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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 1.112 by root, Tue Jul 3 11:43:38 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
23
24#include <cmath>
24 25
25#include <global.h> 26#include <global.h>
26#include <living.h> 27#include <living.h>
27#include <spells.h> 28#include <spells.h>
28#include <skills.h> 29#include <skills.h>
30 31
31#include <sproto.h> 32#include <sproto.h>
32 33
33/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
34#include <sounds.h> 35#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 36
39/** 37/**
40 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 40 */
70 68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ((op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || op->race != victim->name)) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || op->race != victim->race))) 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
84 ((victim->name && name_flag && op->slaying == victim->name)) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && op->slaying == victim->race))) 83 ((victim->race && race_flag && op->slaying == victim->race)))
86 return 1; 84 return 1;
87 85
88 return 0; 86 return 0;
233 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
234 232
235 if (depl) 233 if (depl)
236 { 234 {
237 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 237 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 238
241 depl->destroy (); 239 depl->destroy ();
242 op->update_stats (); 240 op->update_stats ();
243 } 241 }
375 force->stats.food *= 10; 373 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 374 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 375 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 376 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 377 }
378
380 force->speed_left = -1; 379 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 380 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 381 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 382 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 383 change_abil (op, force);
425 return 0; 424 return 0;
426 425
427 op = op->below; 426 op = op->below;
428 while (op != NULL) 427 while (op != NULL)
429 { 428 {
430 if (strcmp (op->arch->name, item) == 0) 429 if (strcmp (op->arch->archname, item) == 0)
431 { 430 {
432 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
433 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID)) 432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
434 { 433 {
435 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */ 434 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
459 prev = op; 458 prev = op;
460 op = op->below; 459 op = op->below;
461 460
462 while (op != NULL) 461 while (op != NULL)
463 { 462 {
464 if (strcmp (op->arch->name, item) == 0) 463 if (strcmp (op->arch->archname, item) == 0)
465 { 464 {
466 if (op->nrof >= nrof) 465 if (op->nrof >= nrof)
467 { 466 {
468 decrease_ob_nr (op, nrof); 467 decrease_ob_nr (op, nrof);
469 return; 468 return;
765{ 764{
766 object *otmp; 765 object *otmp;
767 766
768 if (op->type != PLAYER) 767 if (op->type != PLAYER)
769 return 0; 768 return 0;
769
770 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))
771 { 771 {
772 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.");
773 return 0; 773 return 0;
774 } 774 }
775
775 otmp = find_marked_object (op); 776 otmp = find_marked_object (op);
776 if (!otmp) 777 if (!otmp)
777 { 778 {
778 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.");
779 return 0; 780 return 0;
780 } 781 }
782
781 if (otmp->type != WEAPON && otmp->type != BOW) 783 if (otmp->type != WEAPON && otmp->type != BOW)
782 { 784 {
783 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");
784 return 0; 786 return 0;
785 } 787 }
788
786 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 789 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
787 improve_weapon (op, tmp, otmp); 790 improve_weapon (op, tmp, otmp);
788 esrv_send_item (op, otmp); 791 esrv_send_item (op, otmp);
789 return 1; 792 return 1;
790} 793}
851 { 854 {
852 base = base - (base * settings.armor_speed_improvement) / 100; 855 base = base - (base * settings.armor_speed_improvement) / 100;
853 pow++; 856 pow++;
854 } 857 }
855 858
856 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * base) / 100; 859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
857 } 860 }
858 else 861 else
859 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (&armour->arch->clone) * (100 + armour->magic * settings.armor_speed_improvement)) / 100; 862 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
860 863
861 if (!settings.armor_weight_linear) 864 if (!settings.armor_weight_linear)
862 { 865 {
863 int base = 100; 866 int base = 100;
864 int pow = 0; 867 int pow = 0;
867 { 870 {
868 base = base - (base * settings.armor_weight_reduction) / 100; 871 base = base - (base * settings.armor_weight_reduction) / 100;
869 pow++; 872 pow++;
870 } 873 }
871 874
872 armour->weight = (armour->arch->clone.weight * base) / 100; 875 armour->weight = (armour->arch->weight * base) / 100;
873 } 876 }
874 else 877 else
875 armour->weight = (armour->arch->clone.weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100; 878 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
876 879
877 if (armour->weight <= 0) 880 if (armour->weight <= 0)
878 { 881 {
879 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n."); 882 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
880 armour->weight = 1; 883 armour->weight = 1;
881 } 884 }
882 885
883 armour->item_power = get_power_from_ench (armour->arch->clone.item_power + armour->magic); 886 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
884 887
885 if (op->type == PLAYER) 888 if (op->type == PLAYER)
886 { 889 {
887 esrv_send_item (op, armour); 890 esrv_send_item (op, armour);
888 if (QUERY_FLAG (armour, FLAG_APPLIED)) 891 if (QUERY_FLAG (armour, FLAG_APPLIED))
940 943
941 price_in = cost * item->value; 944 price_in = cost * item->value;
942 } 945 }
943 else 946 else
944 { 947 {
945 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->name || 948 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
946 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof)) 949 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
947 return 0; 950 return 0;
948 951
949 if (CONV_NEED (converter)) 952 if (CONV_NEED (converter))
950 { 953 {
1002 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1005 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1003 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name); 1006 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1004 1007
1005 /** 1008 /**
1006 * elmex: we are going to let the game continue, as the mapcreator 1009 * elmex: we are going to let the game continue, as the mapcreator
1007 * propably had something in mind when doing this 1010 * probably had something in mind when doing this
1008 */ 1011 */
1009 } 1012 }
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y); 1013 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1; 1014 return 1;
1012} 1015}
1241 */ 1244 */
1242static void 1245static void
1243apply_sign (object *op, object *sign, int autoapply) 1246apply_sign (object *op, object *sign, int autoapply)
1244{ 1247{
1245 readable_message_type *msgType; 1248 readable_message_type *msgType;
1246 char newbuf[HUGE_BUF];
1247 1249
1248 if (sign->msg == NULL) 1250 if (sign->msg == NULL)
1249 { 1251 {
1250 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1252 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1251 return; 1253 return;
1272 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) 1274 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1273 { 1275 {
1274 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1276 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1275 return; 1277 return;
1276 } 1278 }
1279
1280 if (op->contr)
1281 if (client *ns = op->contr->ns)
1282 {
1277 msgType = get_readable_message_type (sign); 1283 msgType = get_readable_message_type (sign);
1284
1285 if (ns->can_msg)
1286 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1287 else
1288 {
1289 char newbuf[HUGE_BUF];
1278 snprintf (newbuf, sizeof (newbuf), "%hhu %s", autoapply ? 1 : 0, &sign->msg); 1290 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); 1291 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1292 }
1293 }
1280} 1294}
1281 1295
1282/** 1296/**
1283 * 'victim' moves onto 'trap' 1297 * 'victim' moves onto 'trap'
1284 * 'victim' leaves 'trap' 1298 * 'victim' leaves 'trap'
1307 * proper. This code was causing needless crashes. 1321 * proper. This code was causing needless crashes.
1308 */ 1322 */
1309 if (recursion_depth >= 500) 1323 if (recursion_depth >= 500)
1310 { 1324 {
1311 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1325 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); 1326 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1313 return; 1327 return;
1314 } 1328 }
1329
1315 recursion_depth++; 1330 recursion_depth++;
1316 if (trap->head) 1331 if (trap->head)
1317 trap = trap->head; 1332 trap = trap->head;
1318 1333
1319 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1334 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1334 1349
1335 /* Just put in some sanity check. I think there is a bug in the 1350 /* 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 1351 * above with some objects have zero speed, and thus the player
1337 * getting permanently paralyzed. 1352 * getting permanently paralyzed.
1338 */ 1353 */
1339 if (victim->speed_left < -50.0) 1354 if (victim->speed_left < -50.f)
1340 victim->speed_left = -50.0; 1355 victim->speed_left = -50.f;
1341 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1356 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1342 } 1357 }
1343 goto leave; 1358 goto leave;
1344 1359
1345 case SPINNER: 1360 case SPINNER:
1514 } 1529 }
1515 goto leave; 1530 goto leave;
1516 1531
1517 default: 1532 default:
1518 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1533 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); 1534 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1520 goto leave; 1535 goto leave;
1521 } 1536 }
1522 1537
1523leave: 1538leave:
1524 recursion_depth--; 1539 recursion_depth--;
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1551 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1552 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1553 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1539 return; 1554 return;
1540 } 1555 }
1556
1541 if (tmp->msg == NULL) 1557 if (!tmp->msg)
1542 { 1558 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1559 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1544 return; 1560 return;
1545 } 1561 }
1546 1562
1549 if (!skill_ob) 1565 if (!skill_ob)
1550 { 1566 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1567 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols.");
1552 return; 1568 return;
1553 } 1569 }
1570
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1571 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1572 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1573 {
1557 if (lev_diff < 2) 1574 if (lev_diff < 2)
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1575 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1569 return; 1586 return;
1570 } 1587 }
1571 1588
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1589 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1590
1591 if (player *pl = op->contr)
1592 if (client *ns = pl->ns)
1593 if (ns->can_msg)
1594 {
1595 dynbuf_text buf;
1596 buf << long_desc (tmp, op)
1597 << "\n\n"
1598 << tmp->msg
1599 << '\0';
1600 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1601 }
1602 else
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1603 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1604 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1605 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg); 1606 long_desc (tmp, op), &tmp->msg);
1578 1607
1579 /* gain xp from reading */ 1608 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1609 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1610 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1611 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1893 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1894 identify (tmp);
1866 1895
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1896 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1868 1897
1869
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1898 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1899 decrease_ob (tmp);
1872} 1900}
1873 1901
1874/** 1902/**
1877 * chest. 1905 * chest.
1878 */ 1906 */
1879static void 1907static void
1880apply_treasure (object *op, object *tmp) 1908apply_treasure (object *op, object *tmp)
1881{ 1909{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1910 /* 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 1911 * 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 1912 * 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 1913 * prevents people fromt moving chests to more difficult maps to get better
1889 * treasure 1914 * treasure
1890 */ 1915 */
1891
1892 treas = tmp->inv; 1916 object *treas = tmp->inv;
1893 if (treas == NULL) 1917
1918 if (!treas)
1894 { 1919 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1920 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896 decrease_ob (tmp); 1921 decrease_ob (tmp);
1897 return; 1922 return;
1898 } 1923 }
1924
1899 while (tmp->inv) 1925 while (tmp->inv)
1900 { 1926 {
1901 treas = tmp->inv; 1927 treas = tmp->inv;
1902 1928
1903 treas->remove (); 1929 treas->remove ();
2026 shstr_cmp dragon_ability_force ("dragon_ability_force"); 2052 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force"); 2053 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028 2054
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2055 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2056 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2057 if (tmp->arch->archname == dragon_skin_force)
2032 skin = tmp; 2058 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2059 else if (tmp->arch->archname == dragon_ability_force)
2034 abil = tmp; 2060 abil = tmp;
2035 2061
2036 /* if either skin or ability are missing, this is an old player 2062 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2063 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2064 if (skin == NULL || abil == NULL)
2292 } 2318 }
2293 2319
2294 return 0; 2320 return 0;
2295} 2321}
2296 2322
2297
2298/** 2323/**
2299 * Main apply handler. 2324 * Main apply handler.
2300 * 2325 *
2301 * Checks for unpaid items before applying. 2326 * Checks for unpaid items before applying.
2302 * 2327 *
2309 * being applied. 2334 * being applied.
2310 * 2335 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2336 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2337 * them in this function - they are passed to apply_special
2313 */ 2338 */
2314
2315int 2339int
2316manual_apply (object *op, object *tmp, int aflag) 2340manual_apply (object *op, object *tmp, int aflag)
2317{ 2341{
2318 if (tmp->head) 2342 if (tmp->head)
2319 tmp = tmp->head; 2343 tmp = tmp->head;
2357 case EXIT: 2381 case EXIT:
2358 if (op->type != PLAYER) 2382 if (op->type != PLAYER)
2359 return 0; 2383 return 0;
2360 2384
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2385 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)); 2386 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2387 else
2366 { 2388 {
2367 /* Don't display messages for random maps. */ 2389 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2390 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2391 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2392
2371 op->enter_exit (tmp); 2393 op->enter_exit (tmp);
2372 } 2394 }
2395
2373 return 1; 2396 return 1;
2374 2397
2375 case SIGN: 2398 case SIGN:
2376 apply_sign (op, tmp, 0); 2399 apply_sign (op, tmp, 0);
2377 return 1; 2400 return 1;
2381 { 2404 {
2382 apply_book (op, tmp); 2405 apply_book (op, tmp);
2383 return 1; 2406 return 1;
2384 } 2407 }
2385 else 2408 else
2386 {
2387 return 0; 2409 return 0;
2388 }
2389 2410
2390 case SKILLSCROLL: 2411 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2412 if (op->type == PLAYER)
2392 { 2413 {
2393 apply_skillscroll (op, tmp); 2414 apply_skillscroll (op, tmp);
2394 return 1; 2415 return 1;
2395 } 2416 }
2417 else
2396 return 0; 2418 return 0;
2397 2419
2398 case SPELLBOOK: 2420 case SPELLBOOK:
2399 if (op->type == PLAYER) 2421 if (op->type == PLAYER)
2400 { 2422 {
2401 apply_spellbook (op, tmp); 2423 apply_spellbook (op, tmp);
2402 return 1; 2424 return 1;
2403 } 2425 }
2426 else
2404 return 0; 2427 return 0;
2405 2428
2406 case SCROLL: 2429 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2430 apply_scroll (op, tmp, 0);
2408 return 1; 2431 return 1;
2409 2432
2410 case POTION: 2433 case POTION:
2411 (void) apply_potion (op, tmp); 2434 apply_potion (op, tmp);
2412 return 1; 2435 return 1;
2413 2436
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2437 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2438 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2439 case CLOSE_CON:
2449 case LAMP: 2472 case LAMP:
2450 case BUILDER: 2473 case BUILDER:
2451 case SKILL_TOOL: 2474 case SKILL_TOOL:
2452 if (tmp->env != op) 2475 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2476 return 2; /* not in inventory */
2477
2454 (void) apply_special (op, tmp, aflag); 2478 apply_special (op, tmp, aflag);
2455 return 1; 2479 return 1;
2456 2480
2457 case DRINK: 2481 case DRINK:
2458 case FOOD: 2482 case FOOD:
2459 case FLESH: 2483 case FLESH:
2475 } 2499 }
2476 else 2500 else
2477 return 0; 2501 return 0;
2478 2502
2479 case WEAPON_IMPROVER: 2503 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2504 check_improve_weapon (op, tmp);
2481 return 1; 2505 return 1;
2482 2506
2483 case CLOCK: 2507 case CLOCK:
2484 if (op->type == PLAYER) 2508 if (op->type == PLAYER)
2485 { 2509 {
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2517 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf); 2518 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2519 return 1;
2496 } 2520 }
2497 else 2521 else
2498 {
2499 return 0; 2522 return 0;
2500 }
2501 2523
2502 case MENU: 2524 case MENU:
2503 if (op->type == PLAYER) 2525 if (op->type == PLAYER)
2504 { 2526 {
2505 shop_listing (tmp, op); 2527 shop_listing (tmp, op);
2506 return 1; 2528 return 1;
2507 } 2529 }
2508 else 2530 else
2509 {
2510 return 0; 2531 return 0;
2511 }
2512 2532
2513 case POWER_CRYSTAL: 2533 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2534 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2535 return 1;
2516 2536
2519 { 2539 {
2520 apply_lighter (op, tmp); 2540 apply_lighter (op, tmp);
2521 return 1; 2541 return 1;
2522 } 2542 }
2523 else 2543 else
2524 {
2525 return 0; 2544 return 0;
2526 }
2527 2545
2528 case ITEM_TRANSFORMER: 2546 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2547 apply_item_transformer (op, tmp);
2530 return 1; 2548 return 1;
2531 2549
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2572 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!");
2555 return 0; 2573 return 0;
2556 } 2574 }
2557 } 2575 }
2558 2576
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; 2577 pl->contr->last_used = op;
2572 2578
2573 tmp = manual_apply (pl, op, aflag); 2579 tmp = manual_apply (pl, op, aflag);
2574 if (!quiet) 2580 if (!quiet)
2575 { 2581 {
2584/** 2590/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2591 * 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 2592 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2593 * we use the ground.
2588 */ 2594 */
2589
2590void 2595void
2591player_apply_below (object *pl) 2596player_apply_below (object *pl)
2592{ 2597{
2593 int floors = 0; 2598 int floors = 0;
2594 2599
2631 * to keep the size of apply_special to a more managable size. 2636 * to keep the size of apply_special to a more managable size.
2632 */ 2637 */
2633static int 2638static int
2634unapply_special (object *who, object *op, int aflags) 2639unapply_special (object *who, object *op, int aflags)
2635{ 2640{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2641 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2642 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2643 return RESULT_INT (0);
2638 2644
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2645 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2646
2643 switch (op->type) 2647 switch (op->type)
2644 { 2648 {
2649 case SKILL_TOOL:
2650 // unapplying a skill tool should also unapply the skill it governs
2651 // but this is hard, as it shouldn't do so when the skill can
2652 // be used for other reasons
2653 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2654 if (tmp->skill == op->skill
2655 && tmp->type == SKILL
2656 && tmp->flag [FLAG_APPLIED]
2657 && !tmp->flag [FLAG_CAN_USE_SKILL])
2658 unapply_special (who, tmp, 0);
2659
2660 change_abil (who, op);
2661 break;
2662
2645 case WEAPON: 2663 case WEAPON:
2664 if (player *pl = who->contr)
2665 if (op == pl->combat_ob)
2666 {
2667 pl->combat_ob = 0;
2668 who->change_weapon (pl->ranged_ob);
2669 }
2670
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2671 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647 2672
2648 (void) change_abil (who, op); 2673 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2674 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2675 break;
2653 2676
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2677 case SKILL:
2656 if (op != who->chosen_skill) 2678 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 { 2679 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2680 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2681 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else 2682 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 } 2684 }
2672 2685
2673 change_abil (who, op); 2686 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2687 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2688 break;
2677 2689
2678 case ARMOUR: 2690 case ARMOUR:
2679 case HELMET: 2691 case HELMET:
2684 case AMULET: 2696 case AMULET:
2685 case GIRDLE: 2697 case GIRDLE:
2686 case BRACERS: 2698 case BRACERS:
2687 case CLOAK: 2699 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2700 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2689 (void) change_abil (who, op); 2701 change_abil (who, op);
2690 break; 2702 break;
2703
2691 case LAMP: 2704 case LAMP:
2705 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2706 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2707
2693 tmp2 = arch_to_object (op->other_arch); 2708 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2709 tmp2->x = op->x;
2695 tmp2->y = op->y; 2710 tmp2->y = op->y;
2696 tmp2->map = op->map; 2711 tmp2->map = op->map;
2697 tmp2->below = op->below; 2712 tmp2->below = op->below;
2698 tmp2->above = op->above; 2713 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2714 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2715 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2716
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2717 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2718 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2719
2705 if (who->type == PLAYER) 2720 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2721 esrv_del_item (who->contr, op->count);
2707 2722
2708 op->destroy (); 2723 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2724 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2725 who->update_stats ();
2726
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2727 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2728 {
2713 if (who->type == PLAYER) 2729 if (who->contr)
2714 { 2730 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2731 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2732 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2733 }
2718 } 2734 }
2719 if (who->type == PLAYER) 2735
2736 if (who->contr)
2720 esrv_send_item (who, tmp2); 2737 esrv_send_item (who, tmp2);
2738 }
2739
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2740 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2741
2724 case BOW: 2742 case BOW:
2725 case WAND: 2743 case WAND:
2726 case ROD: 2744 case ROD:
2727 case HORN: 2745 case HORN:
2728 clear_skill (who); 2746 if (player *pl = who->contr)
2729 if (who->type == PLAYER) 2747 {
2748 if (op == pl->ranged_ob)
2730 { 2749 {
2750 pl->ranged_ob = 0;
2751 who->change_weapon (pl->combat_ob);
2752 }
2753
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2754 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 } 2755 }
2736 else 2756 else
2737 { 2757 {
2758 who->change_skill (0);
2759
2738 if (op->type == BOW) 2760 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2761 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2762 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2763 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2764 }
2743 2765
2744 break; 2766 break;
2745 2767
2746 case BUILDER: 2768 case BUILDER:
2747 if (who->type == PLAYER) 2769 if (who->contr)
2748 {
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2770 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; 2771 break;
2755 2772
2756 default: 2773 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2774 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2758 break; 2775 break;
2760 2777
2761 who->update_stats (); 2778 who->update_stats ();
2762 2779
2763 if (!(aflags & AP_NO_MERGE)) 2780 if (!(aflags & AP_NO_MERGE))
2764 { 2781 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2782 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2783
2784 if (who->contr)
2769 { 2785 {
2770 if (tmp) 2786 if (tmp)
2771 { /* it was merged */ 2787 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2788 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2789 op = tmp;
2774 } 2790 }
2775 2791
2776 esrv_send_item (who, op); 2792 esrv_send_item (who, op);
2777 } 2793 }
2778 } 2794 }
2795
2779 return 0; 2796 return 0;
2780} 2797}
2781 2798
2782/** 2799/**
2783 * Returns the object that is using location 'loc'. 2800 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2801 * 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 2802 * then go through the below of this. In this way, you can do
2786 * something like: 2803 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2804 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2805 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2806 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2807 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2808 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2809 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2810 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2811 * up body locations can be used as restrictions.
2795 */ 2812 */
2796object * 2813static object *
2797get_item_from_body_location (object *start, int loc) 2814get_next_item_from_body_location (int loc, object *start)
2798{ 2815{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2816 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2817 if (tmp->flag [FLAG_APPLIED]
2818 && tmp->slot[loc].info
2819 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2820 return tmp;
2807 2821
2808 return NULL; 2822 return 0;
2809} 2823}
2810
2811
2812 2824
2813/** 2825/**
2814 * '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.
2815 * This should only be called when it is known 2827 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2828 * that there are objects to unapply. This makes pretty heavy
2822 * another function that does just that. 2834 * another function that does just that.
2823 */ 2835 */
2824int 2836int
2825unapply_for_ob (object *who, object *op, int aflags) 2837unapply_for_ob (object *who, object *op, int aflags)
2826{ 2838{
2827 int i; 2839 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) 2840 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2841 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))) 2842 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2843 {
2841 if (aflags & AP_PRINT) 2844 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2845 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2843 else 2846 else
2844 unapply_special (who, tmp, aflags); 2847 unapply_special (who, tmp, aflags);
2845 } 2848 }
2846 else 2849 else
2847 { 2850 {
2848 /* In this case, we want to try and remove a cursed item. 2851 /* 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 2852 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2853 * at least generate the message.
2851 */ 2854 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2855 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; 2856 return 1;
2854 }
2855
2856 } 2857 }
2857 }
2858 }
2859 2858
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2859 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2860 {
2862 /* this used up a slot that we need to free */ 2861 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2862 if (op->slot[i].info)
2864 { 2863 {
2865 last = who->inv; 2864 object *last = who->inv;
2866 2865
2867 /* We do a while loop - may need to remove several items in order 2866 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2867 * to free up enough slots.
2869 */ 2868 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2869 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2870 {
2872 tmp = get_item_from_body_location (last, i); 2871 object *tmp = get_next_item_from_body_location (i, last);
2872
2873 if (!tmp) 2873 if (!tmp)
2874 { 2874 {
2875#if 0 2875#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2876 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2877 * equipped.
2878 */ 2878 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2880#endif
2881 return 1; 2881 return 1;
2882 } 2882 }
2883
2883 /* If we are just printing, we don't care about cursed status */ 2884 /* 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)))) 2885 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2886 {
2886 if (aflags & AP_PRINT) 2887 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2888 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 2896 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2897 * one cursed ring.)
2897 */ 2898 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2899 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
2899 } 2900 }
2901
2900 last = tmp->below; 2902 last = tmp->below;
2901 } 2903 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2904 /* 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. 2905 * return in the !tmp would have kicked in.
2904 */ 2906 */
2905 } /* if op is using this body location */ 2907 } /* if op is using this body location */
2906 } /* for body lcoations */ 2908 } /* for body lcoations */
2909
2907 return 0; 2910 return 0;
2908} 2911}
2909 2912
2910/** 2913/**
2911 * Checks to see if 'who' can apply object 'op'. 2914 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2915 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2916 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2917 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2918 * 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?) 2919 * is set, do we really care what the other flags may be?)
2917 * 2920 *
2918 * See include/define.h for detailed description of the meaning of 2921 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2922 * these return values.
2920 */ 2923 */
2921int 2924int
2922can_apply_object (object *who, object *op) 2925can_apply_object (object *who, object *op)
2923{ 2926{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2927 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2928 return RESULT_INT (0);
2926 2929
2927 int i, retval = 0; 2930 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2931 object *tmp = 0, *ws = 0;
2929 2932
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2933 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 { 2934 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2935 if (op->slot[i].info)
2938 { 2936 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2937 /* Item uses more slots than we have */
2938 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2939 {
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' 2940 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2941 * really needed.
2956 */ 2942 */
2957 retval |= CAN_APPLY_NEVER; 2943 retval |= CAN_APPLY_NEVER;
2958 } 2944 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2945 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2946 {
2961 /* in this case, equipping this would use more free spots than 2947 /* in this case, equipping this would use more free spots than
2962 * we have. 2948 * we have.
2963 */ 2949 */
2964 object *tmp1;
2965
2966 2950
2967 /* if we have an applied weapon/shield, and unapply it would free 2951 /* 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 2952 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2953 * 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 2954 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2955 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2956 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2957 * may be two handed for example.
2974 */ 2958 */
2975 if (ws) 2959 if (ws)
2976 { 2960 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 { 2961 {
2979 retval |= CAN_APPLY_UNAPPLY; 2962 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 2963 continue;
2981 } 2964 }
2982 }
2983 2965
2984 tmp1 = get_item_from_body_location (who->inv, i); 2966 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 2967 if (!tmp1)
2986 { 2968 {
2987#if 0 2969#if 0
2988 /* This is sort of an error, but happens a lot when old players 2970 /* 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. 2971 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
2999 * to apply multiple objects 2981 * to apply multiple objects
3000 */ 2982 */
3001 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
3002 if (!tmp) 2985 if (!tmp)
3003 tmp = tmp1; 2986 tmp = tmp1;
3004 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 2989
3008 /* This object isn't using up all the slots, so there must 2990 /* 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 2991 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3011 */ 2993 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2994 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2995 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 2997
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3017 */ 3000 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3001 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3003 }
3022 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3025 3007
3038 3020
3039 if (who->type != PLAYER) 3021 if (who->type != PLAYER)
3040 { 3022 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3031
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3033 retval |= CAN_APPLY_RESTRICTION;
3049 } 3034 }
3050 3035
3051 return retval; 3036 return retval;
3066 * AP_UNAPPLY=always unapply). 3051 * AP_UNAPPLY=always unapply).
3067 * 3052 *
3068 * Optional flags: 3053 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3054 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3055 * AP_IGNORE_CURSE: unapply cursed items
3056 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3057 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3058 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3059 *
3074 * apply_special() doesn't check for unpaid items. 3060 * apply_special() doesn't check for unpaid items.
3075 */ 3061 */
3076int 3062int
3077apply_special (object *who, object *op, int aflags) 3063apply_special (object *who, object *op, int aflags)
3078{ 3064{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3065 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3066 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3067
3083 if (who == NULL) 3068 if (who == NULL)
3084 { 3069 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3070 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3071 return 1;
3096 if (basic_flag == AP_APPLY) 3081 if (basic_flag == AP_APPLY)
3097 return 0; 3082 return 0;
3098 3083
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3084 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3085 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3086 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; 3087 return 1;
3103 } 3088 }
3089
3104 return unapply_special (who, op, aflags); 3090 return unapply_special (who, op, aflags);
3105 } 3091 }
3106 3092
3107 if (basic_flag == AP_UNAPPLY) 3093 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3094 return 0;
3109 3095
3110 i = can_apply_object (who, op); 3096 // if the item is combat/ranged, wield the relevant slot first
3097 // to resolve conflicts.
3098 if (player *pl = who->contr)
3099 switch (op->slottype ())
3100 {
3101 case slot_combat: who->change_weapon (pl->combat_ob); break;
3102 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3103 }
3104
3105 splay (op);
3111 3106
3112 /* Can't just apply this object. Lets see what not and what to do */ 3107 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3108 if (int i = can_apply_object (who, op))
3114 { 3109 {
3115 if (i & CAN_APPLY_NEVER) 3110 if (i & CAN_APPLY_NEVER)
3116 { 3111 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3112 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; 3113 return 1;
3120 else if (i & CAN_APPLY_RESTRICTION) 3115 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3116 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3123 return 1; 3118 return 1;
3124 } 3119 }
3120
3125 if (who->type != PLAYER) 3121 if (who->type != PLAYER)
3126 { 3122 {
3127 /* Some error, so don't try to equip something more */ 3123 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3124 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3125 return 1;
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3131 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); 3132 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3133 return 1;
3138 } 3134 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3136 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3137 return 1;
3144 }
3145 } 3138 }
3146 } 3139 }
3147 3140
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3142 {
3150 skop = find_skill_by_name (who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3144
3151 if (!skop) 3145 if (!skop)
3152 { 3146 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3154 return 1; 3148 return 1;
3155 } 3149 }
3156 else 3150 else
3157 /* While experience will be credited properly, we want to change the 3151 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3159 */ 3153 */
3160 change_skill (who, skop, 0); 3154 who->change_skill (skop);
3161 } 3155 }
3162 3156
3157 if (who->type == PLAYER
3158 && op->item_power
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3164 { 3160 {
3165 new_draw_info (NDI_UNIQUE, 0, who, 3161 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! " 3162 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]"); 3163 "[use the skills command to check your available item power]");
3168 return 1; 3164 return 1;
3169 } 3165 }
3170 3166
3171
3172 /* Ok. We are now at the state where we can apply the new object. 3167 /* 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_... 3168 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3175 */ 3170 */
3176
3177 if (op->nrof > 1) 3171 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3173 else
3180 tmp = NULL; 3174 tmp = 0;
3181 3175
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3177 return RESULT_INT (0);
3184 3178
3185 switch (op->type) 3179 switch (op->type)
3186 { 3180 {
3187 case WEAPON: 3181 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3182 if (!check_weapon_power (who, op->last_eat))
3189 { 3183 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3184 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!."); 3185 "It would consume your soul!.");
3186
3192 if (tmp != NULL) 3187 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189
3194 return 1; 3190 return 1;
3195 } 3191 }
3196 3192
3197 //TODO: this obviously fails for players using a shiorter prefix 3193 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3194 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3196 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3197 /* 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) */ 3198 /* (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."); 3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3206 insert_ob_in_ob (tmp, who); 3202 insert_ob_in_ob (tmp, who);
3207 3203
3208 return 1; 3204 return 1;
3209 } 3205 }
3210 3206
3207 if (!skop)
3208 {
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3210 return 1;
3211 }
3212
3211 SET_FLAG (op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3214 who->change_skill (skop);
3215 3215
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (who->contr)
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3217 who->change_weapon (who->contr->combat_ob = op);
3218 3218
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220 3220
3221 SET_FLAG (who, FLAG_READY_WEAPON);
3221 change_abil (who, op); 3222 change_abil (who, op);
3222 break; 3223 break;
3223 3224
3224 case ARMOUR: 3225 case ARMOUR:
3225 case HELMET: 3226 case HELMET:
3237 break; 3238 break;
3238 3239
3239 case LAMP: 3240 case LAMP:
3240 if (op->stats.food < 1) 3241 if (op->stats.food < 1)
3241 { 3242 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3243 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3243 return 1; 3244 return 1;
3244 } 3245 }
3245 3246
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3247 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch); 3248 tmp2 = arch_to_object (op->other_arch);
3268 } 3269 }
3269 3270
3270 who->update_stats (); 3271 who->update_stats ();
3271 3272
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3273 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3275 { 3275 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3278 }
3279 }
3280 3279
3281 if (who->type == PLAYER) 3280 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3281 esrv_send_item (who, tmp2);
3283 3282
3284 return 0; 3283 return 0;
3285 3284
3286 /* this part is needed for skill-tools */ 3285 case SKILL_TOOL:
3286 // applying a skill tool also readies the skill
3287 SET_FLAG (op, FLAG_APPLIED);
3288
3289 if (!(aflags & AP_NO_READY))
3290 {
3291 skop = find_skill_by_name (who, op->skill);
3292 if (!skop->flag [FLAG_APPLIED])
3293 apply_special (who, skop, AP_APPLY);
3294 }
3295 break;
3296
3287 case SKILL: 3297 case SKILL:
3288 case SKILL_TOOL: 3298 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 } 3299 {
3294 3300 if (IS_COMBAT_SKILL (op->subtype))
3295 if (who->type == PLAYER)
3296 { 3301 {
3297 who->contr->ranged_skill = who; 3302 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3303 {
3304 for (object *item = who->inv; item; item = item->below)
3305 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3306 {
3307 if (item->skill == op->skill)
3308 {
3309 who->change_weapon (pl->combat_ob = item);
3310 goto found_weapon;
3311 }
3312 }
3313
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "You need to apply a '%s' melee weapon before readying this skill", &op->skill);
3315 return 1;
3316
3317 found_weapon:;
3318 }
3319 else
3320 who->change_weapon (pl->combat_ob = op);
3321 }
3322 else if (IS_RANGED_SKILL (op->subtype))
3323 {
3324 if (skill_flags [op->subtype] & SF_NEED_BOW)
3325 {
3326 for (object *item = who->inv; item; item = item->below)
3327 if (item->type == BOW && item->flag [FLAG_APPLIED])
3328 {
3329 //TODO: bows should/must all have skill missile weapon right now
3330 who->change_weapon (pl->ranged_ob = item);
3331 goto found_bow;
3332 }
3333
3334 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3335 return 1;
3336
3337 found_bow:;
3338 }
3339 else
3340 who->change_weapon (pl->ranged_ob = op);
3341 }
3299 3342
3300 if (!op->invisible) 3343 if (!op->invisible)
3301 { 3344 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3345 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); 3346 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3304 } 3347 }
3305 else 3348 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3349 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3307 } 3350 }
3308 3351 else
3352 {
3309 SET_FLAG (op, FLAG_APPLIED); 3353 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3354 change_abil (who, op);
3311 who->chosen_skill = op; 3355 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3356 SET_FLAG (who, FLAG_READY_SKILL);
3357 }
3358
3313 break; 3359 break;
3314 3360
3315 case BOW: 3361 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3362 if (!check_weapon_power (who, op->last_eat))
3317 { 3363 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3364 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!."); 3365 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320 3366
3321 if (tmp) 3367 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3368 insert_ob_in_ob (tmp, who);
3323 3369
3325 } 3371 }
3326 3372
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3373 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3374 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3375 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3330 if (tmp != NULL) 3376 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3377 insert_ob_in_ob (tmp, who);
3332 3378
3333 return 1; 3379 return 1;
3334 } 3380 }
3335 3381
3336 /*FALLTHROUGH*/ 3382 /*FALLTHROUGH*/
3337 case WAND: 3383 case WAND:
3338 case ROD: 3384 case ROD:
3339 case HORN: 3385 case HORN:
3340 /* check for skill, alter player status */ 3386 /* check for skill, alter player status */
3387
3388 if (!skop)
3389 {
3390 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3391 return 1;
3392 }
3393
3341 SET_FLAG (op, FLAG_APPLIED); 3394 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3395 who->change_skill (skop);
3344 3396
3345 if (who->type == PLAYER) 3397 if (who->contr)
3346 { 3398 {
3399 who->contr->ranged_ob = op;
3400
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3401 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348 3402
3349 if (op->type == BOW) 3403 if (op->type == BOW)
3350 { 3404 {
3405 who->current_weapon = op;
3351 change_abil (who, op); 3406 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who, 3407 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3408 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3354 } 3409 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3410 }
3359 else 3411 else
3360 { 3412 {
3361 if (op->type == BOW) 3413 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3414 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3419 break;
3368 3420
3369 case BUILDER: 3421 case BUILDER:
3370 if (who->type == PLAYER) 3422 if (who->type == PLAYER)
3371 { 3423 {
3424 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3425 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3426 unapply_special (who, who->contr->ranged_ob, 0);
3374 3427
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3428 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376 3429
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3430 who->contr->ranged_ob = op;
3379 } 3431 }
3380 break; 3432 break;
3381 3433
3382 default: 3434 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3435 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3384 } /* end of switch op->type */ 3436 } /* end of switch op->type */
3385 3437
3386 SET_FLAG (op, FLAG_APPLIED); 3438 SET_FLAG (op, FLAG_APPLIED);
3387 3439
3388 if (tmp != NULL) 3440 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3441 tmp = insert_ob_in_ob (tmp, who);
3390 3442
3391 who->update_stats (); 3443 who->update_stats ();
3392 3444
3393 /* We exclude spell casting objects. The fire code will set the 3445 /* We exclude spell casting objects. The fire code will set the
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3635 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3636 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3637 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3638 tmp->randomitems = NULL;
3587 } 3639 }
3640
3588 // close all containers 3641 // close all containers
3589 else if (tmp->type == CONTAINER) 3642 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3643 tmp->flag [FLAG_APPLIED] = 0;
3591 3644
3592 tmp = above; 3645 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3655 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3656 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3657 * 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. 3658 * the food changes, just grab a force and use that instead.
3606 */ 3659 */
3607
3608void 3660void
3609eat_special_food (object *who, object *food) 3661eat_special_food (object *who, object *food)
3610{ 3662{
3611 object *force; 3663 object *force;
3612 int i, did_one = 0; 3664 int i, did_one = 0;
3613 sint8 k;
3614 3665
3615 force = get_archetype (FORCE_NAME); 3666 force = get_archetype (FORCE_NAME);
3616 3667
3617 for (i = 0; i < NUM_STATS; i++) 3668 for (i = 0; i < NUM_STATS; i++)
3618 { 3669 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3670 {
3622 set_attr_value (&force->stats, i, k); 3671 force->stats.stat (i) = k;
3623 did_one = 1; 3672 did_one = 1;
3624 } 3673 }
3625 }
3626 3674
3627 /* check if we can protect the eater */ 3675 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3676 for (i = 0; i < NROFATTACKS; i++)
3629 { 3677 {
3630 if (food->resist[i] > 0) 3678 if (food->resist[i] > 0)
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3839 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3792 blind_player (op, op, power); 3840 blind_player (op, op, power);
3793 } 3841 }
3794 else if (failure <= -80) 3842 else if (failure <= -80)
3795 { /* blast the immediate area */ 3843 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3844 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3845 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3846 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3801 tmp->destroy (); 3847 tmp->destroy ();
3802 } 3848 }
3803 } 3849 }
3804} 3850}
3805 3851
3825 */ 3871 */
3826 int i, j; 3872 int i, j;
3827 3873
3828 for (i = 0; i < NUM_STATS; i++) 3874 for (i = 0; i < NUM_STATS; i++)
3829 { 3875 {
3830 sint8 stat = get_attr_value (stats, i); 3876 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3877 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3878
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3879 if (stat > 20 + race_bonus)
3835 { 3880 {
3836 excess_stat++; 3881 excess_stat++;
3837 stat = 20 + race_bonus; 3882 stat = 20 + race_bonus;
3838 } 3883 }
3839 set_attr_value (stats, i, stat); 3884
3885 stats->stat (i) = stat;
3840 } 3886 }
3841 3887
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3888 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3889 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3890 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 3891
3848 if (i == CHA) 3892 if (i == CHA)
3849 continue; /* exclude cha from this */ 3893 continue; /* exclude cha from this */
3894
3895 int stat = stats->stat (i);
3896 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 3897 if (stat < 20 + race_bonus)
3851 { 3898 {
3852 change_attr_value (stats, i, 1); 3899 change_attr_value (stats, i, 1);
3853 excess_stat--; 3900 excess_stat--;
3854 } 3901 }
3857 /* insert the randomitems from the change's treasurelist into 3904 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3905 * the player ref: player.c
3859 */ 3906 */
3860 if (change->randomitems != NULL) 3907 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3908 give_initial_items (pl, change->randomitems);
3862
3863 3909
3864 /* set up the face, for some races. */ 3910 /* set up the face, for some races. */
3865 3911
3866 /* first, look for the force object banning 3912 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3913 * changing the face. Certain races never change face with class.
3924 { 3970 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3971 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; 3972 return;
3927 } 3973 }
3928 /* check whether they are compatible or not */ 3974 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 3975 find = strstr (marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 3976 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 3977 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 3978 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; 3979 return;
3934 } 3980 }
3935 find += strlen (transformer->arch->name) + 1; 3981 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 3982 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 3983 if (isdigit (*(find)))
3938 { 3984 {
3939 yield = atoi (find); 3985 yield = atoi (find);
3940 if (yield < 1) 3986 if (yield < 1)

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