body_info[i]) > who->body_info[i])
3162 { 2957 {
3163 /* Could return now for efficiently - rest of info below isn' 2958 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 2959 * really needed.
3165 */ 2960 */
3166 retval |= CAN_APPLY_NEVER; 2961 retval |= CAN_APPLY_NEVER;
3167 } 2962 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 2963 else if ((who->body_used[i] + op->body_info[i]) < 0)
3169 { 2964 {
3170 /* in this case, equipping this would use more free spots than 2965 /* in this case, equipping this would use more free spots than
3171 * we have. 2966 * we have.
3172 */ 2967 */
3173 object *tmp1;
3174
3175 2968
3176 /* if we have an applied weapon/shield, and unapply it would free 2969 /* 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 2970 * enough slots to equip the new item, then just set this can
3178 * continue. We don't care about the logic below - if you have 2971 * continue. We don't care about the logic below - if you have
3179 * shield equipped and try to equip another shield, there is only 2972 * shield equipped and try to equip another shield, there is only
3188 retval |= CAN_APPLY_UNAPPLY; 2981 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 2982 continue;
3190 } 2983 }
3191 } 2984 }
3192 2985
3193 tmp1 = get_item_from_body_location (who->inv, i); 2986 object *tmp1 = get_item_from_body_location (who->inv, i);
3194 if (!tmp1) 2987 if (!tmp1)
3195 { 2988 {
3196#if 0 2989#if 0
3197 /* This is sort of an error, but happens a lot when old players 2990 /* 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. 2991 * join in with more stuff equipped than they are now allowed.
3209 */ 3002 */
3210 retval |= CAN_APPLY_UNAPPLY; 3003 retval |= CAN_APPLY_UNAPPLY;
3211 if (!tmp) 3004 if (!tmp)
3212 tmp = tmp1; 3005 tmp = tmp1;
3213 else if (tmp != tmp1) 3006 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3007 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 3008
3217 /* This object isn't using up all the slots, so there must 3009 /* 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 3010 * be another. If so, and it the new item doesn't need all
3219 * the slots, the player then has a choice. 3011 * the slots, the player then has a choice.
3220 */ 3012 */
3221 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3013 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i])
3014 && abs (op->body_info[i]) < who->body_info[i])
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3015 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 3016
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 3017 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 3018 * equipped? If not, there must be something else to unapply.
3226 */ 3019 */
3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3020 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i])
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 3021 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 3022 }
3231 } /* if not enough free slots */ 3023 } /* if not enough free slots */
3232 } /* if this object uses location i */ 3024 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 3025 } /* for i -> num_body_locations loop */
3234 3026
3239 * and weapons all use the same slot. Similar for horn/rod/wand - they 3031 * and weapons all use the same slot. Similar for horn/rod/wand - they
3240 * all use the same location. 3032 * all use the same location.
3241 */ 3033 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3034 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION; 3035 retval |= CAN_APPLY_RESTRICTION;
3036
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3037 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION; 3038 retval |= CAN_APPLY_RESTRICTION;
3246 3039
3247
3248 if (who->type != PLAYER) 3040 if (who->type != PLAYER)
3249 { 3041 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3042 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3251 retval |= CAN_APPLY_RESTRICTION; 3043 retval |= CAN_APPLY_RESTRICTION;
3044
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3045 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3047
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3048 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION; 3049 retval |= CAN_APPLY_RESTRICTION;
3050
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION; 3052 retval |= CAN_APPLY_RESTRICTION;
3258 } 3053 }
3054
3259 return retval; 3055 return retval;
3260} 3056}
3261
3262
3263 3057
3264/** 3058/**
3265 * who is the object using the object. It can be a monster. 3059 * 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, 3060 * 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 3061 * eg, one which you put on and keep on for a while, and not something
3286int 3080int
3287apply_special (object *who, object *op, int aflags) 3081apply_special (object *who, object *op, int aflags)
3288{ 3082{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 3083 int basic_flag = aflags & AP_BASIC_FLAGS;
3290 object *tmp, *tmp2, *skop = NULL; 3084 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292 3085
3293 if (who == NULL) 3086 if (who == NULL)
3294 { 3087 {
3295 LOG (llevError, "apply_special() from object without environment.\n"); 3088 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1; 3089 return 1;
3309 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3102 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3310 { 3103 {
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3104 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op));
3312 return 1; 3105 return 1;
3313 } 3106 }
3107
3314 return unapply_special (who, op, aflags); 3108 return unapply_special (who, op, aflags);
3315 } 3109 }
3316 3110
3317 if (basic_flag == AP_UNAPPLY) 3111 if (basic_flag == AP_UNAPPLY)
3318 return 0; 3112 return 0;
3319 3113
3320 i = can_apply_object (who, op);
3321
3322 /* Can't just apply this object. Lets see what not and what to do */ 3114 /* Can't just apply this object. Lets see what not and what to do */
3323 if (i) 3115 if (int i = can_apply_object (who, op))
3324 { 3116 {
3325 if (i & CAN_APPLY_NEVER) 3117 if (i & CAN_APPLY_NEVER)
3326 { 3118 {
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3119 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3328 return 1; 3120 return 1;
3330 else if (i & CAN_APPLY_RESTRICTION) 3122 else if (i & CAN_APPLY_RESTRICTION)
3331 { 3123 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3124 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3333 return 1; 3125 return 1;
3334 } 3126 }
3127
3335 if (who->type != PLAYER) 3128 if (who->type != PLAYER)
3336 { 3129 {
3337 /* Some error, so don't try to equip something more */ 3130 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 3131 if (unapply_for_ob (who, op, aflags))
3339 return 1; 3132 return 1;
3346 unapply_for_ob (who, op, AP_PRINT); 3139 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 3140 return 1;
3348 } 3141 }
3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 { 3143 {
3351 i = unapply_for_ob (who, op, aflags); 3144 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 3145 return 1;
3354 } 3146 }
3355 } 3147 }
3356 } 3148 }
3357 3149
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3150 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 3151 {
3360 skop = find_skill_by_name (who, op->skill); 3152 skop = find_skill_by_name (who, op->skill);
3153
3361 if (!skop) 3154 if (!skop)
3362 { 3155 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3156 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3364 return 1; 3157 return 1;
3365 } 3158 }
3366 else 3159 else
3367 {
3368 /* While experience will be credited properly, we want to change the 3160 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated 3161 * skill so that the dam and wc get updated
3370 */ 3162 */
3371 change_skill (who, skop, 0); 3163 change_skill (who, skop, 0);
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 { 3164 }
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3165
3166 if (who->type == PLAYER
3167 && op->item_power
3168 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3169 {
3170 new_draw_info (NDI_UNIQUE, 0, who,
3171 "Equipping that combined with other items would consume your soul! "
3172 "[use the skills command to check your available item power]");
3378 return 1; 3173 return 1;
3379 } 3174 }
3380
3381 3175
3382 /* Ok. We are now at the state where we can apply the new object. 3176 /* 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_... 3177 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3178 * below - that is already taken care of by can_apply_object.
3385 */ 3179 */
3386
3387
3388 if (op->nrof > 1) 3180 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1); 3181 tmp = get_split_ob (op, op->nrof - 1);
3390 else 3182 else
3391 tmp = NULL; 3183 tmp = 0;
3392 3184
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3185 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0); 3186 return RESULT_INT (0);
3395 3187
3396 switch (op->type) 3188 switch (op->type)
3398 case WEAPON: 3190 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 3191 if (!check_weapon_power (who, op->last_eat))
3400 { 3192 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3193 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3402 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3194 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3403 if (tmp != NULL) 3195 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3196 insert_ob_in_ob (tmp, who);
3405 return 1; 3197 return 1;
3406 } 3198 }
3199
3200 //TODO: this obviously fails for players using a shiorter prefix
3201 // i.e. "R" can use Ragnarok's sword.
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3202 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3203 {
3409 /* if the weapon does not have the name as the character, can't use it. */ 3204 /* 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) */ 3205 /* (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."); 3206 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3207
3412 if (tmp != NULL) 3208 if (tmp)
3413 (void) insert_ob_in_ob (tmp, who); 3209 insert_ob_in_ob (tmp, who);
3210
3414 return 1; 3211 return 1;
3415 } 3212 }
3213
3416 SET_FLAG (op, FLAG_APPLIED); 3214 SET_FLAG (op, FLAG_APPLIED);
3417 3215
3418 if (skop) 3216 if (!skop)
3217 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3218 else//TODO
3419 change_skill (who, skop, 1); 3219 change_skill (who, skop, 1);
3220
3221 if (who->type == PLAYER)
3222 who->contr->set_skill (skop, op);
3223
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3224 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3421 SET_FLAG (who, FLAG_READY_WEAPON); 3225 SET_FLAG (who, FLAG_READY_WEAPON);
3422 3226
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3227 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3424 3228
3425 (void) change_abil (who, op); 3229 change_abil (who, op);
3426 break; 3230 break;
3427 3231
3428 case ARMOUR: 3232 case ARMOUR:
3429 case HELMET: 3233 case HELMET:
3430 case SHIELD: 3234 case SHIELD:
3435 case CLOAK: 3239 case CLOAK:
3436 case RING: 3240 case RING:
3437 case AMULET: 3241 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 3242 SET_FLAG (op, FLAG_APPLIED);
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3243 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3440 (void) change_abil (who, op); 3244 change_abil (who, op);
3441 break; 3245 break;
3246
3442 case LAMP: 3247 case LAMP:
3443 if (op->stats.food < 1) 3248 if (op->stats.food < 1)
3444 { 3249 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3250 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3446 return 1; 3251 return 1;
3447 } 3252 }
3253
3448 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3254 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3449 tmp2 = arch_to_object (op->other_arch); 3255 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food; 3256 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED); 3257 SET_FLAG (tmp2, FLAG_APPLIED);
3258
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3259 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3260 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3261
3454 insert_ob_in_ob (tmp2, who); 3262 insert_ob_in_ob (tmp2, who);
3455 3263
3456 /* Remove the old lantern */ 3264 /* Remove the old lantern */
3457 if (who->type == PLAYER) 3265 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count); 3266 esrv_del_item (who->contr, op->count);
3459 3267
3460 op->destroy (); 3268 op->destroy ();
3461 3269
3462 /* insert the portion that was split off */ 3270 /* insert the portion that was split off */
3463 if (tmp != NULL) 3271 if (tmp)
3464 { 3272 {
3465 (void) insert_ob_in_ob (tmp, who); 3273 insert_ob_in_ob (tmp, who);
3466 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3467 esrv_send_item (who, tmp); 3275 esrv_send_item (who, tmp);
3468 } 3276 }
3277
3469 who->update_stats (); 3278 who->update_stats ();
3279
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3280 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 { 3281 {
3472 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3473 { 3283 {
3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3284 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3285 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 } 3286 }
3477 } 3287 }
3288
3478 if (who->type == PLAYER) 3289 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2); 3290 esrv_send_item (who, tmp2);
3291
3480 return 0; 3292 return 0;
3481 break;
3482 3293
3483 /* this part is needed for skill-tools */ 3294 /* this part is needed for skill-tools */
3484 case SKILL: 3295 case SKILL:
3485 case SKILL_TOOL: 3296 case SKILL_TOOL:
3486 if (who->chosen_skill) 3297 if (who->chosen_skill)
3487 { 3298 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3299 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3489 return 1; 3300 return 1;
3490 } 3301 }
3302
3491 if (who->type == PLAYER) 3303 if (who->type == PLAYER)
3492 { 3304 {
3493 who->contr->shoottype = range_skill;
3494 who->contr->ranges[range_skill] = op; 3305 who->contr->set_skill (op);
3306
3495 if (!op->invisible) 3307 if (!op->invisible)
3496 { 3308 {
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3309 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); 3310 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3499 } 3311 }
3500 else 3312 else
3501 {
3502 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3313 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3503 } 3314 }
3504 } 3315
3316 if (who->type == PLAYER)
3317 who->contr->set_skill (op, 0);
3318
3505 SET_FLAG (op, FLAG_APPLIED); 3319 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op); 3320 change_abil (who, op);
3507 who->chosen_skill = op; 3321 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL); 3322 SET_FLAG (who, FLAG_READY_SKILL);
3509 break; 3323 break;
3510 3324
3511 case BOW: 3325 case BOW:
3512 if (!check_weapon_power (who, op->last_eat)) 3326 if (!check_weapon_power (who, op->last_eat))
3513 { 3327 {
3514 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3328 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3329 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3330
3516 if (tmp != NULL) 3331 if (tmp)
3517 (void) insert_ob_in_ob (tmp, who); 3332 insert_ob_in_ob (tmp, who);
3333
3518 return 1; 3334 return 1;
3519 } 3335 }
3336
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3337 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 { 3338 {
3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3339 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3523 if (tmp != NULL) 3340 if (tmp != NULL)
3524 (void) insert_ob_in_ob (tmp, who); 3341 insert_ob_in_ob (tmp, who);
3342
3525 return 1; 3343 return 1;
3526 } 3344 }
3345
3527 /*FALLTHROUGH*/ case WAND: 3346 /*FALLTHROUGH*/
3347 case WAND:
3528 case ROD: 3348 case ROD:
3529 case HORN: 3349 case HORN:
3530 /* check for skill, alter player status */ 3350 /* check for skill, alter player status */
3531 SET_FLAG (op, FLAG_APPLIED); 3351 SET_FLAG (op, FLAG_APPLIED);
3352
3532 if (skop) 3353 if (!skop)
3354 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3355 else//TODO
3533 change_skill (who, skop, 0); 3356 change_skill (who, skop, 0);
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535 3357
3536 if (who->type == PLAYER) 3358 if (who->type == PLAYER)
3537 { 3359 {
3360 who->contr->set_skill (skop, op);
3361
3362 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3363
3538 if (op->type == BOW) 3364 if (op->type == BOW)
3539 { 3365 {
3540 (void) change_abil (who, op); 3366 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who, 3367 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3368 "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 } 3369 }
3549 } 3370 }
3550 else 3371 else
3551 { 3372 {
3552 if (op->type == BOW) 3373 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 3374 SET_FLAG (who, FLAG_READY_BOW);
3554 else 3375 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 3376 SET_FLAG (who, FLAG_READY_RANGE);
3556 } 3377 }
3378
3557 break; 3379 break;
3558 3380
3559 case BUILDER: 3381 case BUILDER:
3560 if (who->contr->ranges[range_builder]) 3382 if (who->type == PLAYER)
3383 {
3384 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3561 unapply_special (who, who->contr->ranges[range_builder], 0); 3385 unapply_special (who, who->contr->ranged_ob, 0);
3562 who->contr->shoottype = range_builder; 3386
3563 who->contr->ranges[range_builder] = op;
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3387 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3388
3389 who->contr->ranged_skill = who;
3390 who->contr->ranged_ob = op;
3391 }
3565 break; 3392 break;
3566 3393
3567 default: 3394 default:
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3395 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3569 } /* end of switch op->type */ 3396 } /* end of switch op->type */
3588 { 3415 {
3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3416 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 3417 SET_FLAG (op, FLAG_KNOWN_CURSED);
3591 } 3418 }
3592 } 3419 }
3420
3593 if (who->type == PLAYER) 3421 if (who->type == PLAYER)
3594 { 3422 {
3595 /* if multiple objects were applied, update both slots */ 3423 /* if multiple objects were applied, update both slots */
3596 if (tmp) 3424 if (tmp)
3597 esrv_send_item (who, tmp); 3425 esrv_send_item (who, tmp);
3426
3598 esrv_send_item (who, op); 3427 esrv_send_item (who, op);
3599 } 3428 }
3429
3600 return 0; 3430 return 0;
3601} 3431}
3602
3603 3432
3604int 3433int
3605monster_apply_special (object *who, object *op, int aflags) 3434monster_apply_special (object *who, object *op, int aflags)
3606{ 3435{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3436 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3651 3480
3652 case TREASURE: 3481 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3482 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3483 return 0;
3655 3484
3656 while ((op->stats.hp--) > 0) 3485 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3486 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); 3487 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659 3488
3660 /* If we generated an object and put it in this object inventory, 3489 /* 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 3490 * move it to the parent object as the current object is about
3678 } 3507 }
3679 return tmp ? 1 : 0; 3508 return tmp ? 1 : 0;
3680} 3509}
3681 3510
3682/** 3511/**
3683 * fix_auto_apply goes through the entire map (only the first time 3512 * fix_auto_apply goes through the entire map every time a map
3684 * when an original map is loaded) and performs special actions for 3513 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3514 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3515 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3516 */
3688void 3517void
3689maptile::fix_auto_apply () 3518maptile::fix_auto_apply ()
3767 { 3596 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3597 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3598 tmp->randomitems = NULL;
3770 } 3599 }
3771 3600
3601 // close all containers
3602 else if (tmp->type == CONTAINER)
3603 tmp->flag [FLAG_APPLIED] = 0;
3604
3772 tmp = above; 3605 tmp = above;
3773 } 3606 }
3774 3607
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3608 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3609 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3829 /* check for hp, sp change */ 3662 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3663 if (food->stats.hp != 0)
3831 { 3664 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3665 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3666 {
3834 strcpy (who->contr->killer, food->name); 3667 assign (who->contr->killer, food->name);
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3668 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3669 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 } 3670 }
3838 else 3671 else
3839 { 3672 {

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