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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 1.81 by root, Thu May 3 09:26:45 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 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
25#include <cmath>
24 26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
65 { 64 {
66 arch_flag = 1; 65 arch_flag = 1;
67 name_flag = 1; 66 name_flag = 1;
68 race_flag = 1; 67 race_flag = 1;
69 } 68 }
69
70 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
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->name, item) == 0)
431 { 430 {
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.
763{ 764{
764 object *otmp; 765 object *otmp;
765 766
766 if (op->type != PLAYER) 767 if (op->type != PLAYER)
767 return 0; 768 return 0;
769
768 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 770 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
769 { 771 {
770 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 772 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
771 return 0; 773 return 0;
772 } 774 }
775
773 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
774 if (!otmp) 777 if (!otmp)
775 { 778 {
776 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 779 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark a weapon object.");
777 return 0; 780 return 0;
778 } 781 }
782
779 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 784 {
781 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow"); 785 new_draw_info (NDI_UNIQUE, 0, op, "Marked item is not a weapon or bow");
782 return 0; 786 return 0;
783 } 787 }
788
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
785 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
787 return 1; 792 return 1;
788} 793}
1013 * Handle apply on containers. 1018 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1019 * By Eneq(@csd.uu.se).
1015 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1020 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1016 * added the alchemical cauldron to the code -b.t. 1021 * added the alchemical cauldron to the code -b.t.
1017 */ 1022 */
1018
1019int 1023int
1020apply_container (object *op, object *sack) 1024apply_container (object *op, object *sack)
1021{ 1025{
1022 char buf[MAX_BUF]; 1026 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1027 return 0; /* This might change */
1027 1028
1028 if (sack == NULL || sack->type != CONTAINER) 1029 if (!sack || sack->type != CONTAINER)
1029 { 1030 {
1030 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1031 return 0; 1032 return 0;
1032 } 1033 }
1033 1034
1034 op->contr->last_used = 0; 1035 op->contr->last_used = 0;
1035 1036
1036 if (sack->env != op) 1037 if (sack->env && sack->env != op)
1038 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1040 return 1;
1037 { 1041 }
1038 if (sack->other_arch == NULL || sack->env != NULL) 1042
1043 // already applied == open on ground, or open in inv, or active in inv
1044 if (sack->flag [FLAG_APPLIED])
1045 {
1046 if (op->container == sack)
1039 { 1047 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1048 // open on ground or inv, so close
1049 op->close_container ();
1041 return 1; 1050 return 1;
1042 } 1051 }
1043 1052 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 { 1053 {
1050 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1054 // active, but not ours: some other player has opened it
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)); 1055 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1056 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1057 }
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 1058
1081 if (tmp && tmp->type == CLOSE_CON) 1059 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1060 }
1061 else if (sack->env)
1062 {
1063 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1064 op->close_container ();
1090 { 1065 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1066 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1067 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1068 return 1;
1094 apply_container (op, tmp); 1069 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1070
1096 op->container = sack; 1071 // it's locked?
1097 strcat (buf, query_name (sack)); 1072 if (sack->slaying)
1098 strcat (buf, "."); 1073 {
1099 } 1074 if (object *tmp = find_key (op, op, sack))
1100 else 1075 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 1076 else
1108 { 1077 {
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)); 1078 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; 1079 return 1;
1145 } 1080 }
1146 }
1147 } 1081 }
1148 1082
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1084
1154 return 1; 1085 return 1;
1155} 1086}
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 1087
1282/** 1088/**
1283 * Handles dropping things on altar. 1089 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1090 * Returns true if sacrifice was accepted.
1285 */ 1091 */
1628 1434
1629 1435
1630 case CONVERTER: 1436 case CONVERTER:
1631 if (convert_item (victim, trap) < 0) 1437 if (convert_item (victim, trap) < 0)
1632 { 1438 {
1633 object *op;
1634
1635 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1439 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1636 1440 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 } 1441 }
1644 } 1442
1645 goto leave; 1443 goto leave;
1646 1444
1647 case TRIGGER_BUTTON: 1445 case TRIGGER_BUTTON:
1648 case TRIGGER_PEDESTAL: 1446 case TRIGGER_PEDESTAL:
1649 case TRIGGER_ALTAR: 1447 case TRIGGER_ALTAR:
1706 1504
1707 apply_sign (victim, trap, 1); 1505 apply_sign (victim, trap, 1);
1708 goto leave; 1506 goto leave;
1709 1507
1710 case CONTAINER: 1508 case CONTAINER:
1711 if (victim->type == PLAYER)
1712 (void) esrv_apply_container (victim, trap);
1713 else
1714 (void) apply_container (victim, trap); 1509 apply_container (victim, trap);
1715 goto leave; 1510 goto leave;
1716 1511
1717 case RUNE: 1512 case RUNE:
1718 case TRAP: 1513 case TRAP:
1719 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1514 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1779 1574
1780 readable_message_type *msgType = get_readable_message_type (tmp); 1575 readable_message_type *msgType = get_readable_message_type (tmp);
1781 1576
1782 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1577 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1783 msgType->message_type, msgType->message_subtype, 1578 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); 1579 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1580 long_desc (tmp, op), &tmp->msg);
1785 1581
1786 /* gain xp from reading */ 1582 /* gain xp from reading */
1787 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1583 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1788 { /* only if not read before */ 1584 { /* only if not read before */
1789 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1585 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1945 return; 1741 return;
1946 } 1742 }
1947 1743
1948 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1744 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1949 { 1745 {
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."); 1746 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1951 return; 1747 return;
1952 } 1748 }
1953 1749
1954 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1750 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1955 1751
1978 { 1774 {
1979 spell_skill = find_skill_by_name (op, spell->skill); 1775 spell_skill = find_skill_by_name (op, spell->skill);
1980 1776
1981 if (!spell_skill) 1777 if (!spell_skill)
1982 { 1778 {
1983 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1779 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1984 return; 1780 return;
1985 } 1781 }
1986 1782
1987 if (spell_skill->level < spell->level) 1783 if (spell_skill->level < spell->level)
1988 { 1784 {
2022 else 1818 else
2023 { 1819 {
2024 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1820 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"); 1821 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2026 } 1822 }
1823
2027 decrease_ob (tmp); 1824 decrease_ob (tmp);
2028} 1825}
2029 1826
2030/** 1827/**
2031 * Handles applying a spell scroll. 1828 * Handles applying a spell scroll.
2227 if (meal->type != FLESH || !is_dragon_pl (op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2228 return 0; 2025 return 0;
2229 2026
2230 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2231 from the player's inventory */ 2028 from the player's inventory */
2029 shstr_cmp dragon_ability_force ("dragon_ability_force");
2030 shstr_cmp dragon_skin_force ("dragon_skin_force");
2031
2232 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2032 for (tmp = op->inv; tmp; tmp = tmp->below)
2233 {
2234 if (tmp->type == FORCE) 2033 if (tmp->type == FORCE)
2235 {
2236 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2034 if (tmp->arch->name == dragon_skin_force)
2237 skin = tmp; 2035 skin = tmp;
2238 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2036 else if (tmp->arch->name == dragon_ability_force)
2239 abil = tmp; 2037 abil = tmp;
2240 }
2241 }
2242 2038
2243 /* if either skin or ability are missing, this is an old player 2039 /* if either skin or ability are missing, this is an old player
2244 which is not to be considered a dragon -> bail out */ 2040 which is not to be considered a dragon -> bail out */
2245 if (skin == NULL || abil == NULL) 2041 if (skin == NULL || abil == NULL)
2246 return 0; 2042 return 0;
2287 /* doubled chance for resistance of ability-focus */ 2083 /* doubled chance for resistance of ability-focus */
2288 if (i == abil->stats.exp) 2084 if (i == abil->stats.exp)
2289 chance = MIN (100., chance * 2.); 2085 chance = MIN (100., chance * 2.);
2290 2086
2291 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2087 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2292 if (RANDOM () % 10000 < (int) (chance * 100)) 2088 if (rndm (10000) < (unsigned int) (chance * 100))
2293 { 2089 {
2294 atnr_winner[winners] = i; 2090 atnr_winner[winners] = i;
2295 winners++; 2091 winners++;
2296 } 2092 }
2297 2093
2456 continue; /*Not a valid exit */ 2252 continue; /*Not a valid exit */
2457 2253
2458 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2254 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2459 continue; /*Not in the same place */ 2255 continue; /*Not in the same place */
2460 2256
2461 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2257 if (exit->map->path != EXIT_PATH (tmp))
2462 continue; /*Not in the same map */ 2258 continue; /*Not in the same map */
2463 2259
2464 /* From here we have found the exit is valid. However we do 2260 /* From here we have found the exit is valid. However we do
2465 * here the check of the exit owner. It is important for the 2261 * here the check of the exit owner. It is important for the
2466 * town portals to prevent strangers from visiting your appartments 2262 * town portals to prevent strangers from visiting your appartments
2498 } 2294 }
2499 } 2295 }
2500 2296
2501 return 0; 2297 return 0;
2502} 2298}
2503
2504 2299
2505/** 2300/**
2506 * Main apply handler. 2301 * Main apply handler.
2507 * 2302 *
2508 * Checks for unpaid items before applying. 2303 * Checks for unpaid items before applying.
2516 * being applied. 2311 * being applied.
2517 * 2312 *
2518 * aflag is special (always apply/unapply) flags. Nothing is done with 2313 * aflag is special (always apply/unapply) flags. Nothing is done with
2519 * them in this function - they are passed to apply_special 2314 * them in this function - they are passed to apply_special
2520 */ 2315 */
2521
2522int 2316int
2523manual_apply (object *op, object *tmp, int aflag) 2317manual_apply (object *op, object *tmp, int aflag)
2524{ 2318{
2525 if (tmp->head) 2319 if (tmp->head)
2526 tmp = tmp->head; 2320 tmp = tmp->head;
2617 case POTION: 2411 case POTION:
2618 (void) apply_potion (op, tmp); 2412 (void) apply_potion (op, tmp);
2619 return 1; 2413 return 1;
2620 2414
2621 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2622 case CLOSE_CON: 2417 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); 2418 apply_container (op, tmp->env);
2627 return 1; 2419 return 1;
2628 2420
2629 case CONTAINER: 2421 case CONTAINER:
2630 if (op->type == PLAYER)
2631 (void) esrv_apply_container (op, tmp);
2632 else
2633 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2634 return 1; 2423 return 1;
2635 2424
2636 case TREASURE: 2425 case TREASURE:
2637 if (op->type == PLAYER) 2426 if (op->type == PLAYER)
2638 { 2427 {
2639 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2640 return 1; 2429 return 1;
2641 } 2430 }
2642 else 2431 else
2643 {
2644 return 0; 2432 return 0;
2645 }
2646 2433
2647 case WEAPON: 2434 case WEAPON:
2648 case ARMOUR: 2435 case ARMOUR:
2649 case BOOTS: 2436 case BOOTS:
2650 case GLOVES: 2437 case GLOVES:
2663 case LAMP: 2450 case LAMP:
2664 case BUILDER: 2451 case BUILDER:
2665 case SKILL_TOOL: 2452 case SKILL_TOOL:
2666 if (tmp->env != op) 2453 if (tmp->env != op)
2667 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2668 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2669 return 1; 2457 return 1;
2670 2458
2671 case DRINK: 2459 case DRINK:
2672 case FOOD: 2460 case FOOD:
2673 case FLESH: 2461 case FLESH:
2714 } 2502 }
2715 2503
2716 case MENU: 2504 case MENU:
2717 if (op->type == PLAYER) 2505 if (op->type == PLAYER)
2718 { 2506 {
2719 shop_listing (op); 2507 shop_listing (tmp, op);
2720 return 1; 2508 return 1;
2721 } 2509 }
2722 else 2510 else
2723 { 2511 {
2724 return 0; 2512 return 0;
2802 */ 2590 */
2803 2591
2804void 2592void
2805player_apply_below (object *pl) 2593player_apply_below (object *pl)
2806{ 2594{
2807 object *tmp, *next;
2808 int floors; 2595 int floors = 0;
2809 2596
2810 /* If using a container, set the starting item to be the top 2597 /* If using a container, set the starting item to be the top
2811 * item in the container. Otherwise, use the map. 2598 * 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 2599 * 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 2600 * 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 2601 * 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 2602 * problem if player_apply() has a bug in that it uses the object but does
2819 * not return a proper value. 2603 * not return a proper value.
2820 */ 2604 */
2821 for (floors = 0; tmp != NULL; tmp = next) 2605 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2822 { 2606 {
2823 next = tmp->below; 2607 next = tmp->below;
2608
2824 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2609 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2825 floors++; 2610 floors++;
2826 else if (floors > 0) 2611 else if (floors > 0)
2827 return; /* process only floor objects after first floor object */ 2612 return; /* process only floor objects after first floor object */
2828 2613
2854 return RESULT_INT (0); 2639 return RESULT_INT (0);
2855 2640
2856 object *tmp2; 2641 object *tmp2;
2857 2642
2858 CLEAR_FLAG (op, FLAG_APPLIED); 2643 CLEAR_FLAG (op, FLAG_APPLIED);
2644
2859 switch (op->type) 2645 switch (op->type)
2860 { 2646 {
2861 case WEAPON: 2647 case WEAPON:
2862 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2648 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2863 2649
2864 (void) change_abil (who, op); 2650 change_abil (who, op);
2865 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2866 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2651 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2652
2653 if (who->contr)
2654 {
2655 if (who->contr->combat_ob == op)
2656 who->contr->combat_ob = 0;
2657
2658 if (who->current_weapon == op)
2659 who->current_weapon = 0;
2660 }
2661
2867 clear_skill (who); 2662 clear_skill (who);
2868 break; 2663 break;
2869 2664
2870 case SKILL: /* allows objects to impart skills */ 2665 case SKILL: /* allows objects to impart skills */
2871 case SKILL_TOOL: 2666 case SKILL_TOOL:
2872 if (op != who->chosen_skill) 2667 if (op != who->chosen_skill)
2873 {
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2668 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2669
2670 if (who->contr)
2875 } 2671 {
2876 if (who->type == PLAYER)
2877 {
2878 if (who->contr->shoottype == range_skill)
2879 who->contr->shoottype = range_none;
2880 if (!op->invisible) 2672 if (!op->invisible)
2881 {
2882 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2883 }
2884 else 2674 else
2885 {
2886 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2675 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2887 } 2676 }
2888 } 2677
2889 (void) change_abil (who, op); 2678 change_abil (who, op);
2890 who->chosen_skill = NULL; 2679 who->chosen_skill = 0;
2891 CLEAR_FLAG (who, FLAG_READY_SKILL); 2680 CLEAR_FLAG (who, FLAG_READY_SKILL);
2892 break; 2681 break;
2893 2682
2894 case ARMOUR: 2683 case ARMOUR:
2895 case HELMET: 2684 case HELMET:
2900 case AMULET: 2689 case AMULET:
2901 case GIRDLE: 2690 case GIRDLE:
2902 case BRACERS: 2691 case BRACERS:
2903 case CLOAK: 2692 case CLOAK:
2904 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2905 (void) change_abil (who, op); 2694 change_abil (who, op);
2906 break; 2695 break;
2696
2907 case LAMP: 2697 case LAMP:
2908 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2698 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2909 tmp2 = arch_to_object (op->other_arch); 2699 tmp2 = arch_to_object (op->other_arch);
2910 tmp2->x = op->x; 2700 tmp2->x = op->x;
2911 tmp2->y = op->y; 2701 tmp2->y = op->y;
2916 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2706 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2917 2707
2918 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2708 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2919 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2709 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2920 2710
2921 if (who->type == PLAYER) 2711 if (who->contr)
2922 esrv_del_item (who->contr, op->count); 2712 esrv_del_item (who->contr, op->count);
2923 2713
2924 op->destroy (); 2714 op->destroy ();
2925 insert_ob_in_ob (tmp2, who); 2715 insert_ob_in_ob (tmp2, who);
2926 who->update_stats (); 2716 who->update_stats ();
2717
2927 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2718 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2928 { 2719 {
2929 if (who->type == PLAYER) 2720 if (who->contr)
2930 { 2721 {
2931 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2722 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2932 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2723 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2933 } 2724 }
2934 } 2725 }
2935 if (who->type == PLAYER) 2726
2727 if (who->contr)
2936 esrv_send_item (who, tmp2); 2728 esrv_send_item (who, tmp2);
2729
2937 return 1; /* otherwise, an attempt to drop causes problems */ 2730 return 1; /* otherwise, an attempt to drop causes problems */
2938 break; 2731
2939 case BOW: 2732 case BOW:
2940 case WAND: 2733 case WAND:
2941 case ROD: 2734 case ROD:
2942 case HORN: 2735 case HORN:
2943 clear_skill (who); 2736 clear_skill (who);
2737
2738 if (who->contr)
2739 {
2944 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2740 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2945 if (who->type == PLAYER) 2741
2946 { 2742 if (who->contr->ranged_ob == op)
2947 who->contr->shoottype = range_none; 2743 who->contr->ranged_ob = 0;
2744
2745 if (who->current_weapon == op)
2746 who->current_weapon = 0;
2948 } 2747 }
2949 else 2748 else
2950 { 2749 {
2951 if (op->type == BOW) 2750 if (op->type == BOW)
2952 CLEAR_FLAG (who, FLAG_READY_BOW); 2751 CLEAR_FLAG (who, FLAG_READY_BOW);
2953 else 2752 else
2954 CLEAR_FLAG (who, FLAG_READY_RANGE); 2753 CLEAR_FLAG (who, FLAG_READY_RANGE);
2955 } 2754 }
2755
2956 break; 2756 break;
2957 2757
2958 case BUILDER: 2758 case BUILDER:
2759 if (who->contr)
2760 {
2959 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2761 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2960 who->contr->shoottype = range_none; 2762
2961 who->contr->ranges[range_builder] = NULL; 2763 if (who->contr->ranged_ob == op)
2764 who->contr->ranged_ob = 0;
2765 }
2962 break; 2766 break;
2963 2767
2964 default: 2768 default:
2965 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2769 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2966 break; 2770 break;
2971 if (!(aflags & AP_NO_MERGE)) 2775 if (!(aflags & AP_NO_MERGE))
2972 { 2776 {
2973 object *tmp; 2777 object *tmp;
2974 2778
2975 tmp = merge_ob (op, NULL); 2779 tmp = merge_ob (op, NULL);
2976 if (who->type == PLAYER) 2780
2781 if (who->contr)
2977 { 2782 {
2978 if (tmp) 2783 if (tmp)
2979 { /* it was merged */ 2784 { /* it was merged */
2980 esrv_del_item (who->contr, op->count); 2785 esrv_del_item (who->contr, op->count);
2981 op = tmp; 2786 op = tmp;
2982 } 2787 }
2983 2788
2984 esrv_send_item (who, op); 2789 esrv_send_item (who, op);
2985 } 2790 }
2986 } 2791 }
2792
2987 return 0; 2793 return 0;
2988} 2794}
2989 2795
2990/** 2796/**
2991 * Returns the object that is using location 'loc'. 2797 * Returns the object that is using location 'loc'.
3014 return tmp; 2820 return tmp;
3015 2821
3016 return NULL; 2822 return NULL;
3017} 2823}
3018 2824
3019
3020
3021/** 2825/**
3022 * 'op' wants to apply an object, but can't because of other equipment. 2826 * 'op' wants to apply an object, but can't because of other equipment.
3023 * This should only be called when it is known 2827 * This should only be called when it is known
3024 * that there are objects to unapply. This makes pretty heavy 2828 * that there are objects to unapply. This makes pretty heavy
3025 * use of get_item_from_body_location. It makes no intelligent choice 2829 * use of get_item_from_body_location. It makes no intelligent choice
3030 * another function that does just that. 2834 * another function that does just that.
3031 */ 2835 */
3032int 2836int
3033unapply_for_ob (object *who, object *op, int aflags) 2837unapply_for_ob (object *who, object *op, int aflags)
3034{ 2838{
3035 int i;
3036 object *tmp = NULL, *last;
3037
3038 /* If we are applying a shield or weapon, unapply any equipped shield 2839 /* 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. 2840 * or weapons first - only allowed to use one weapon/shield at a time.
3040 */ 2841 */
3041 if (op->type == WEAPON || op->type == SHIELD) 2842 if (op->type == WEAPON || op->type == SHIELD)
3042 {
3043 for (tmp = who->inv; tmp; tmp = tmp->below) 2843 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3044 {
3045 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2844 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type)
3046 {
3047 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2845 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3048 { 2846 {
3049 if (aflags & AP_PRINT) 2847 if (aflags & AP_PRINT)
3050 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2848 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3051 else 2849 else
3052 unapply_special (who, tmp, aflags); 2850 unapply_special (who, tmp, aflags);
3053 } 2851 }
3054 else 2852 else
3055 { 2853 {
3056 /* In this case, we want to try and remove a cursed item. 2854 /* 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 2855 * While we know it won't work, we want unapply_special to
3058 * at least generate the message. 2856 * at least generate the message.
3059 */ 2857 */
3060 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2858 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3061 return 1; 2859 return 1;
3062 }
3063
3064 } 2860 }
2861
2862 if (op->is_range ())
2863 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2864 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2865 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2866 {
2867 if (aflags & AP_PRINT)
2868 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2869 else
2870 unapply_special (who, tmp, aflags);
3065 } 2871 }
3066 } 2872 else
2873 {
2874 /* In this case, we want to try and remove a cursed item.
2875 * While we know it won't work, we want unapply_special to
2876 * at least generate the message.
2877 */
2878 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2879 return 1;
2880 }
3067 2881
3068 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2882 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3069 { 2883 {
3070 /* this used up a slot that we need to free */ 2884 /* this used up a slot that we need to free */
3071 if (op->body_info[i]) 2885 if (op->body_info[i])
3072 { 2886 {
3073 last = who->inv; 2887 object *last = who->inv;
3074 2888
3075 /* We do a while loop - may need to remove several items in order 2889 /* We do a while loop - may need to remove several items in order
3076 * to free up enough slots. 2890 * to free up enough slots.
3077 */ 2891 */
3078 while ((who->body_used[i] + op->body_info[i]) < 0) 2892 while ((who->body_used[i] + op->body_info[i]) < 0)
3079 { 2893 {
3080 tmp = get_item_from_body_location (last, i); 2894 object *tmp = get_item_from_body_location (last, i);
2895
3081 if (!tmp) 2896 if (!tmp)
3082 { 2897 {
3083#if 0 2898#if 0
3084 /* Not a bug - we'll get this if the player has cursed items 2899 /* Not a bug - we'll get this if the player has cursed items
3085 * equipped. 2900 * equipped.
3086 */ 2901 */
3087 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2902 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3088#endif 2903#endif
3089 return 1; 2904 return 1;
3090 } 2905 }
2906
3091 /* If we are just printing, we don't care about cursed status */ 2907 /* 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)))) 2908 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3093 { 2909 {
3094 if (aflags & AP_PRINT) 2910 if (aflags & AP_PRINT)
3095 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2911 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3103 * so it may not be critical (eg, putting on a ring and you have 2919 * so it may not be critical (eg, putting on a ring and you have
3104 * one cursed ring.) 2920 * one cursed ring.)
3105 */ 2921 */
3106 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2922 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3107 } 2923 }
2924
3108 last = tmp->below; 2925 last = tmp->below;
3109 } 2926 }
3110 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2927 /* 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. 2928 * return in the !tmp would have kicked in.
3112 */ 2929 */
3113 } /* if op is using this body location */ 2930 } /* if op is using this body location */
3114 } /* for body lcoations */ 2931 } /* for body lcoations */
2932
3115 return 0; 2933 return 0;
3116} 2934}
3117 2935
3118/** 2936/**
3119 * Checks to see if 'who' can apply object 'op'. 2937 * Checks to see if 'who' can apply object 'op'.
3120 * Returns 0 if apply can be done without anything special. 2938 * Returns 0 if apply can be done without anything special.
3121 * Otherwise returns a bitmask - potentially several of these may be 2939 * Otherwise returns a bitmask - potentially several of these may be
3122 * set, but largely depends on circumstance - in the future, processing 2940 * set, but largely depends on circumstance - in the future, processing
3123 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2941 * 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?) 2942 * is set, do we really are what the other flags may be?)
3125 * 2943 *
3126 * See include/define.h for detailed description of the meaning of 2944 * See include/define.h for detailed description of the meaning of
3127 * these return values. 2945 * these return values.
3128 */ 2946 */
3130can_apply_object (object *who, object *op) 2948can_apply_object (object *who, object *op)
3131{ 2949{
3132 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2950 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3133 return RESULT_INT (0); 2951 return RESULT_INT (0);
3134 2952
3135 int i, retval = 0; 2953 int retval = 0;
3136 object *tmp = NULL, *ws = NULL; 2954 object *tmp = 0, *ws = 0;
3137 2955
3138 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2956 /* 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 2957 * 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 2958 * trying to equip a weapon or shield, see if they already have one
3141 * in place and store that way. 2959 * in place and store that way.
3142 */ 2960 */
3143 if (op->type == WEAPON || op->type == SHIELD) 2961 if (op->type == WEAPON || op->type == SHIELD)
3144 {
3145 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2962 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2963 if (tmp->flag [FLAG_APPLIED] && tmp->type == op->type)
2964 {
2965 retval = CAN_APPLY_UNAPPLY;
2966 ws = tmp;
3146 { 2967 }
3147 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2968
2969 if (op->is_range ())
2970 for (tmp = who->inv; tmp && !ws; tmp = tmp->below)
2971 if (tmp->flag [FLAG_APPLIED] && tmp->is_range ())
2972 {
2973 retval = CAN_APPLY_UNAPPLY;
2974 ws = tmp;
2975 }
2976
2977 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2978 {
2979 if (op->body_info[i])
2980 {
2981 /* Item uses more slots than we have */
2982 if (abs (op->body_info[i]) > who->body_info[i])
3148 { 2983 {
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' 2984 /* Could return now for efficiency - rest of info below isn't
3164 * really needed. 2985 * really needed.
3165 */ 2986 */
3166 retval |= CAN_APPLY_NEVER; 2987 retval |= CAN_APPLY_NEVER;
3167 } 2988 }
3168 else if ((who->body_used[i] + op->body_info[i]) < 0) 2989 else if ((who->body_used[i] + op->body_info[i]) < 0)
3169 { 2990 {
3170 /* in this case, equipping this would use more free spots than 2991 /* in this case, equipping this would use more free spots than
3171 * we have. 2992 * we have.
3172 */ 2993 */
3173 object *tmp1;
3174
3175 2994
3176 /* if we have an applied weapon/shield, and unapply it would free 2995 /* 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 2996 * 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 2997 * continue. We don't care about the logic below - if you have
3179 * shield equipped and try to equip another shield, there is only 2998 * shield equipped and try to equip another shield, there is only
3188 retval |= CAN_APPLY_UNAPPLY; 3007 retval |= CAN_APPLY_UNAPPLY;
3189 continue; 3008 continue;
3190 } 3009 }
3191 } 3010 }
3192 3011
3193 tmp1 = get_item_from_body_location (who->inv, i); 3012 object *tmp1 = get_item_from_body_location (who->inv, i);
3194 if (!tmp1) 3013 if (!tmp1)
3195 { 3014 {
3196#if 0 3015#if 0
3197 /* This is sort of an error, but happens a lot when old players 3016 /* 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. 3017 * join in with more stuff equipped than they are now allowed.
3209 */ 3028 */
3210 retval |= CAN_APPLY_UNAPPLY; 3029 retval |= CAN_APPLY_UNAPPLY;
3211 if (!tmp) 3030 if (!tmp)
3212 tmp = tmp1; 3031 tmp = tmp1;
3213 else if (tmp != tmp1) 3032 else if (tmp != tmp1)
3214 {
3215 retval |= CAN_APPLY_UNAPPLY_MULT; 3033 retval |= CAN_APPLY_UNAPPLY_MULT;
3216 } 3034
3217 /* This object isn't using up all the slots, so there must 3035 /* 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 3036 * be another. If so, and it the new item doesn't need all
3219 * the slots, the player then has a choice. 3037 * the slots, the player then has a choice.
3220 */ 3038 */
3221 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3039 if ((who->body_used[i] - tmp1->body_info[i] != who->body_info[i])
3040 && abs (op->body_info[i]) < who->body_info[i])
3222 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3041 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3223 3042
3224 /* Does unequippint 'tmp1' free up enough slots for this to be 3043 /* Does unequippint 'tmp1' free up enough slots for this to be
3225 * equipped? If not, there must be something else to unapply. 3044 * equipped? If not, there must be something else to unapply.
3226 */ 3045 */
3227 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3046 if (who->body_used[i] + op->body_info[i] < tmp1->body_info[i])
3228 retval |= CAN_APPLY_UNAPPLY_MULT; 3047 retval |= CAN_APPLY_UNAPPLY_MULT;
3229
3230 } 3048 }
3231 } /* if not enough free slots */ 3049 } /* if not enough free slots */
3232 } /* if this object uses location i */ 3050 } /* if this object uses location i */
3233 } /* for i -> num_body_locations loop */ 3051 } /* for i -> num_body_locations loop */
3234 3052
3239 * and weapons all use the same slot. Similar for horn/rod/wand - they 3057 * and weapons all use the same slot. Similar for horn/rod/wand - they
3240 * all use the same location. 3058 * all use the same location.
3241 */ 3059 */
3242 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3060 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3243 retval |= CAN_APPLY_RESTRICTION; 3061 retval |= CAN_APPLY_RESTRICTION;
3062
3244 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3063 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3245 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3246 3065
3247
3248 if (who->type != PLAYER) 3066 if (who->type != PLAYER)
3249 { 3067 {
3250 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3068 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3251 retval |= CAN_APPLY_RESTRICTION; 3069 retval |= CAN_APPLY_RESTRICTION;
3070
3252 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3253 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3073
3254 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3074 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3255 retval |= CAN_APPLY_RESTRICTION; 3075 retval |= CAN_APPLY_RESTRICTION;
3076
3256 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3077 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3257 retval |= CAN_APPLY_RESTRICTION; 3078 retval |= CAN_APPLY_RESTRICTION;
3258 } 3079 }
3080
3259 return retval; 3081 return retval;
3260} 3082}
3261
3262
3263 3083
3264/** 3084/**
3265 * who is the object using the object. It can be a monster. 3085 * 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, 3086 * 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 3087 * eg, one which you put on and keep on for a while, and not something
3286int 3106int
3287apply_special (object *who, object *op, int aflags) 3107apply_special (object *who, object *op, int aflags)
3288{ 3108{
3289 int basic_flag = aflags & AP_BASIC_FLAGS; 3109 int basic_flag = aflags & AP_BASIC_FLAGS;
3290 object *tmp, *tmp2, *skop = NULL; 3110 object *tmp, *tmp2, *skop = NULL;
3291 int i;
3292 3111
3293 if (who == NULL) 3112 if (who == NULL)
3294 { 3113 {
3295 LOG (llevError, "apply_special() from object without environment.\n"); 3114 LOG (llevError, "apply_special() from object without environment.\n");
3296 return 1; 3115 return 1;
3309 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3128 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3310 { 3129 {
3311 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3130 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; 3131 return 1;
3313 } 3132 }
3133
3314 return unapply_special (who, op, aflags); 3134 return unapply_special (who, op, aflags);
3315 } 3135 }
3316 3136
3317 if (basic_flag == AP_UNAPPLY) 3137 if (basic_flag == AP_UNAPPLY)
3318 return 0; 3138 return 0;
3319 3139
3320 i = can_apply_object (who, op);
3321
3322 /* Can't just apply this object. Lets see what not and what to do */ 3140 /* Can't just apply this object. Lets see what not and what to do */
3323 if (i) 3141 if (int i = can_apply_object (who, op))
3324 { 3142 {
3325 if (i & CAN_APPLY_NEVER) 3143 if (i & CAN_APPLY_NEVER)
3326 { 3144 {
3327 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3145 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; 3146 return 1;
3330 else if (i & CAN_APPLY_RESTRICTION) 3148 else if (i & CAN_APPLY_RESTRICTION)
3331 { 3149 {
3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3150 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3333 return 1; 3151 return 1;
3334 } 3152 }
3153
3335 if (who->type != PLAYER) 3154 if (who->type != PLAYER)
3336 { 3155 {
3337 /* Some error, so don't try to equip something more */ 3156 /* Some error, so don't try to equip something more */
3338 if (unapply_for_ob (who, op, aflags)) 3157 if (unapply_for_ob (who, op, aflags))
3339 return 1; 3158 return 1;
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3164 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); 3165 unapply_for_ob (who, op, AP_PRINT);
3347 return 1; 3166 return 1;
3348 } 3167 }
3349 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3168 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3350 {
3351 i = unapply_for_ob (who, op, aflags); 3169 if (unapply_for_ob (who, op, aflags))
3352 if (i)
3353 return 1; 3170 return 1;
3354 }
3355 } 3171 }
3356 } 3172 }
3357 3173
3358 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3174 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3359 { 3175 {
3360 skop = find_skill_by_name (who, op->skill); 3176 skop = find_skill_by_name (who, op->skill);
3177
3361 if (!skop) 3178 if (!skop)
3362 { 3179 {
3363 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3180 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3364 return 1; 3181 return 1;
3365 } 3182 }
3366 else 3183 else
3367 {
3368 /* While experience will be credited properly, we want to change the 3184 /* While experience will be credited properly, we want to change the
3369 * skill so that the dam and wc get updated 3185 * skill so that the dam and wc get updated
3370 */ 3186 */
3371 change_skill (who, skop, 0); 3187 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 { 3188 }
3377 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3189
3190 if (who->type == PLAYER
3191 && op->item_power
3192 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3193 {
3194 new_draw_info (NDI_UNIQUE, 0, who,
3195 "Equipping that combined with other items would consume your soul! "
3196 "[use the skills command to check your available item power]");
3378 return 1; 3197 return 1;
3379 } 3198 }
3380
3381 3199
3382 /* Ok. We are now at the state where we can apply the new object. 3200 /* 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_... 3201 * Note that we don't have the checks for can_use_...
3384 * below - that is already taken care of by can_apply_object. 3202 * below - that is already taken care of by can_apply_object.
3385 */ 3203 */
3386
3387
3388 if (op->nrof > 1) 3204 if (op->nrof > 1)
3389 tmp = get_split_ob (op, op->nrof - 1); 3205 tmp = get_split_ob (op, op->nrof - 1);
3390 else 3206 else
3391 tmp = NULL; 3207 tmp = 0;
3392 3208
3393 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3209 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3394 return RESULT_INT (0); 3210 return RESULT_INT (0);
3395 3211
3396 switch (op->type) 3212 switch (op->type)
3397 { 3213 {
3398 case WEAPON: 3214 case WEAPON:
3399 if (!check_weapon_power (who, op->last_eat)) 3215 if (!check_weapon_power (who, op->last_eat))
3400 { 3216 {
3401 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3217 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!."); 3218 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3219
3403 if (tmp != NULL) 3220 if (tmp)
3404 (void) insert_ob_in_ob (tmp, who); 3221 insert_ob_in_ob (tmp, who);
3222
3405 return 1; 3223 return 1;
3406 } 3224 }
3225
3226 //TODO: this obviously fails for players using a shorter prefix
3227 // i.e. "R" can use Ragnarok's sword.
3407 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3228 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3408 { 3229 {
3409 /* if the weapon does not have the name as the character, can't use it. */ 3230 /* 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) */ 3231 /* (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."); 3232 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3233
3412 if (tmp != NULL) 3234 if (tmp)
3413 (void) insert_ob_in_ob (tmp, who); 3235 insert_ob_in_ob (tmp, who);
3236
3414 return 1; 3237 return 1;
3415 } 3238 }
3239
3240 if (!skop)
3241 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3243 return 1;
3244 }
3245
3416 SET_FLAG (op, FLAG_APPLIED); 3246 SET_FLAG (op, FLAG_APPLIED);
3417
3418 if (skop)
3419 change_skill (who, skop, 1); 3247 change_skill (who, skop, 1);
3248
3249 if (who->contr)
3250 {
3251 who->contr->combat_ob = op;
3252 who->current_weapon = op;
3253 }
3254
3420 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3255 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3421 SET_FLAG (who, FLAG_READY_WEAPON); 3256 SET_FLAG (who, FLAG_READY_WEAPON);
3422 3257
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3258 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3424 3259
3425 (void) change_abil (who, op); 3260 change_abil (who, op);
3426 break; 3261 break;
3427 3262
3428 case ARMOUR: 3263 case ARMOUR:
3429 case HELMET: 3264 case HELMET:
3430 case SHIELD: 3265 case SHIELD:
3435 case CLOAK: 3270 case CLOAK:
3436 case RING: 3271 case RING:
3437 case AMULET: 3272 case AMULET:
3438 SET_FLAG (op, FLAG_APPLIED); 3273 SET_FLAG (op, FLAG_APPLIED);
3439 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3440 (void) change_abil (who, op); 3275 change_abil (who, op);
3441 break; 3276 break;
3277
3442 case LAMP: 3278 case LAMP:
3443 if (op->stats.food < 1) 3279 if (op->stats.food < 1)
3444 { 3280 {
3445 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3281 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3446 return 1; 3282 return 1;
3447 } 3283 }
3284
3448 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3449 tmp2 = arch_to_object (op->other_arch); 3286 tmp2 = arch_to_object (op->other_arch);
3450 tmp2->stats.food = op->stats.food; 3287 tmp2->stats.food = op->stats.food;
3451 SET_FLAG (tmp2, FLAG_APPLIED); 3288 SET_FLAG (tmp2, FLAG_APPLIED);
3289
3452 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3290 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3453 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3291 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3292
3454 insert_ob_in_ob (tmp2, who); 3293 insert_ob_in_ob (tmp2, who);
3455 3294
3456 /* Remove the old lantern */ 3295 /* Remove the old lantern */
3457 if (who->type == PLAYER) 3296 if (who->type == PLAYER)
3458 esrv_del_item (who->contr, op->count); 3297 esrv_del_item (who->contr, op->count);
3459 3298
3460 op->destroy (); 3299 op->destroy ();
3461 3300
3462 /* insert the portion that was split off */ 3301 /* insert the portion that was split off */
3463 if (tmp != NULL) 3302 if (tmp)
3464 { 3303 {
3465 (void) insert_ob_in_ob (tmp, who); 3304 insert_ob_in_ob (tmp, who);
3466 if (who->type == PLAYER) 3305 if (who->type == PLAYER)
3467 esrv_send_item (who, tmp); 3306 esrv_send_item (who, tmp);
3468 } 3307 }
3308
3469 who->update_stats (); 3309 who->update_stats ();
3310
3470 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3311 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3471 {
3472 if (who->type == PLAYER) 3312 if (who->type == PLAYER)
3473 { 3313 {
3474 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3314 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3475 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3315 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3476 } 3316 }
3477 } 3317
3478 if (who->type == PLAYER) 3318 if (who->type == PLAYER)
3479 esrv_send_item (who, tmp2); 3319 esrv_send_item (who, tmp2);
3320
3480 return 0; 3321 return 0;
3481 break;
3482 3322
3483 /* this part is needed for skill-tools */ 3323 /* this part is needed for skill-tools */
3484 case SKILL: 3324 case SKILL:
3485 case SKILL_TOOL: 3325 case SKILL_TOOL:
3486 if (who->chosen_skill) 3326 if (who->chosen_skill)
3487 { 3327 {
3488 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3328 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3489 return 1; 3329 return 1;
3490 } 3330 }
3491 if (who->type == PLAYER) 3331
3332 if (player *pl = who->contr)
3333 {
3334 if (IS_COMBAT_SKILL (op->subtype))
3492 { 3335 {
3493 who->contr->shoottype = range_skill; 3336 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3494 who->contr->ranges[range_skill] = op; 3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3340 {
3341 pl->combat_ob = who->current_weapon = item;
3342 goto found_weapon;
3343 }
3344
3345 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3346 return 1;
3347
3348 found_weapon:;
3349 }
3350 else
3351 {
3352 pl->combat_ob = op;
3353 op->current_weapon = 0;
3354 }
3355 }
3356 else if (IS_RANGED_SKILL (op->subtype))
3357 {
3358 if (skill_flags [op->subtype] & SF_NEED_BOW)
3359 {
3360 for (object *item = who->inv; item; item = item->below)
3361 if (item->type == BOW && item->flag [FLAG_APPLIED])
3362 {
3363 pl->ranged_ob = who->current_weapon = item;
3364 goto found_bow;
3365 }
3366
3367 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3368 return 1;
3369
3370 found_bow:;
3371 }
3372 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3373 {
3374 for (object *item = who->inv; item; item = item->below)
3375 if (item->flag [FLAG_APPLIED]
3376 && (item->type == WAND || item->type == ROD || item->type == HORN))
3377 {
3378 pl->ranged_ob = who->current_weapon = item;
3379 goto found_item;
3380 }
3381
3382 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3383 return 1;
3384
3385 found_item:;
3386 }
3387 else
3388 {
3389 pl->ranged_ob = op;
3390 op->current_weapon = 0;
3391 }
3392 }
3393
3495 if (!op->invisible) 3394 if (!op->invisible)
3496 { 3395 {
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3396 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); 3397 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3499 } 3398 }
3500 else 3399 else
3501 {
3502 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3400 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3503 } 3401 }
3504 } 3402
3505 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3506 (void) change_abil (who, op); 3404 change_abil (who, op);
3507 who->chosen_skill = op; 3405 who->chosen_skill = op;
3508 SET_FLAG (who, FLAG_READY_SKILL); 3406 SET_FLAG (who, FLAG_READY_SKILL);
3509 break; 3407 break;
3510 3408
3511 case BOW: 3409 case BOW:
3512 if (!check_weapon_power (who, op->last_eat)) 3410 if (!check_weapon_power (who, op->last_eat))
3513 { 3411 {
3514 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3412 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3515 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3413 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3414
3516 if (tmp != NULL) 3415 if (tmp)
3517 (void) insert_ob_in_ob (tmp, who); 3416 insert_ob_in_ob (tmp, who);
3417
3518 return 1; 3418 return 1;
3519 } 3419 }
3420
3520 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3421 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3521 { 3422 {
3522 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3423 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3523 if (tmp != NULL) 3424 if (tmp)
3524 (void) insert_ob_in_ob (tmp, who); 3425 insert_ob_in_ob (tmp, who);
3426
3525 return 1; 3427 return 1;
3526 } 3428 }
3429
3527 /*FALLTHROUGH*/ case WAND: 3430 /*FALLTHROUGH*/
3431 case WAND:
3528 case ROD: 3432 case ROD:
3529 case HORN: 3433 case HORN:
3530 /* check for skill, alter player status */ 3434 /* check for skill, alter player status */
3435
3436 if (!skop)
3437 {
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3439 return 1;
3440 }
3441
3531 SET_FLAG (op, FLAG_APPLIED); 3442 SET_FLAG (op, FLAG_APPLIED);
3532 if (skop)
3533 change_skill (who, skop, 0); 3443 change_skill (who, skop, 0);
3444
3445 if (who->contr)
3446 {
3447 who->contr->ranged_ob = op;
3448
3534 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3449 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3535 3450
3536 if (who->type == PLAYER)
3537 {
3538 if (op->type == BOW) 3451 if (op->type == BOW)
3539 { 3452 {
3453 who->current_weapon = op;
3540 (void) change_abil (who, op); 3454 change_abil (who, op);
3541 new_draw_info_format (NDI_UNIQUE, 0, who, 3455 new_draw_info_format (NDI_UNIQUE, 0, who,
3542 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3456 "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 } 3457 }
3549 } 3458 }
3550 else 3459 else
3551 { 3460 {
3552 if (op->type == BOW) 3461 if (op->type == BOW)
3553 SET_FLAG (who, FLAG_READY_BOW); 3462 SET_FLAG (who, FLAG_READY_BOW);
3554 else 3463 else
3555 SET_FLAG (who, FLAG_READY_RANGE); 3464 SET_FLAG (who, FLAG_READY_RANGE);
3556 } 3465 }
3466
3557 break; 3467 break;
3558 3468
3559 case BUILDER: 3469 case BUILDER:
3560 if (who->contr->ranges[range_builder]) 3470 if (who->type == PLAYER)
3471 {
3472 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3561 unapply_special (who, who->contr->ranges[range_builder], 0); 3473 unapply_special (who, who->contr->ranged_ob, 0);
3562 who->contr->shoottype = range_builder; 3474
3563 who->contr->ranges[range_builder] = op;
3564 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3475 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3476
3477 who->contr->ranged_ob = op;
3478 }
3565 break; 3479 break;
3566 3480
3567 default: 3481 default:
3568 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3482 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3569 } /* end of switch op->type */ 3483 } /* end of switch op->type */
3570 3484
3571 SET_FLAG (op, FLAG_APPLIED); 3485 SET_FLAG (op, FLAG_APPLIED);
3572 3486
3573 if (tmp != NULL) 3487 if (tmp)
3574 tmp = insert_ob_in_ob (tmp, who); 3488 tmp = insert_ob_in_ob (tmp, who);
3575 3489
3576 who->update_stats (); 3490 who->update_stats ();
3577 3491
3578 /* We exclude spell casting objects. The fire code will set the 3492 /* We exclude spell casting objects. The fire code will set the
3588 { 3502 {
3589 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3503 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3590 SET_FLAG (op, FLAG_KNOWN_CURSED); 3504 SET_FLAG (op, FLAG_KNOWN_CURSED);
3591 } 3505 }
3592 } 3506 }
3507
3593 if (who->type == PLAYER) 3508 if (who->type == PLAYER)
3594 { 3509 {
3595 /* if multiple objects were applied, update both slots */ 3510 /* if multiple objects were applied, update both slots */
3596 if (tmp) 3511 if (tmp)
3597 esrv_send_item (who, tmp); 3512 esrv_send_item (who, tmp);
3513
3598 esrv_send_item (who, op); 3514 esrv_send_item (who, op);
3599 } 3515 }
3516
3600 return 0; 3517 return 0;
3601} 3518}
3602
3603 3519
3604int 3520int
3605monster_apply_special (object *who, object *op, int aflags) 3521monster_apply_special (object *who, object *op, int aflags)
3606{ 3522{
3607 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3523 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3651 3567
3652 case TREASURE: 3568 case TREASURE:
3653 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3569 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3654 return 0; 3570 return 0;
3655 3571
3656 while ((op->stats.hp--) > 0) 3572 while (op->stats.hp-- > 0)
3657 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3573 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); 3574 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3659 3575
3660 /* If we generated an object and put it in this object inventory, 3576 /* 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 3577 * move it to the parent object as the current object is about
3678 } 3594 }
3679 return tmp ? 1 : 0; 3595 return tmp ? 1 : 0;
3680} 3596}
3681 3597
3682/** 3598/**
3683 * fix_auto_apply goes through the entire map (only the first time 3599 * fix_auto_apply goes through the entire map every time a map
3684 * when an original map is loaded) and performs special actions for 3600 * is loaded or swapped in and performs special actions for
3685 * certain objects (most initialization of chests and creation of 3601 * certain objects (most initialization of chests and creation of
3686 * treasures and stuff). Calls auto_apply if appropriate. 3602 * treasures and stuff). Calls auto_apply if appropriate.
3687 */ 3603 */
3688void 3604void
3689maptile::fix_auto_apply () 3605maptile::fix_auto_apply ()
3767 { 3683 {
3768 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3684 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3769 tmp->randomitems = NULL; 3685 tmp->randomitems = NULL;
3770 } 3686 }
3771 3687
3688 // close all containers
3689 else if (tmp->type == CONTAINER)
3690 tmp->flag [FLAG_APPLIED] = 0;
3691
3772 tmp = above; 3692 tmp = above;
3773 } 3693 }
3774 3694
3775 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3695 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3776 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3696 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3829 /* check for hp, sp change */ 3749 /* check for hp, sp change */
3830 if (food->stats.hp != 0) 3750 if (food->stats.hp != 0)
3831 { 3751 {
3832 if (QUERY_FLAG (food, FLAG_CURSED)) 3752 if (QUERY_FLAG (food, FLAG_CURSED))
3833 { 3753 {
3834 strcpy (who->contr->killer, food->name); 3754 assign (who->contr->killer, food->name);
3835 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3755 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3836 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3756 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3837 } 3757 }
3838 else 3758 else
3839 { 3759 {

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