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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.110 by root, Sun Jun 24 04:09:29 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 */
70 69
71 /* 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,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
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 && op->slaying == victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 85 return 1;
87 86
88 return 0; 87 return 0;
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
425 return 0; 425 return 0;
426 426
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->archname, item) == 0)
431 { 431 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 434 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
459 prev = op; 459 prev = op;
460 op = op->below; 460 op = op->below;
461 461
462 while (op != NULL) 462 while (op != NULL)
463 { 463 {
464 if (strcmp (op->arch->name, item) == 0) 464 if (strcmp (op->arch->archname, item) == 0)
465 { 465 {
466 if (op->nrof >= nrof) 466 if (op->nrof >= nrof)
467 { 467 {
468 decrease_ob_nr (op, nrof); 468 decrease_ob_nr (op, nrof);
469 return; 469 return;
765{ 765{
766 object *otmp; 766 object *otmp;
767 767
768 if (op->type != PLAYER) 768 if (op->type != PLAYER)
769 return 0; 769 return 0;
770
770 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))
771 { 772 {
772 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.");
773 return 0; 774 return 0;
774 } 775 }
776
775 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
776 if (!otmp) 778 if (!otmp)
777 { 779 {
778 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.");
779 return 0; 781 return 0;
780 } 782 }
783
781 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 785 {
783 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");
784 return 0; 787 return 0;
785 } 788 }
789
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
789 return 1; 793 return 1;
790} 794}
851 { 855 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 856 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 857 pow++;
854 } 858 }
855 859
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 860 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 861 }
858 else 862 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 863 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 864
861 if (!settings.armor_weight_linear) 865 if (!settings.armor_weight_linear)
862 { 866 {
863 int base = 100; 867 int base = 100;
864 int pow = 0; 868 int pow = 0;
867 { 871 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 872 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 873 pow++;
870 } 874 }
871 875
872 armour->weight = (armour->arch->clone.weight * base) / 100; 876 armour->weight = (armour->arch->weight * base) / 100;
873 } 877 }
874 else 878 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 879 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 880
877 if (armour->weight <= 0) 881 if (armour->weight <= 0)
878 { 882 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 883 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 884 armour->weight = 1;
881 } 885 }
882 886
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 887 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 888
885 if (op->type == PLAYER) 889 if (op->type == PLAYER)
886 { 890 {
887 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
940 944
941 price_in = cost * item->value; 945 price_in = cost * item->value;
942 } 946 }
943 else 947 else
944 { 948 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 949 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 950 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947 return 0; 951 return 0;
948 952
949 if (CONV_NEED (converter)) 953 if (CONV_NEED (converter))
950 { 954 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1006 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1007 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1008
1005 /** 1009 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1010 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1011 * probably had something in mind when doing this
1008 */ 1012 */
1009 } 1013 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1014 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1015 return 1;
1012} 1016}
1241 */ 1245 */
1242static void 1246static void
1243apply_sign (object *op, object *sign, int autoapply) 1247apply_sign (object *op, object *sign, int autoapply)
1244{ 1248{
1245 readable_message_type *msgType; 1249 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247 1250
1248 if (sign->msg == NULL) 1251 if (sign->msg == NULL)
1249 { 1252 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1253 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1251 return; 1254 return;
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1275 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1276 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1277 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1275 return; 1278 return;
1276 } 1279 }
1280
1281 if (op->contr)
1282 if (client *ns = op->contr->ns)
1283 {
1277 msgType = get_readable_message_type (sign); 1284 msgType = get_readable_message_type (sign);
1285
1286 if (ns->can_msg)
1287 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1288 else
1289 {
1290 char newbuf[HUGE_BUF];
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1291 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1279 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1292 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1293 }
1294 }
1280} 1295}
1281 1296
1282/** 1297/**
1283 * 'victim' moves onto 'trap' 1298 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1299 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1322 * proper. This code was causing needless crashes.
1308 */ 1323 */
1309 if (recursion_depth >= 500) 1324 if (recursion_depth >= 500)
1310 { 1325 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1326 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1312 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->name, &trap->name, &victim->arch->name, &victim->name); 1327 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1328 return;
1314 } 1329 }
1330
1315 recursion_depth++; 1331 recursion_depth++;
1316 if (trap->head) 1332 if (trap->head)
1317 trap = trap->head; 1333 trap = trap->head;
1318 1334
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1335 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1350
1335 /* Just put in some sanity check. I think there is a bug in the 1351 /* Just put in some sanity check. I think there is a bug in the
1336 * above with some objects have zero speed, and thus the player 1352 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1353 * getting permanently paralyzed.
1338 */ 1354 */
1339 if (victim->speed_left < -50.0) 1355 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1356 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1357 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1358 }
1343 goto leave; 1359 goto leave;
1344 1360
1345 case SPINNER: 1361 case SPINNER:
1514 } 1530 }
1515 goto leave; 1531 goto leave;
1516 1532
1517 default: 1533 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1534 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1519 "handled in move_apply()\n", &trap->name, &trap->arch->name, trap->type); 1535 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1536 goto leave;
1521 } 1537 }
1522 1538
1523leave: 1539leave:
1524 recursion_depth--; 1540 recursion_depth--;
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1880 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1881 identify (tmp);
1866 1882
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1883 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1868 1884
1869
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1885 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1886 decrease_ob (tmp);
1872} 1887}
1873 1888
1874/** 1889/**
1877 * chest. 1892 * chest.
1878 */ 1893 */
1879static void 1894static void
1880apply_treasure (object *op, object *tmp) 1895apply_treasure (object *op, object *tmp)
1881{ 1896{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1897 /* Nice side effect of new treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1898 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1899 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1900 * prevents people fromt moving chests to more difficult maps to get better
1889 * treasure 1901 * treasure
1890 */ 1902 */
1891
1892 treas = tmp->inv; 1903 object *treas = tmp->inv;
1893 if (treas == NULL) 1904
1905 if (!treas)
1894 { 1906 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1907 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896 decrease_ob (tmp); 1908 decrease_ob (tmp);
1897 return; 1909 return;
1898 } 1910 }
1911
1899 while (tmp->inv) 1912 while (tmp->inv)
1900 { 1913 {
1901 treas = tmp->inv; 1914 treas = tmp->inv;
1902 1915
1903 treas->remove (); 1916 treas->remove ();
2026 shstr_cmp dragon_ability_force ("dragon_ability_force"); 2039 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force"); 2040 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028 2041
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2042 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2043 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2044 if (tmp->arch->archname == dragon_skin_force)
2032 skin = tmp; 2045 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2046 else if (tmp->arch->archname == dragon_ability_force)
2034 abil = tmp; 2047 abil = tmp;
2035 2048
2036 /* if either skin or ability are missing, this is an old player 2049 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2050 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2051 if (skin == NULL || abil == NULL)
2292 } 2305 }
2293 2306
2294 return 0; 2307 return 0;
2295} 2308}
2296 2309
2297
2298/** 2310/**
2299 * Main apply handler. 2311 * Main apply handler.
2300 * 2312 *
2301 * Checks for unpaid items before applying. 2313 * Checks for unpaid items before applying.
2302 * 2314 *
2309 * being applied. 2321 * being applied.
2310 * 2322 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2323 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2324 * them in this function - they are passed to apply_special
2313 */ 2325 */
2314
2315int 2326int
2316manual_apply (object *op, object *tmp, int aflag) 2327manual_apply (object *op, object *tmp, int aflag)
2317{ 2328{
2318 if (tmp->head) 2329 if (tmp->head)
2319 tmp = tmp->head; 2330 tmp = tmp->head;
2357 case EXIT: 2368 case EXIT:
2358 if (op->type != PLAYER) 2369 if (op->type != PLAYER)
2359 return 0; 2370 return 0;
2360 2371
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2372 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2362 {
2363 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2373 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2374 else
2366 { 2375 {
2367 /* Don't display messages for random maps. */ 2376 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2377 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2378 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2379
2371 op->enter_exit (tmp); 2380 op->enter_exit (tmp);
2372 } 2381 }
2382
2373 return 1; 2383 return 1;
2374 2384
2375 case SIGN: 2385 case SIGN:
2376 apply_sign (op, tmp, 0); 2386 apply_sign (op, tmp, 0);
2377 return 1; 2387 return 1;
2381 { 2391 {
2382 apply_book (op, tmp); 2392 apply_book (op, tmp);
2383 return 1; 2393 return 1;
2384 } 2394 }
2385 else 2395 else
2386 {
2387 return 0; 2396 return 0;
2388 }
2389 2397
2390 case SKILLSCROLL: 2398 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2392 { 2400 {
2393 apply_skillscroll (op, tmp); 2401 apply_skillscroll (op, tmp);
2394 return 1; 2402 return 1;
2395 } 2403 }
2404 else
2396 return 0; 2405 return 0;
2397 2406
2398 case SPELLBOOK: 2407 case SPELLBOOK:
2399 if (op->type == PLAYER) 2408 if (op->type == PLAYER)
2400 { 2409 {
2401 apply_spellbook (op, tmp); 2410 apply_spellbook (op, tmp);
2402 return 1; 2411 return 1;
2403 } 2412 }
2413 else
2404 return 0; 2414 return 0;
2405 2415
2406 case SCROLL: 2416 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2417 apply_scroll (op, tmp, 0);
2408 return 1; 2418 return 1;
2409 2419
2410 case POTION: 2420 case POTION:
2411 (void) apply_potion (op, tmp); 2421 apply_potion (op, tmp);
2412 return 1; 2422 return 1;
2413 2423
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2424 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2425 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2426 case CLOSE_CON:
2449 case LAMP: 2459 case LAMP:
2450 case BUILDER: 2460 case BUILDER:
2451 case SKILL_TOOL: 2461 case SKILL_TOOL:
2452 if (tmp->env != op) 2462 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2463 return 2; /* not in inventory */
2464
2454 (void) apply_special (op, tmp, aflag); 2465 apply_special (op, tmp, aflag);
2455 return 1; 2466 return 1;
2456 2467
2457 case DRINK: 2468 case DRINK:
2458 case FOOD: 2469 case FOOD:
2459 case FLESH: 2470 case FLESH:
2475 } 2486 }
2476 else 2487 else
2477 return 0; 2488 return 0;
2478 2489
2479 case WEAPON_IMPROVER: 2490 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2491 check_improve_weapon (op, tmp);
2481 return 1; 2492 return 1;
2482 2493
2483 case CLOCK: 2494 case CLOCK:
2484 if (op->type == PLAYER) 2495 if (op->type == PLAYER)
2485 { 2496 {
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2504 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf); 2505 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2506 return 1;
2496 } 2507 }
2497 else 2508 else
2498 {
2499 return 0; 2509 return 0;
2500 }
2501 2510
2502 case MENU: 2511 case MENU:
2503 if (op->type == PLAYER) 2512 if (op->type == PLAYER)
2504 { 2513 {
2505 shop_listing (tmp, op); 2514 shop_listing (tmp, op);
2506 return 1; 2515 return 1;
2507 } 2516 }
2508 else 2517 else
2509 {
2510 return 0; 2518 return 0;
2511 }
2512 2519
2513 case POWER_CRYSTAL: 2520 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2521 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2522 return 1;
2516 2523
2519 { 2526 {
2520 apply_lighter (op, tmp); 2527 apply_lighter (op, tmp);
2521 return 1; 2528 return 1;
2522 } 2529 }
2523 else 2530 else
2524 {
2525 return 0; 2531 return 0;
2526 }
2527 2532
2528 case ITEM_TRANSFORMER: 2533 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2534 apply_item_transformer (op, tmp);
2530 return 1; 2535 return 1;
2531 2536
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2559 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2555 return 0; 2560 return 0;
2556 } 2561 }
2557 } 2562 }
2558 2563
2559 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2560 * applied.
2561 */
2562 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && !QUERY_FLAG (pl, FLAG_WAS_WIZ))
2563 {
2564 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2565 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff " "of smoke!");
2566 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2567 op->destroy ();
2568 return 1;
2569 }
2570
2571 pl->contr->last_used = op; 2564 pl->contr->last_used = op;
2572 2565
2573 tmp = manual_apply (pl, op, aflag); 2566 tmp = manual_apply (pl, op, aflag);
2574 if (!quiet) 2567 if (!quiet)
2575 { 2568 {
2584/** 2577/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2578 * player_apply_below attempts to apply the object 'below' the player.
2586 * If the player has an open container, we use that for below, otherwise 2579 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2580 * we use the ground.
2588 */ 2581 */
2589
2590void 2582void
2591player_apply_below (object *pl) 2583player_apply_below (object *pl)
2592{ 2584{
2593 int floors = 0; 2585 int floors = 0;
2594 2586
2631 * to keep the size of apply_special to a more managable size. 2623 * to keep the size of apply_special to a more managable size.
2632 */ 2624 */
2633static int 2625static int
2634unapply_special (object *who, object *op, int aflags) 2626unapply_special (object *who, object *op, int aflags)
2635{ 2627{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2628 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2629 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2630 return RESULT_INT (0);
2638 2631
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2632 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2633
2643 switch (op->type) 2634 switch (op->type)
2644 { 2635 {
2636 case SKILL_TOOL:
2637 // unapplying a skill tool should also unapply the skill it governs
2638 // but this is hard, as it shouldn't do so when the skill can
2639 // be used for other reasons
2640 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2641 if (tmp->skill == op->skill
2642 && tmp->type == SKILL
2643 && tmp->flag [FLAG_APPLIED]
2644 && !tmp->flag [FLAG_CAN_USE_SKILL])
2645 unapply_special (who, tmp, 0);
2646
2647 change_abil (who, op);
2648 break;
2649
2645 case WEAPON: 2650 case WEAPON:
2651 if (player *pl = who->contr)
2652 if (op == pl->combat_ob)
2653 {
2654 pl->combat_ob = 0;
2655 who->change_weapon (pl->ranged_ob);
2656 }
2657
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2658 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647 2659
2648 (void) change_abil (who, op); 2660 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2661 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2662 break;
2653 2663
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2664 case SKILL:
2656 if (op != who->chosen_skill) 2665 if (who->contr)
2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2658
2659 if (who->type == PLAYER)
2660 {
2661 if (who->contr->ranged_ob == op)
2662 { 2666 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2667 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else 2669 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 } 2671 }
2672 2672
2673 change_abil (who, op); 2673 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2675 break;
2677 2676
2678 case ARMOUR: 2677 case ARMOUR:
2679 case HELMET: 2678 case HELMET:
2684 case AMULET: 2683 case AMULET:
2685 case GIRDLE: 2684 case GIRDLE:
2686 case BRACERS: 2685 case BRACERS:
2687 case CLOAK: 2686 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2689 (void) change_abil (who, op); 2688 change_abil (who, op);
2690 break; 2689 break;
2690
2691 case LAMP: 2691 case LAMP:
2692 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2693 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2694
2693 tmp2 = arch_to_object (op->other_arch); 2695 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2696 tmp2->x = op->x;
2695 tmp2->y = op->y; 2697 tmp2->y = op->y;
2696 tmp2->map = op->map; 2698 tmp2->map = op->map;
2697 tmp2->below = op->below; 2699 tmp2->below = op->below;
2698 tmp2->above = op->above; 2700 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2701 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2702 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2703
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2704 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2705 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2706
2705 if (who->type == PLAYER) 2707 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2708 esrv_del_item (who->contr, op->count);
2707 2709
2708 op->destroy (); 2710 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2711 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2712 who->update_stats ();
2713
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2714 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2715 {
2713 if (who->type == PLAYER) 2716 if (who->contr)
2714 { 2717 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2718 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2719 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2720 }
2718 } 2721 }
2719 if (who->type == PLAYER) 2722
2723 if (who->contr)
2720 esrv_send_item (who, tmp2); 2724 esrv_send_item (who, tmp2);
2725 }
2726
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2727 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2728
2724 case BOW: 2729 case BOW:
2725 case WAND: 2730 case WAND:
2726 case ROD: 2731 case ROD:
2727 case HORN: 2732 case HORN:
2728 clear_skill (who); 2733 if (player *pl = who->contr)
2729 if (who->type == PLAYER) 2734 {
2735 if (op == pl->ranged_ob)
2730 { 2736 {
2737 pl->ranged_ob = 0;
2738 who->change_weapon (pl->combat_ob);
2739 }
2740
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2741 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732
2733 who->contr->ranged_skill = 0;
2734 who->contr->ranged_ob = 0;
2735 } 2742 }
2736 else 2743 else
2737 { 2744 {
2745 who->change_skill (0);
2746
2738 if (op->type == BOW) 2747 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2748 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2749 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2750 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2751 }
2743 2752
2744 break; 2753 break;
2745 2754
2746 case BUILDER: 2755 case BUILDER:
2747 if (who->type == PLAYER) 2756 if (who->contr)
2748 {
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 2758 break;
2755 2759
2756 default: 2760 default:
2757 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));
2758 break; 2762 break;
2760 2764
2761 who->update_stats (); 2765 who->update_stats ();
2762 2766
2763 if (!(aflags & AP_NO_MERGE)) 2767 if (!(aflags & AP_NO_MERGE))
2764 { 2768 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2769 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2770
2771 if (who->contr)
2769 { 2772 {
2770 if (tmp) 2773 if (tmp)
2771 { /* it was merged */ 2774 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2775 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2776 op = tmp;
2774 } 2777 }
2775 2778
2776 esrv_send_item (who, op); 2779 esrv_send_item (who, op);
2777 } 2780 }
2778 } 2781 }
2782
2779 return 0; 2783 return 0;
2780} 2784}
2781 2785
2782/** 2786/**
2783 * Returns the object that is using location 'loc'. 2787 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2788 * Note that 'start' is the first object to start examing - we
2785 * then go through the below of this. In this way, you can do 2789 * then go through the below of this. In this way, you can do
2786 * something like: 2790 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2791 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2792 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2793 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2794 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2795 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2796 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2797 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2798 * up body locations can be used as restrictions.
2795 */ 2799 */
2796object * 2800static object *
2797get_item_from_body_location (object *start, int loc) 2801get_next_item_from_body_location (int loc, object *start)
2798{ 2802{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2803 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2804 if (tmp->flag [FLAG_APPLIED]
2805 && tmp->slot[loc].info
2806 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2807 return tmp;
2807 2808
2808 return NULL; 2809 return 0;
2809} 2810}
2810
2811
2812 2811
2813/** 2812/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2813 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2814 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2815 * that there are objects to unapply. This makes pretty heavy
2822 * another function that does just that. 2821 * another function that does just that.
2823 */ 2822 */
2824int 2823int
2825unapply_for_ob (object *who, object *op, int aflags) 2824unapply_for_ob (object *who, object *op, int aflags)
2826{ 2825{
2827 int i; 2826 if (op->is_range ())
2828 object *tmp = NULL, *last;
2829
2830 /* If we are applying a shield or weapon, unapply any equipped shield
2831 * or weapons first - only allowed to use one weapon/shield at a time.
2832 */
2833 if (op->type == WEAPON || op->type == SHIELD)
2834 {
2835 for (tmp = who->inv; tmp; tmp = tmp->below) 2827 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2828 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2838 {
2839 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2829 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2830 {
2841 if (aflags & AP_PRINT) 2831 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2832 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2843 else 2833 else
2844 unapply_special (who, tmp, aflags); 2834 unapply_special (who, tmp, aflags);
2845 } 2835 }
2846 else 2836 else
2847 { 2837 {
2848 /* In this case, we want to try and remove a cursed item. 2838 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2839 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2840 * at least generate the message.
2851 */ 2841 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2842 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
2853 return 1; 2843 return 1;
2854 }
2855
2856 } 2844 }
2857 }
2858 }
2859 2845
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2846 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2847 {
2862 /* this used up a slot that we need to free */ 2848 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2849 if (op->slot[i].info)
2864 { 2850 {
2865 last = who->inv; 2851 object *last = who->inv;
2866 2852
2867 /* We do a while loop - may need to remove several items in order 2853 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2854 * to free up enough slots.
2869 */ 2855 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2856 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2857 {
2872 tmp = get_item_from_body_location (last, i); 2858 object *tmp = get_next_item_from_body_location (i, last);
2859
2873 if (!tmp) 2860 if (!tmp)
2874 { 2861 {
2875#if 0 2862#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2863 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2864 * equipped.
2878 */ 2865 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2866 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2867#endif
2881 return 1; 2868 return 1;
2882 } 2869 }
2870
2883 /* If we are just printing, we don't care about cursed status */ 2871 /* If we are just printing, we don't care about cursed status */
2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2872 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2873 {
2886 if (aflags & AP_PRINT) 2874 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2875 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2895 * so it may not be critical (eg, putting on a ring and you have 2883 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2884 * one cursed ring.)
2897 */ 2885 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2886 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2899 } 2887 }
2888
2900 last = tmp->below; 2889 last = tmp->below;
2901 } 2890 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2891 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2903 * return in the !tmp would have kicked in. 2892 * return in the !tmp would have kicked in.
2904 */ 2893 */
2905 } /* if op is using this body location */ 2894 } /* if op is using this body location */
2906 } /* for body lcoations */ 2895 } /* for body lcoations */
2896
2907 return 0; 2897 return 0;
2908} 2898}
2909 2899
2910/** 2900/**
2911 * Checks to see if 'who' can apply object 'op'. 2901 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2902 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2903 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2904 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2905 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2916 * is set, do we really are what the other flags may be?) 2906 * is set, do we really care what the other flags may be?)
2917 * 2907 *
2918 * See include/define.h for detailed description of the meaning of 2908 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2909 * these return values.
2920 */ 2910 */
2921int 2911int
2922can_apply_object (object *who, object *op) 2912can_apply_object (object *who, object *op)
2923{ 2913{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2914 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2915 return RESULT_INT (0);
2926 2916
2927 int i, retval = 0; 2917 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2918 object *tmp = 0, *ws = 0;
2929 2919
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2920 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2931 * 2 weapons, but we don't want to let them do that. So if they are
2932 * trying to equip a weapon or shield, see if they already have one
2933 * in place and store that way.
2934 */
2935 if (op->type == WEAPON || op->type == SHIELD)
2936 { 2921 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2922 if (op->slot[i].info)
2938 { 2923 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2924 /* Item uses more slots than we have */
2925 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2926 {
2941 retval = CAN_APPLY_UNAPPLY;
2942 ws = tmp;
2943 }
2944 }
2945 }
2946
2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
2948 {
2949 if (op->body_info[i])
2950 {
2951 /* Item uses more slots than we have */
2952 if (FABS (op->body_info[i]) > who->body_info[i])
2953 {
2954 /* Could return now for efficiently - rest of info below isn' 2927 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2928 * really needed.
2956 */ 2929 */
2957 retval |= CAN_APPLY_NEVER; 2930 retval |= CAN_APPLY_NEVER;
2958 } 2931 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2932 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2933 {
2961 /* in this case, equipping this would use more free spots than 2934 /* in this case, equipping this would use more free spots than
2962 * we have. 2935 * we have.
2963 */ 2936 */
2964 object *tmp1;
2965
2966 2937
2967 /* if we have an applied weapon/shield, and unapply it would free 2938 /* if we have an applied weapon/shield, and unapply it would free
2968 * enough slots to equip the new item, then just set this can 2939 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2940 * apply unapply". We don't care about the logic below - if you have a
2970 * shield equipped and try to equip another shield, there is only 2941 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2942 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2943 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2944 * may be two handed for example.
2974 */ 2945 */
2975 if (ws) 2946 if (ws)
2976 { 2947 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2977 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
2978 { 2948 {
2979 retval |= CAN_APPLY_UNAPPLY; 2949 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 2950 continue;
2981 } 2951 }
2982 }
2983 2952
2984 tmp1 = get_item_from_body_location (who->inv, i); 2953 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 2954 if (!tmp1)
2986 { 2955 {
2987#if 0 2956#if 0
2988 /* This is sort of an error, but happens a lot when old players 2957 /* This is sort of an error, but happens a lot when old players
2989 * join in with more stuff equipped than they are now allowed. 2958 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 2966 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 2967 * is different than we had found before, it means they need
2999 * to apply multiple objects 2968 * to apply multiple objects
3000 */ 2969 */
3001 retval |= CAN_APPLY_UNAPPLY; 2970 retval |= CAN_APPLY_UNAPPLY;
2971
3002 if (!tmp) 2972 if (!tmp)
3003 tmp = tmp1; 2973 tmp = tmp1;
3004 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 2976
3008 /* This object isn't using up all the slots, so there must 2977 /* This object isn't using up all the slots, so there must
3009 * be another. If so, and it the new item doesn't need all 2978 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3011 */ 2980 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2981 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2982 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 2984
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3017 */ 2987 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2988 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 2990 }
3022 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3023 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3025 2994
3038 3007
3039 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3040 { 3009 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3049 } 3021 }
3050 3022
3051 return retval; 3023 return retval;
3066 * AP_UNAPPLY=always unapply). 3038 * AP_UNAPPLY=always unapply).
3067 * 3039 *
3068 * Optional flags: 3040 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3041 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3042 * AP_IGNORE_CURSE: unapply cursed items
3043 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3044 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3045 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3046 *
3074 * apply_special() doesn't check for unpaid items. 3047 * apply_special() doesn't check for unpaid items.
3075 */ 3048 */
3076int 3049int
3077apply_special (object *who, object *op, int aflags) 3050apply_special (object *who, object *op, int aflags)
3078{ 3051{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3052 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3053 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3054
3083 if (who == NULL) 3055 if (who == NULL)
3084 { 3056 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3057 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3058 return 1;
3096 if (basic_flag == AP_APPLY) 3068 if (basic_flag == AP_APPLY)
3097 return 0; 3069 return 0;
3098 3070
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3071 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3072 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3073 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3102 return 1; 3074 return 1;
3103 } 3075 }
3076
3104 return unapply_special (who, op, aflags); 3077 return unapply_special (who, op, aflags);
3105 } 3078 }
3106 3079
3107 if (basic_flag == AP_UNAPPLY) 3080 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3081 return 0;
3109 3082
3110 i = can_apply_object (who, op); 3083 // if the item is combat/ranged, wield the relevant slot first
3084 // to resolve conflicts.
3085 if (player *pl = who->contr)
3086 switch (op->slottype ())
3087 {
3088 case slot_combat: who->change_weapon (pl->combat_ob); break;
3089 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3090 }
3091
3092 splay (op);
3111 3093
3112 /* Can't just apply this object. Lets see what not and what to do */ 3094 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3095 if (int i = can_apply_object (who, op))
3114 { 3096 {
3115 if (i & CAN_APPLY_NEVER) 3097 if (i & CAN_APPLY_NEVER)
3116 { 3098 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3099 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3118 return 1; 3100 return 1;
3120 else if (i & CAN_APPLY_RESTRICTION) 3102 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3103 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3104 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3123 return 1; 3105 return 1;
3124 } 3106 }
3107
3125 if (who->type != PLAYER) 3108 if (who->type != PLAYER)
3126 { 3109 {
3127 /* Some error, so don't try to equip something more */ 3110 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3111 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3112 return 1;
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3118 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3119 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3120 return 1;
3138 } 3121 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3122 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3123 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3124 return 1;
3144 }
3145 } 3125 }
3146 } 3126 }
3147 3127
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3128 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3129 {
3150 skop = find_skill_by_name (who, op->skill); 3130 skop = find_skill_by_name (who, op->skill);
3131
3151 if (!skop) 3132 if (!skop)
3152 { 3133 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3134 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3154 return 1; 3135 return 1;
3155 } 3136 }
3156 else 3137 else
3157 /* While experience will be credited properly, we want to change the 3138 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3139 * skill so that the dam and wc get updated
3159 */ 3140 */
3160 change_skill (who, skop, 0); 3141 who->change_skill (skop);
3161 } 3142 }
3162 3143
3144 if (who->type == PLAYER
3145 && op->item_power
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3146 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3164 { 3147 {
3165 new_draw_info (NDI_UNIQUE, 0, who, 3148 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! " 3149 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]"); 3150 "[use the skills command to check your available item power]");
3168 return 1; 3151 return 1;
3169 } 3152 }
3170 3153
3171
3172 /* Ok. We are now at the state where we can apply the new object. 3154 /* Ok. We are now at the state where we can apply the new object.
3173 * Note that we don't have the checks for can_use_... 3155 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3156 * below - that is already taken care of by can_apply_object.
3175 */ 3157 */
3176
3177 if (op->nrof > 1) 3158 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3159 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3160 else
3180 tmp = NULL; 3161 tmp = 0;
3181 3162
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3163 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3164 return RESULT_INT (0);
3184 3165
3185 switch (op->type) 3166 switch (op->type)
3186 { 3167 {
3187 case WEAPON: 3168 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3169 if (!check_weapon_power (who, op->last_eat))
3189 { 3170 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3171 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3172 "It would consume your soul!.");
3173
3192 if (tmp != NULL) 3174 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3175 insert_ob_in_ob (tmp, who);
3176
3194 return 1; 3177 return 1;
3195 } 3178 }
3196 3179
3197 //TODO: this obviously fails for players using a shiorter prefix 3180 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3181 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3182 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3183 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3184 /* if the weapon does not have the name as the character, can't use it. */
3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3185 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3186 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3206 insert_ob_in_ob (tmp, who); 3189 insert_ob_in_ob (tmp, who);
3207 3190
3208 return 1; 3191 return 1;
3209 } 3192 }
3210 3193
3194 if (!skop)
3195 {
3196 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3197 return 1;
3198 }
3199
3211 SET_FLAG (op, FLAG_APPLIED); 3200 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3201 who->change_skill (skop);
3215 3202
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3203 if (who->contr)
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3204 who->change_weapon (who->contr->combat_ob = op);
3218 3205
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3206 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220 3207
3208 SET_FLAG (who, FLAG_READY_WEAPON);
3221 change_abil (who, op); 3209 change_abil (who, op);
3222 break; 3210 break;
3223 3211
3224 case ARMOUR: 3212 case ARMOUR:
3225 case HELMET: 3213 case HELMET:
3237 break; 3225 break;
3238 3226
3239 case LAMP: 3227 case LAMP:
3240 if (op->stats.food < 1) 3228 if (op->stats.food < 1)
3241 { 3229 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3230 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1; 3231 return 1;
3244 } 3232 }
3245 3233
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3234 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch); 3235 tmp2 = arch_to_object (op->other_arch);
3268 } 3256 }
3269 3257
3270 who->update_stats (); 3258 who->update_stats ();
3271 3259
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3260 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3261 if (who->type == PLAYER)
3275 { 3262 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3263 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3264 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3265 }
3279 }
3280 3266
3281 if (who->type == PLAYER) 3267 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3268 esrv_send_item (who, tmp2);
3283 3269
3284 return 0; 3270 return 0;
3285 3271
3286 /* this part is needed for skill-tools */ 3272 case SKILL_TOOL:
3273 // applying a skill tool also readies the skill
3274 SET_FLAG (op, FLAG_APPLIED);
3275
3276 if (!(aflags & AP_NO_READY))
3277 {
3278 skop = find_skill_by_name (who, op->skill);
3279 if (!skop->flag [FLAG_APPLIED])
3280 apply_special (who, skop, AP_APPLY);
3281 }
3282 break;
3283
3287 case SKILL: 3284 case SKILL:
3288 case SKILL_TOOL: 3285 if (player *pl = who->contr)
3289 if (who->chosen_skill)
3290 {
3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3292 return 1;
3293 } 3286 {
3294 3287 if (IS_COMBAT_SKILL (op->subtype))
3295 if (who->type == PLAYER)
3296 { 3288 {
3297 who->contr->ranged_skill = who; 3289 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3290 {
3291 for (object *item = who->inv; item; item = item->below)
3292 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3293 {
3294 if (item->skill == op->skill)
3295 {
3296 who->change_weapon (pl->combat_ob = item);
3297 goto found_weapon;
3298 }
3299 }
3300
3301 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3302 return 1;
3303
3304 found_weapon:;
3305 }
3306 else
3307 who->change_weapon (pl->combat_ob = op);
3308 }
3309 else if (IS_RANGED_SKILL (op->subtype))
3310 {
3311 if (skill_flags [op->subtype] & SF_NEED_BOW)
3312 {
3313 for (object *item = who->inv; item; item = item->below)
3314 if (item->type == BOW && item->flag [FLAG_APPLIED])
3315 {
3316 //TODO: bows should/must all have skill missile weapon right now
3317 who->change_weapon (pl->ranged_ob = item);
3318 goto found_bow;
3319 }
3320
3321 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3322 return 1;
3323
3324 found_bow:;
3325 }
3326 else
3327 who->change_weapon (pl->ranged_ob = op);
3328 }
3299 3329
3300 if (!op->invisible) 3330 if (!op->invisible)
3301 { 3331 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3332 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3333 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3304 } 3334 }
3305 else 3335 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3336 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3307 } 3337 }
3308 3338 else
3339 {
3309 SET_FLAG (op, FLAG_APPLIED); 3340 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3341 change_abil (who, op);
3311 who->chosen_skill = op; 3342 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3343 SET_FLAG (who, FLAG_READY_SKILL);
3344 }
3345
3313 break; 3346 break;
3314 3347
3315 case BOW: 3348 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3349 if (!check_weapon_power (who, op->last_eat))
3317 { 3350 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3351 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3352 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320 3353
3321 if (tmp) 3354 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3355 insert_ob_in_ob (tmp, who);
3323 3356
3325 } 3358 }
3326 3359
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3360 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3361 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3362 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL) 3363 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3364 insert_ob_in_ob (tmp, who);
3332 3365
3333 return 1; 3366 return 1;
3334 } 3367 }
3335 3368
3336 /*FALLTHROUGH*/ 3369 /*FALLTHROUGH*/
3337 case WAND: 3370 case WAND:
3338 case ROD: 3371 case ROD:
3339 case HORN: 3372 case HORN:
3340 /* check for skill, alter player status */ 3373 /* check for skill, alter player status */
3374
3375 if (!skop)
3376 {
3377 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3378 return 1;
3379 }
3380
3341 SET_FLAG (op, FLAG_APPLIED); 3381 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3382 who->change_skill (skop);
3344 3383
3345 if (who->type == PLAYER) 3384 if (who->contr)
3346 { 3385 {
3386 who->contr->ranged_ob = op;
3387
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3388 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348 3389
3349 if (op->type == BOW) 3390 if (op->type == BOW)
3350 { 3391 {
3392 who->current_weapon = op;
3351 change_abil (who, op); 3393 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who, 3394 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3395 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3354 } 3396 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3397 }
3359 else 3398 else
3360 { 3399 {
3361 if (op->type == BOW) 3400 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3401 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3406 break;
3368 3407
3369 case BUILDER: 3408 case BUILDER:
3370 if (who->type == PLAYER) 3409 if (who->type == PLAYER)
3371 { 3410 {
3411 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3412 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3413 unapply_special (who, who->contr->ranged_ob, 0);
3374 3414
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3415 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376 3416
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3417 who->contr->ranged_ob = op;
3379 } 3418 }
3380 break; 3419 break;
3381 3420
3382 default: 3421 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3384 } /* end of switch op->type */ 3423 } /* end of switch op->type */
3385 3424
3386 SET_FLAG (op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3387 3426
3388 if (tmp != NULL) 3427 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3428 tmp = insert_ob_in_ob (tmp, who);
3390 3429
3391 who->update_stats (); 3430 who->update_stats ();
3392 3431
3393 /* We exclude spell casting objects. The fire code will set the 3432 /* We exclude spell casting objects. The fire code will set the
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3622 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3623 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3624 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3625 tmp->randomitems = NULL;
3587 } 3626 }
3627
3588 // close all containers 3628 // close all containers
3589 else if (tmp->type == CONTAINER) 3629 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3630 tmp->flag [FLAG_APPLIED] = 0;
3591 3631
3592 tmp = above; 3632 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3642 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3643 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3644 * that doesn't work with the new spell code. Since we know what
3605 * the food changes, just grab a force and use that instead. 3645 * the food changes, just grab a force and use that instead.
3606 */ 3646 */
3607
3608void 3647void
3609eat_special_food (object *who, object *food) 3648eat_special_food (object *who, object *food)
3610{ 3649{
3611 object *force; 3650 object *force;
3612 int i, did_one = 0; 3651 int i, did_one = 0;
3613 sint8 k;
3614 3652
3615 force = get_archetype (FORCE_NAME); 3653 force = get_archetype (FORCE_NAME);
3616 3654
3617 for (i = 0; i < NUM_STATS; i++) 3655 for (i = 0; i < NUM_STATS; i++)
3618 { 3656 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3657 {
3622 set_attr_value (&force->stats, i, k); 3658 force->stats.stat (i) = k;
3623 did_one = 1; 3659 did_one = 1;
3624 } 3660 }
3625 }
3626 3661
3627 /* check if we can protect the eater */ 3662 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3663 for (i = 0; i < NROFATTACKS; i++)
3629 { 3664 {
3630 if (food->resist[i] > 0) 3665 if (food->resist[i] > 0)
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3826 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3792 blind_player (op, op, power); 3827 blind_player (op, op, power);
3793 } 3828 }
3794 else if (failure <= -80) 3829 else if (failure <= -80)
3795 { /* blast the immediate area */ 3830 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3831 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3832 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3833 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3801 tmp->destroy (); 3834 tmp->destroy ();
3802 } 3835 }
3803 } 3836 }
3804} 3837}
3805 3838
3825 */ 3858 */
3826 int i, j; 3859 int i, j;
3827 3860
3828 for (i = 0; i < NUM_STATS; i++) 3861 for (i = 0; i < NUM_STATS; i++)
3829 { 3862 {
3830 sint8 stat = get_attr_value (stats, i); 3863 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3864 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3865
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3866 if (stat > 20 + race_bonus)
3835 { 3867 {
3836 excess_stat++; 3868 excess_stat++;
3837 stat = 20 + race_bonus; 3869 stat = 20 + race_bonus;
3838 } 3870 }
3839 set_attr_value (stats, i, stat); 3871
3872 stats->stat (i) = stat;
3840 } 3873 }
3841 3874
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3875 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3876 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3877 int i = rndm (0, 6);
3845 int stat = get_attr_value (stats, i);
3846 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
3847 3878
3848 if (i == CHA) 3879 if (i == CHA)
3849 continue; /* exclude cha from this */ 3880 continue; /* exclude cha from this */
3881
3882 int stat = stats->stat (i);
3883 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 3884 if (stat < 20 + race_bonus)
3851 { 3885 {
3852 change_attr_value (stats, i, 1); 3886 change_attr_value (stats, i, 1);
3853 excess_stat--; 3887 excess_stat--;
3854 } 3888 }
3857 /* insert the randomitems from the change's treasurelist into 3891 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3892 * the player ref: player.c
3859 */ 3893 */
3860 if (change->randomitems != NULL) 3894 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3895 give_initial_items (pl, change->randomitems);
3862
3863 3896
3864 /* set up the face, for some races. */ 3897 /* set up the face, for some races. */
3865 3898
3866 /* first, look for the force object banning 3899 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3900 * changing the face. Certain races never change face with class.
3924 { 3957 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3958 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3926 return; 3959 return;
3927 } 3960 }
3928 /* check whether they are compatible or not */ 3961 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 3962 find = strstr (marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3963 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 3964 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3965 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3933 return; 3966 return;
3934 } 3967 }
3935 find += strlen (transformer->arch->name) + 1; 3968 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 3969 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 3970 if (isdigit (*(find)))
3938 { 3971 {
3939 yield = atoi (find); 3972 yield = atoi (find);
3940 if (yield < 1) 3973 if (yield < 1)

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