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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 1.115 by root, Tue Jul 10 06:48:02 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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;
576 op->update_stats (); 575 op->update_stats ();
577 return 1; 576 return 1;
578} 577}
579 578
580/* Types of improvements, hidden in the sp field. */ 579/* Types of improvements, hidden in the sp field. */
581#define IMPROVE_PREPARE 1 580#define IMPROVE_PREPARE 1
582#define IMPROVE_DAMAGE 2 581#define IMPROVE_DAMAGE 2
583#define IMPROVE_WEIGHT 3 582#define IMPROVE_WEIGHT 3
584#define IMPROVE_ENCHANT 4 583#define IMPROVE_ENCHANT 4
585#define IMPROVE_STR 5 584#define IMPROVE_STR 5
586#define IMPROVE_DEX 6 585#define IMPROVE_DEX 6
587#define IMPROVE_CON 7 586#define IMPROVE_CON 7
588#define IMPROVE_WIS 8 587#define IMPROVE_WIS 8
589#define IMPROVE_CHA 9 588#define IMPROVE_CHA 9
590#define IMPROVE_INT 10 589#define IMPROVE_INT 10
591#define IMPROVE_POW 11 590#define IMPROVE_POW 11
592
593 591
594/** 592/**
595 * This does the prepare weapon scroll. 593 * This does the prepare weapon scroll.
596 * Checks for sacrifice, and so on. 594 * Checks for sacrifice, and so on.
597 */ 595 */
598
599int 596int
600prepare_weapon (object *op, object *improver, object *weapon) 597prepare_weapon (object *op, object *improver, object *weapon)
601{ 598{
602 int sacrifice_count, i; 599 int sacrifice_count, i;
603 char buf[MAX_BUF]; 600 char buf[MAX_BUF];
605 if (weapon->level != 0) 602 if (weapon->level != 0)
606 { 603 {
607 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared."); 604 new_draw_info (NDI_UNIQUE, 0, op, "Weapon already prepared.");
608 return 0; 605 return 0;
609 } 606 }
607
610 for (i = 0; i < NROFATTACKS; i++) 608 for (i = 0; i < NROFATTACKS; i++)
611 if (weapon->resist[i]) 609 if (weapon->resist[i])
612 break; 610 break;
613 611
614 /* If we break out, i will be less than nrofattacks, preventing 612 /* If we break out, i will be less than nrofattacks, preventing
620 weapon->stats.ac) /* AC - only taifu's I think */ 618 weapon->stats.ac) /* AC - only taifu's I think */
621 { 619 {
622 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons."); 620 new_draw_info (NDI_UNIQUE, 0, op, "Cannot prepare magic weapons.");
623 return 0; 621 return 0;
624 } 622 }
623
625 sacrifice_count = check_sacrifice (op, improver); 624 sacrifice_count = check_sacrifice (op, improver);
626 if (sacrifice_count <= 0) 625 if (sacrifice_count <= 0)
627 return 0; 626 return 0;
627
628 weapon->level = isqrt (sacrifice_count); 628 weapon->level = isqrt (sacrifice_count);
629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted."); 629 new_draw_info (NDI_UNIQUE, 0, op, "Your sacrifice was accepted.");
630 eat_item (op, improver->slaying, sacrifice_count); 630 eat_item (op, improver->slaying, sacrifice_count);
631 631
632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level); 632 new_draw_info_format (NDI_UNIQUE, 0, op, "Your *%s may be improved %d times.", &weapon->name, weapon->level);
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--;
1536 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ)) 1552 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1537 { 1553 {
1538 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind."); 1554 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to read while blind.");
1539 return; 1555 return;
1540 } 1556 }
1557
1541 if (tmp->msg == NULL) 1558 if (!tmp->msg)
1542 { 1559 {
1543 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name); 1560 new_draw_info_format (NDI_UNIQUE, 0, op, "You open the %s and find it empty.", &tmp->name);
1544 return; 1561 return;
1545 } 1562 }
1546 1563
1547 /* need a literacy skill to read stuff! */ 1564 /* need a literacy skill to read stuff! */
1548 skill_ob = find_skill_by_name (op, tmp->skill); 1565 skill_ob = find_skill_by_name (op, tmp->skill);
1549 if (!skill_ob) 1566 if (!skill_ob)
1550 { 1567 {
1551 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1568 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the skill to read this>");
1552 return; 1569 return;
1553 } 1570 }
1571
1554 lev_diff = tmp->level - (skill_ob->level + 5); 1572 lev_diff = tmp->level - (skill_ob->level + 5);
1555 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) 1573 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1556 { 1574 {
1557 if (lev_diff < 2) 1575 if (lev_diff < 2)
1558 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension."); 1576 new_draw_info (NDI_UNIQUE, 0, op, "This book is just barely beyond your comprehension.");
1569 return; 1587 return;
1570 } 1588 }
1571 1589
1572 readable_message_type *msgType = get_readable_message_type (tmp); 1590 readable_message_type *msgType = get_readable_message_type (tmp);
1573 1591
1592 if (player *pl = op->contr)
1593 if (client *ns = pl->ns)
1594 if (ns->can_msg)
1595 {
1596 dynbuf_text buf;
1597 buf << long_desc (tmp, op)
1598 << "\n\n"
1599 << tmp->msg
1600 << '\0';
1601 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1602 }
1603 else
1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1604 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1575 msgType->message_type, msgType->message_subtype, 1605 msgType->message_type, msgType->message_subtype,
1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s", 1606 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg); 1607 long_desc (tmp, op), &tmp->msg);
1578 1608
1579 /* gain xp from reading */ 1609 /* gain xp from reading */
1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1610 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1581 { /* only if not read before */ 1611 { /* only if not read before */
1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1612 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1703 1733
1704 /* artifact_spellbooks have 'slaying' field point to a spell name, 1734 /* artifact_spellbooks have 'slaying' field point to a spell name,
1705 * instead of having their spell stored in stats.sp. These are 1735 * instead of having their spell stored in stats.sp. These are
1706 * legacy spellbooks 1736 * legacy spellbooks
1707 */ 1737 */
1708
1709 if (tmp->slaying != NULL) 1738 if (tmp->slaying)
1710 { 1739 {
1711 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying)); 1740 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1712 if (!spell) 1741 if (!spell)
1713 { 1742 {
1714 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying); 1743 new_draw_info_format (NDI_UNIQUE, 0, op, "The book's formula for %s is incomplete", &tmp->slaying);
1715 return; 1744 return;
1716 } 1745 }
1717 else 1746 else
1718 insert_ob_in_ob (spell, tmp); 1747 insert_ob_in_ob (spell, tmp);
1748
1719 tmp->slaying = NULL; 1749 tmp->slaying = 0;
1720 } 1750 }
1721 1751
1722 skop = find_skill_by_name (op, tmp->skill); 1752 skop = find_skill_by_name (op, tmp->skill);
1723 1753
1724 /* need a literacy skill to learn spells. Also, having a literacy level 1754 /* need a literacy skill to learn spells. Also, having a literacy level
1725 * lower than the spell will make learning the spell more difficult */ 1755 * lower than the spell will make learning the spell more difficult */
1726 if (!skop) 1756 if (!skop)
1727 { 1757 {
1728 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails."); 1758 new_draw_info (NDI_UNIQUE, 0, op, "You can't read! Your attempt fails. H<You lack the literacy skill.>");
1729 return; 1759 return;
1730 } 1760 }
1731 1761
1732 spell = tmp->inv; 1762 spell = tmp->inv;
1733 1763
1734 if (!spell) 1764 if (!spell)
1735 { 1765 {
1736 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1766 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1737 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "The spellbook symbols make no sense. This is a bug, please report!");
1738 return; 1768 return;
1739 } 1769 }
1740 1770
1741 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1771 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1742 { 1772 {
1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]"); 1773 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<Your literacy level is too low.>");
1744 return; 1774 return;
1745 } 1775 }
1746 1776
1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1777 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1748 1778
1761 * if the player doesn't know the spell, doesn't make a lot of sense that 1791 * if the player doesn't know the spell, doesn't make a lot of sense that
1762 * they would have a special prayer mark. 1792 * they would have a special prayer mark.
1763 */ 1793 */
1764 if (check_spell_known (op, spell->name)) 1794 if (check_spell_known (op, spell->name))
1765 { 1795 {
1766 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell.\n"); 1796 new_draw_info (NDI_UNIQUE, 0, op, "You already know that spell. H<It makes no sense to leanr spells twice, and would only waste the spellbook.>\n");
1767 return; 1797 return;
1768 } 1798 }
1769 1799
1770 if (spell->skill) 1800 if (spell->skill)
1771 { 1801 {
1813 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0); 1843 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1814 } 1844 }
1815 else 1845 else
1816 { 1846 {
1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1847 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1848 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1819 } 1849 }
1820 1850
1821 decrease_ob (tmp); 1851 decrease_ob (tmp);
1822} 1852}
1823 1853
1835 return; 1865 return;
1836 } 1866 }
1837 1867
1838 if (!tmp->inv || tmp->inv->type != SPELL) 1868 if (!tmp->inv || tmp->inv->type != SPELL)
1839 { 1869 {
1840 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense!"); 1870 new_draw_info (NDI_UNIQUE, 0, op, "The scroll just doesn't make sense! H<...and never will make sense.>");
1841 return; 1871 return;
1842 } 1872 }
1843 1873
1844 if (op->type == PLAYER) 1874 if (op->type == PLAYER)
1845 { 1875 {
1851 */ 1881 */
1852 skop = find_skill_by_name (op, skill_names[SK_LITERACY]); 1882 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1853 1883
1854 if (!skop) 1884 if (!skop)
1855 { 1885 {
1856 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols."); 1886 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. H<You lack the literacy skill.>");
1857 return; 1887 return;
1858 } 1888 }
1859 1889
1860 if ((exp_gain = calc_skill_exp (op, tmp, skop))) 1890 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1861 change_exp (op, exp_gain, skop->skill, 0); 1891 change_exp (op, exp_gain, skop->skill, 0);
1863 1893
1864 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1894 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1865 identify (tmp); 1895 identify (tmp);
1866 1896
1867 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name); 1897 new_draw_info_format (NDI_BLACK, 0, op, "The scroll of %s turns to dust.", &tmp->inv->name);
1868
1869 1898
1870 cast_spell (op, tmp, dir, tmp->inv, NULL); 1899 cast_spell (op, tmp, dir, tmp->inv, NULL);
1871 decrease_ob (tmp); 1900 decrease_ob (tmp);
1872} 1901}
1873 1902
1877 * chest. 1906 * chest.
1878 */ 1907 */
1879static void 1908static void
1880apply_treasure (object *op, object *tmp) 1909apply_treasure (object *op, object *tmp)
1881{ 1910{
1882 object *treas;
1883
1884
1885 /* Nice side effect of new treasure creation method is that the treasure 1911 /* Nice side effect of new treasure creation method is that the treasure
1886 * for the chest is done when the chest is created, and put into the chest 1912 * for the chest is done when the chest is created, and put into the chest
1887 * inventory. So that when the chest burns up, the items still exist. Also 1913 * inventory. So that when the chest burns up, the items still exist. Also
1888 * prevents people fromt moving chests to more difficult maps to get better 1914 * prevents people fromt moving chests to more difficult maps to get better
1889 * treasure 1915 * treasure
1890 */ 1916 */
1891
1892 treas = tmp->inv; 1917 object *treas = tmp->inv;
1893 if (treas == NULL) 1918
1919 if (!treas)
1894 { 1920 {
1895 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty."); 1921 new_draw_info (NDI_UNIQUE, 0, op, "The chest was empty.");
1896 decrease_ob (tmp); 1922 decrease_ob (tmp);
1897 return; 1923 return;
1898 } 1924 }
1925
1899 while (tmp->inv) 1926 while (tmp->inv)
1900 { 1927 {
1901 treas = tmp->inv; 1928 treas = tmp->inv;
1902 1929
1903 treas->remove (); 1930 treas->remove ();
1985 /* special food hack -b.t. */ 2012 /* special food hack -b.t. */
1986 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED)) 2013 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
1987 eat_special_food (op, tmp); 2014 eat_special_food (op, tmp);
1988 } 2015 }
1989 } 2016 }
2017
1990 handle_apply_yield (tmp); 2018 handle_apply_yield (tmp);
1991 decrease_ob (tmp); 2019 decrease_ob (tmp);
1992} 2020}
1993 2021
1994/** 2022/**
2021 if (meal->type != FLESH || !is_dragon_pl (op)) 2049 if (meal->type != FLESH || !is_dragon_pl (op))
2022 return 0; 2050 return 0;
2023 2051
2024 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2052 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2025 from the player's inventory */ 2053 from the player's inventory */
2026 shstr_cmp dragon_ability_force ("dragon_ability_force");
2027 shstr_cmp dragon_skin_force ("dragon_skin_force");
2028
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 2054 for (tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == FORCE) 2055 if (tmp->type == FORCE)
2031 if (tmp->arch->name == dragon_skin_force) 2056 if (tmp->arch->archname == shstr_dragon_skin_force)
2032 skin = tmp; 2057 skin = tmp;
2033 else if (tmp->arch->name == dragon_ability_force) 2058 else if (tmp->arch->archname == shstr_dragon_ability_force)
2034 abil = tmp; 2059 abil = tmp;
2035 2060
2036 /* if either skin or ability are missing, this is an old player 2061 /* if either skin or ability are missing, this is an old player
2037 which is not to be considered a dragon -> bail out */ 2062 which is not to be considered a dragon -> bail out */
2038 if (skin == NULL || abil == NULL) 2063 if (skin == NULL || abil == NULL)
2159static void 2184static void
2160apply_armour_improver (object *op, object *tmp) 2185apply_armour_improver (object *op, object *tmp)
2161{ 2186{
2162 object *armor; 2187 object *armor;
2163 2188
2164 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2189 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2165 { 2190 {
2166 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2191 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll. H<The area prevents magic effects.>");
2167 return; 2192 return;
2168 } 2193 }
2169 2194
2170 armor = find_marked_object (op); 2195 armor = find_marked_object (op);
2171 2196
2172 if (!armor) 2197 if (!armor)
2173 { 2198 {
2174 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2199 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2175 return; 2200 return;
2176 } 2201 }
2177 2202
2178 if (armor->type != ARMOUR 2203 if (armor->type != ARMOUR
2179 && armor->type != CLOAK 2204 && armor->type != CLOAK
2194 { 2219 {
2195 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0); 2220 play_sound_player_only (op->contr, SOUND_DRINK_POISON, 0, 0);
2196 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!"); 2221 new_draw_info (NDI_UNIQUE, 0, op, "Yech! That tasted poisonous!");
2197 strcpy (op->contr->killer, "poisonous booze"); 2222 strcpy (op->contr->killer, "poisonous booze");
2198 } 2223 }
2224
2199 if (tmp->stats.hp > 0) 2225 if (tmp->stats.hp > 0)
2200 { 2226 {
2201 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp); 2227 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2202 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1); 2228 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2203 } 2229 }
2230
2204 op->stats.food -= op->stats.food / 4; 2231 op->stats.food -= op->stats.food / 4;
2205 handle_apply_yield (tmp); 2232 handle_apply_yield (tmp);
2206 decrease_ob (tmp); 2233 decrease_ob (tmp);
2207} 2234}
2208 2235
2291 } 2318 }
2292 } 2319 }
2293 2320
2294 return 0; 2321 return 0;
2295} 2322}
2296
2297 2323
2298/** 2324/**
2299 * Main apply handler. 2325 * Main apply handler.
2300 * 2326 *
2301 * Checks for unpaid items before applying. 2327 * Checks for unpaid items before applying.
2309 * being applied. 2335 * being applied.
2310 * 2336 *
2311 * aflag is special (always apply/unapply) flags. Nothing is done with 2337 * aflag is special (always apply/unapply) flags. Nothing is done with
2312 * them in this function - they are passed to apply_special 2338 * them in this function - they are passed to apply_special
2313 */ 2339 */
2314
2315int 2340int
2316manual_apply (object *op, object *tmp, int aflag) 2341manual_apply (object *op, object *tmp, int aflag)
2317{ 2342{
2318 if (tmp->head) 2343 if (tmp->head)
2319 tmp = tmp->head; 2344 tmp = tmp->head;
2320 2345
2321 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED)) 2346 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2322 { 2347 {
2323 if (op->type == PLAYER) 2348 if (op->type == PLAYER)
2324 { 2349 {
2325 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2350 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first. H<You cannot use items marked as unpaid.>");
2326 return 1; 2351 return 1;
2327 } 2352 }
2328 else 2353 else
2329 return 0; /* monsters just skip unpaid items */ 2354 return 0; /* monsters just skip unpaid items */
2330 } 2355 }
2357 case EXIT: 2382 case EXIT:
2358 if (op->type != PLAYER) 2383 if (op->type != PLAYER)
2359 return 0; 2384 return 0;
2360 2385
2361 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2386 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)); 2387 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2364 }
2365 else 2388 else
2366 { 2389 {
2367 /* Don't display messages for random maps. */ 2390 /* Don't display messages for random maps. */
2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2391 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2392 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370 2393
2371 op->enter_exit (tmp); 2394 op->enter_exit (tmp);
2372 } 2395 }
2396
2373 return 1; 2397 return 1;
2374 2398
2375 case SIGN: 2399 case SIGN:
2376 apply_sign (op, tmp, 0); 2400 apply_sign (op, tmp, 0);
2377 return 1; 2401 return 1;
2381 { 2405 {
2382 apply_book (op, tmp); 2406 apply_book (op, tmp);
2383 return 1; 2407 return 1;
2384 } 2408 }
2385 else 2409 else
2386 {
2387 return 0; 2410 return 0;
2388 }
2389 2411
2390 case SKILLSCROLL: 2412 case SKILLSCROLL:
2391 if (op->type == PLAYER) 2413 if (op->type == PLAYER)
2392 { 2414 {
2393 apply_skillscroll (op, tmp); 2415 apply_skillscroll (op, tmp);
2394 return 1; 2416 return 1;
2395 } 2417 }
2418 else
2396 return 0; 2419 return 0;
2397 2420
2398 case SPELLBOOK: 2421 case SPELLBOOK:
2399 if (op->type == PLAYER) 2422 if (op->type == PLAYER)
2400 { 2423 {
2401 apply_spellbook (op, tmp); 2424 apply_spellbook (op, tmp);
2402 return 1; 2425 return 1;
2403 } 2426 }
2427 else
2404 return 0; 2428 return 0;
2405 2429
2406 case SCROLL: 2430 case SCROLL:
2407 apply_scroll (op, tmp, 0); 2431 apply_scroll (op, tmp, 0);
2408 return 1; 2432 return 1;
2409 2433
2410 case POTION: 2434 case POTION:
2411 (void) apply_potion (op, tmp); 2435 apply_potion (op, tmp);
2412 return 1; 2436 return 1;
2413 2437
2414 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2438 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed? 2439 //TODO: remove, as it is unsed?
2416 case CLOSE_CON: 2440 case CLOSE_CON:
2449 case LAMP: 2473 case LAMP:
2450 case BUILDER: 2474 case BUILDER:
2451 case SKILL_TOOL: 2475 case SKILL_TOOL:
2452 if (tmp->env != op) 2476 if (tmp->env != op)
2453 return 2; /* not in inventory */ 2477 return 2; /* not in inventory */
2478
2454 (void) apply_special (op, tmp, aflag); 2479 apply_special (op, tmp, aflag);
2455 return 1; 2480 return 1;
2456 2481
2457 case DRINK: 2482 case DRINK:
2458 case FOOD: 2483 case FOOD:
2459 case FLESH: 2484 case FLESH:
2475 } 2500 }
2476 else 2501 else
2477 return 0; 2502 return 0;
2478 2503
2479 case WEAPON_IMPROVER: 2504 case WEAPON_IMPROVER:
2480 (void) check_improve_weapon (op, tmp); 2505 check_improve_weapon (op, tmp);
2481 return 1; 2506 return 1;
2482 2507
2483 case CLOCK: 2508 case CLOCK:
2484 if (op->type == PLAYER) 2509 if (op->type == PLAYER)
2485 { 2510 {
2493 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2518 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2494 new_draw_info (NDI_UNIQUE, 0, op, buf); 2519 new_draw_info (NDI_UNIQUE, 0, op, buf);
2495 return 1; 2520 return 1;
2496 } 2521 }
2497 else 2522 else
2498 {
2499 return 0; 2523 return 0;
2500 }
2501 2524
2502 case MENU: 2525 case MENU:
2503 if (op->type == PLAYER) 2526 if (op->type == PLAYER)
2504 { 2527 {
2505 shop_listing (tmp, op); 2528 shop_listing (tmp, op);
2506 return 1; 2529 return 1;
2507 } 2530 }
2508 else 2531 else
2509 {
2510 return 0; 2532 return 0;
2511 }
2512 2533
2513 case POWER_CRYSTAL: 2534 case POWER_CRYSTAL:
2514 apply_power_crystal (op, tmp); /* see egoitem.c */ 2535 apply_power_crystal (op, tmp); /* see egoitem.c */
2515 return 1; 2536 return 1;
2516 2537
2519 { 2540 {
2520 apply_lighter (op, tmp); 2541 apply_lighter (op, tmp);
2521 return 1; 2542 return 1;
2522 } 2543 }
2523 else 2544 else
2524 {
2525 return 0; 2545 return 0;
2526 }
2527 2546
2528 case ITEM_TRANSFORMER: 2547 case ITEM_TRANSFORMER:
2529 apply_item_transformer (op, tmp); 2548 apply_item_transformer (op, tmp);
2530 return 1; 2549 return 1;
2531 2550
2544int 2563int
2545player_apply (object *pl, object *op, int aflag, int quiet) 2564player_apply (object *pl, object *op, int aflag, int quiet)
2546{ 2565{
2547 int tmp; 2566 int tmp;
2548 2567
2549 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) 2568 if (op->env && (pl->move_type & MOVE_FLYING))
2550 { 2569 {
2551 /* player is flying and applying object not in inventory */ 2570 /* player is flying and applying object not in inventory */
2552 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) 2571 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2553 { 2572 {
2554 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " "above the ground!"); 2573 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2555 return 0; 2574 return 0;
2556 } 2575 }
2557 }
2558
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 } 2576 }
2570 2577
2571 pl->contr->last_used = op; 2578 pl->contr->last_used = op;
2572 2579
2573 tmp = manual_apply (pl, op, aflag); 2580 tmp = manual_apply (pl, op, aflag);
2576 if (tmp == 0) 2583 if (tmp == 0)
2577 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op)); 2584 new_draw_info_format (NDI_UNIQUE, 0, pl, "I don't know how to apply the %s.", query_name (op));
2578 else if (tmp == 2) 2585 else if (tmp == 2)
2579 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n"); 2586 new_draw_info_format (NDI_UNIQUE, 0, pl, "You must get it first!\n");
2580 } 2587 }
2588
2581 return tmp; 2589 return tmp;
2582} 2590}
2583 2591
2584/** 2592/**
2585 * player_apply_below attempts to apply the object 'below' the player. 2593 * 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 2594 * If the player has an open container, we use that for below, otherwise
2587 * we use the ground. 2595 * we use the ground.
2588 */ 2596 */
2589
2590void 2597void
2591player_apply_below (object *pl) 2598player_apply_below (object *pl)
2592{ 2599{
2593 int floors = 0; 2600 int floors = 0;
2594 2601
2631 * to keep the size of apply_special to a more managable size. 2638 * to keep the size of apply_special to a more managable size.
2632 */ 2639 */
2633static int 2640static int
2634unapply_special (object *who, object *op, int aflags) 2641unapply_special (object *who, object *op, int aflags)
2635{ 2642{
2636 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2643 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2644 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2637 return RESULT_INT (0); 2645 return RESULT_INT (0);
2638 2646
2639 object *tmp2;
2640
2641 CLEAR_FLAG (op, FLAG_APPLIED); 2647 CLEAR_FLAG (op, FLAG_APPLIED);
2642 2648
2643 switch (op->type) 2649 switch (op->type)
2644 { 2650 {
2651 case SKILL_TOOL:
2652 // unapplying a skill tool should also unapply the skill it governs
2653 // but this is hard, as it shouldn't do so when the skill can
2654 // be used for other reasons
2655 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2656 if (tmp->skill == op->skill
2657 && tmp->type == SKILL
2658 && tmp->flag [FLAG_APPLIED]
2659 && !tmp->flag [FLAG_CAN_USE_SKILL])
2660 unapply_special (who, tmp, 0);
2661
2662 change_abil (who, op);
2663 break;
2664
2645 case WEAPON: 2665 case WEAPON:
2666 if (player *pl = who->contr)
2667 if (op == pl->combat_ob)
2668 {
2669 pl->combat_ob = 0;
2670 who->change_weapon (pl->ranged_ob);
2671 }
2672
2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2673 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2647 2674
2648 (void) change_abil (who, op); 2675 change_abil (who, op);
2649 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2650 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2676 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2651 clear_skill (who);
2652 break; 2677 break;
2653 2678
2654 case SKILL: /* allows objects to impart skills */
2655 case SKILL_TOOL: 2679 case SKILL:
2656 if (op != who->chosen_skill) 2680 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 { 2681 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2667 if (!op->invisible) 2682 if (!op->invisible)
2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2683 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2669 else 2684 else
2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2685 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2671 } 2686 }
2672 2687
2673 change_abil (who, op); 2688 change_abil (who, op);
2674 who->chosen_skill = 0;
2675 CLEAR_FLAG (who, FLAG_READY_SKILL); 2689 CLEAR_FLAG (who, FLAG_READY_SKILL);
2676 break; 2690 break;
2677 2691
2678 case ARMOUR: 2692 case ARMOUR:
2679 case HELMET: 2693 case HELMET:
2684 case AMULET: 2698 case AMULET:
2685 case GIRDLE: 2699 case GIRDLE:
2686 case BRACERS: 2700 case BRACERS:
2687 case CLOAK: 2701 case CLOAK:
2688 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2702 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2689 (void) change_abil (who, op); 2703 change_abil (who, op);
2690 break; 2704 break;
2705
2691 case LAMP: 2706 case LAMP:
2707 {
2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2708 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2709
2693 tmp2 = arch_to_object (op->other_arch); 2710 object *tmp2 = arch_to_object (op->other_arch);
2694 tmp2->x = op->x; 2711 tmp2->x = op->x;
2695 tmp2->y = op->y; 2712 tmp2->y = op->y;
2696 tmp2->map = op->map; 2713 tmp2->map = op->map;
2697 tmp2->below = op->below; 2714 tmp2->below = op->below;
2698 tmp2->above = op->above; 2715 tmp2->above = op->above;
2699 tmp2->stats.food = op->stats.food; 2716 tmp2->stats.food = op->stats.food;
2700 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2717 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2701 2718
2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2719 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2703 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2720 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2704 2721
2705 if (who->type == PLAYER) 2722 if (who->contr)
2706 esrv_del_item (who->contr, op->count); 2723 esrv_del_item (who->contr, op->count);
2707 2724
2708 op->destroy (); 2725 op->destroy ();
2709 insert_ob_in_ob (tmp2, who); 2726 insert_ob_in_ob (tmp2, who);
2710 who->update_stats (); 2727 who->update_stats ();
2728
2711 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2729 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2712 { 2730 {
2713 if (who->type == PLAYER) 2731 if (who->contr)
2714 { 2732 {
2715 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2733 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2716 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2734 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2717 } 2735 }
2718 } 2736 }
2719 if (who->type == PLAYER) 2737
2738 if (who->contr)
2720 esrv_send_item (who, tmp2); 2739 esrv_send_item (who, tmp2);
2740 }
2741
2721 return 1; /* otherwise, an attempt to drop causes problems */ 2742 return 1; /* otherwise, an attempt to drop causes problems */
2722 break;
2723 2743
2724 case BOW: 2744 case BOW:
2725 case WAND: 2745 case WAND:
2726 case ROD: 2746 case ROD:
2727 case HORN: 2747 case HORN:
2728 clear_skill (who); 2748 if (player *pl = who->contr)
2729 if (who->type == PLAYER) 2749 {
2750 if (op == pl->ranged_ob)
2730 { 2751 {
2752 pl->ranged_ob = 0;
2753 who->change_weapon (pl->combat_ob);
2754 }
2755
2731 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2756 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2732
2733 who->contr->ranged_skill = 0;
2734 who->contr->ranged_ob = 0;
2735 } 2757 }
2736 else 2758 else
2737 { 2759 {
2760 who->change_skill (0);
2761
2738 if (op->type == BOW) 2762 if (op->type == BOW)
2739 CLEAR_FLAG (who, FLAG_READY_BOW); 2763 CLEAR_FLAG (who, FLAG_READY_BOW);
2740 else 2764 else
2741 CLEAR_FLAG (who, FLAG_READY_RANGE); 2765 CLEAR_FLAG (who, FLAG_READY_RANGE);
2742 } 2766 }
2743 2767
2744 break; 2768 break;
2745 2769
2746 case BUILDER: 2770 case BUILDER:
2747 if (who->type == PLAYER) 2771 if (who->contr)
2748 {
2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2750
2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2754 break; 2773 break;
2755 2774
2756 default: 2775 default:
2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2776 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2758 break; 2777 break;
2760 2779
2761 who->update_stats (); 2780 who->update_stats ();
2762 2781
2763 if (!(aflags & AP_NO_MERGE)) 2782 if (!(aflags & AP_NO_MERGE))
2764 { 2783 {
2765 object *tmp;
2766
2767 tmp = merge_ob (op, NULL); 2784 object *tmp = merge_ob (op, 0);
2768 if (who->type == PLAYER) 2785
2786 if (who->contr)
2769 { 2787 {
2770 if (tmp) 2788 if (tmp)
2771 { /* it was merged */ 2789 { /* it was merged */
2772 esrv_del_item (who->contr, op->count); 2790 esrv_del_item (who->contr, op->count);
2773 op = tmp; 2791 op = tmp;
2774 } 2792 }
2775 2793
2776 esrv_send_item (who, op); 2794 esrv_send_item (who, op);
2777 } 2795 }
2778 } 2796 }
2797
2779 return 0; 2798 return 0;
2780} 2799}
2781 2800
2782/** 2801/**
2783 * Returns the object that is using location 'loc'. 2802 * Returns the object that is using location 'loc'.
2784 * Note that 'start' is the first object to start examing - we 2803 * 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 2804 * then go through the below of this. In this way, you can do
2786 * something like: 2805 * something like:
2787 * tmp = get_item_from_body_location(who->inv, 1); 2806 * tmp = get_next_item_from_body_location(who->inv, 1);
2788 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2807 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2789 * to find the second object that may use this location, etc. 2808 * to find the second object that may use this location, etc.
2790 * Returns NULL if no match is found. 2809 * Returns NULL if no match is found.
2791 * loc is the index into the array we are looking for a match. 2810 * loc is the index into the array we are looking for a match.
2792 * don't return invisible objects unless they are skill objects 2811 * don't return invisible objects unless they are skill objects
2793 * invisible other objects that use 2812 * invisible other objects that use
2794 * up body locations can be used as restrictions. 2813 * up body locations can be used as restrictions.
2795 */ 2814 */
2796object * 2815static object *
2797get_item_from_body_location (object *start, int loc) 2816get_next_item_from_body_location (int loc, object *start)
2798{ 2817{
2799 object *tmp;
2800
2801 if (!start)
2802 return NULL;
2803
2804 for (tmp = start; tmp; tmp = tmp->below) 2818 for (object *tmp = start; tmp; tmp = tmp->below)
2805 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2819 if (tmp->flag [FLAG_APPLIED]
2820 && tmp->slot[loc].info
2821 && (!tmp->invisible || tmp->type == SKILL))
2806 return tmp; 2822 return tmp;
2807 2823
2808 return NULL; 2824 return 0;
2809} 2825}
2810
2811
2812 2826
2813/** 2827/**
2814 * 'op' wants to apply an object, but can't because of other equipment. 2828 * 'op' wants to apply an object, but can't because of other equipment.
2815 * This should only be called when it is known 2829 * This should only be called when it is known
2816 * that there are objects to unapply. This makes pretty heavy 2830 * that there are objects to unapply. This makes pretty heavy
2819 * Returns 0 on success, returns 1 if there is some problem. 2833 * Returns 0 on success, returns 1 if there is some problem.
2820 * if aflags is AP_PRINT, we instead print out waht to unapply 2834 * if aflags is AP_PRINT, we instead print out waht to unapply
2821 * instead of doing it. This is a lot less code than having 2835 * instead of doing it. This is a lot less code than having
2822 * another function that does just that. 2836 * another function that does just that.
2823 */ 2837 */
2838
2839#define CANNOT_REMOVE_CURSED \
2840 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2841 "Praying over an altar, scrolls of remove curse/damnation, " \
2842 "priests or even other players might help.>"
2843
2824int 2844int
2825unapply_for_ob (object *who, object *op, int aflags) 2845unapply_for_ob (object *who, object *op, int aflags)
2826{ 2846{
2827 int i; 2847 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) 2848 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2836 {
2837 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2849 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))) 2850 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2840 { 2851 {
2841 if (aflags & AP_PRINT) 2852 if (aflags & AP_PRINT)
2842 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2853 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2843 else 2854 else
2844 unapply_special (who, tmp, aflags); 2855 unapply_special (who, tmp, aflags);
2845 } 2856 }
2846 else 2857 else
2847 { 2858 {
2848 /* In this case, we want to try and remove a cursed item. 2859 /* In this case, we want to try and remove a cursed item.
2849 * While we know it won't work, we want unapply_special to 2860 * While we know it won't work, we want unapply_special to
2850 * at least generate the message. 2861 * at least generate the message.
2851 */ 2862 */
2852 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2863 new_draw_info_format (NDI_UNIQUE, 0, who,
2864 "No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED,
2865 query_name (tmp));
2853 return 1; 2866 return 1;
2854 }
2855
2856 } 2867 }
2857 }
2858 }
2859 2868
2860 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2869 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2861 { 2870 {
2862 /* this used up a slot that we need to free */ 2871 /* this used up a slot that we need to free */
2863 if (op->body_info[i]) 2872 if (op->slot[i].info)
2864 { 2873 {
2865 last = who->inv; 2874 object *last = who->inv;
2866 2875
2867 /* We do a while loop - may need to remove several items in order 2876 /* We do a while loop - may need to remove several items in order
2868 * to free up enough slots. 2877 * to free up enough slots.
2869 */ 2878 */
2870 while ((who->body_used[i] + op->body_info[i]) < 0) 2879 while ((who->slot[i].used + op->slot[i].info) < 0)
2871 { 2880 {
2872 tmp = get_item_from_body_location (last, i); 2881 object *tmp = get_next_item_from_body_location (i, last);
2882
2873 if (!tmp) 2883 if (!tmp)
2874 { 2884 {
2875#if 0 2885#if 0
2876 /* Not a bug - we'll get this if the player has cursed items 2886 /* Not a bug - we'll get this if the player has cursed items
2877 * equipped. 2887 * equipped.
2878 */ 2888 */
2879 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2889 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2880#endif 2890#endif
2881 return 1; 2891 return 1;
2882 } 2892 }
2893
2883 /* If we are just printing, we don't care about cursed status */ 2894 /* If we are just printing, we don't care about cursed status */
2884 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2895 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2885 { 2896 {
2886 if (aflags & AP_PRINT) 2897 if (aflags & AP_PRINT)
2887 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2898 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
2893 /* Cursed item that we can't unequip - tell the player. 2904 /* Cursed item that we can't unequip - tell the player.
2894 * Note this could be annoying if this is just one of a few, 2905 * Note this could be annoying if this is just one of a few,
2895 * so it may not be critical (eg, putting on a ring and you have 2906 * so it may not be critical (eg, putting on a ring and you have
2896 * one cursed ring.) 2907 * one cursed ring.)
2897 */ 2908 */
2898 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2909 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp));
2899 } 2910 }
2911
2900 last = tmp->below; 2912 last = tmp->below;
2901 } 2913 }
2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2914 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2903 * return in the !tmp would have kicked in. 2915 * return in the !tmp would have kicked in.
2904 */ 2916 */
2905 } /* if op is using this body location */ 2917 } /* if op is using this body location */
2906 } /* for body lcoations */ 2918 } /* for body lcoations */
2919
2907 return 0; 2920 return 0;
2908} 2921}
2909 2922
2910/** 2923/**
2911 * Checks to see if 'who' can apply object 'op'. 2924 * Checks to see if 'who' can apply object 'op'.
2912 * Returns 0 if apply can be done without anything special. 2925 * Returns 0 if apply can be done without anything special.
2913 * Otherwise returns a bitmask - potentially several of these may be 2926 * Otherwise returns a bitmask - potentially several of these may be
2914 * set, but largely depends on circumstance - in the future, processing 2927 * set, but largely depends on circumstance - in the future, processing
2915 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2928 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2916 * is set, do we really are what the other flags may be?) 2929 * is set, do we really care what the other flags may be?)
2917 * 2930 *
2918 * See include/define.h for detailed description of the meaning of 2931 * See include/define.h for detailed description of the meaning of
2919 * these return values. 2932 * these return values.
2920 */ 2933 */
2921int 2934int
2922can_apply_object (object *who, object *op) 2935can_apply_object (object *who, object *op)
2923{ 2936{
2924 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2937 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2925 return RESULT_INT (0); 2938 return RESULT_INT (0);
2926 2939
2927 int i, retval = 0; 2940 int retval = 0;
2928 object *tmp = NULL, *ws = NULL; 2941 object *tmp = 0, *ws = 0;
2929 2942
2930 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2943 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 { 2944 {
2937 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2945 if (op->slot[i].info)
2938 { 2946 {
2939 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2947 /* Item uses more slots than we have */
2948 if (who->slot[i].info + op->slot [i].info < 0)
2940 { 2949 {
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' 2950 /* Could return now for efficiency - rest of info below isn't
2955 * really needed. 2951 * really needed.
2956 */ 2952 */
2957 retval |= CAN_APPLY_NEVER; 2953 retval |= CAN_APPLY_NEVER;
2958 } 2954 }
2959 else if ((who->body_used[i] + op->body_info[i]) < 0) 2955 else if (who->slot[i].used + op->slot[i].info < 0)
2960 { 2956 {
2961 /* in this case, equipping this would use more free spots than 2957 /* in this case, equipping this would use more free spots than
2962 * we have. 2958 * we have.
2963 */ 2959 */
2964 object *tmp1;
2965
2966 2960
2967 /* if we have an applied weapon/shield, and unapply it would free 2961 /* if we have an applied weapon/shield, and unapply it would free
2968 * enough slots to equip the new item, then just set this can 2962 * enough slots to equip the new item, then just set "can
2969 * continue. We don't care about the logic below - if you have 2963 * apply unapply". We don't care about the logic below - if you have a
2970 * shield equipped and try to equip another shield, there is only 2964 * shield equipped and try to equip another shield, there is only
2971 * one choice. However, the check for the number of body locations 2965 * one choice. However, the check for the number of body locations
2972 * does take into the account cases where what is being applied 2966 * does take into the account cases where what is being applied
2973 * may be two handed for example. 2967 * may be two handed for example.
2974 */ 2968 */
2975 if (ws) 2969 if (ws)
2976 { 2970 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 { 2971 {
2979 retval |= CAN_APPLY_UNAPPLY; 2972 retval |= CAN_APPLY_UNAPPLY;
2980 continue; 2973 continue;
2981 } 2974 }
2982 }
2983 2975
2984 tmp1 = get_item_from_body_location (who->inv, i); 2976 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2985 if (!tmp1) 2977 if (!tmp1)
2986 { 2978 {
2987#if 0 2979#if 0
2988 /* This is sort of an error, but happens a lot when old players 2980 /* This is sort of an error, but happens a lot when old players
2989 * join in with more stuff equipped than they are now allowed. 2981 * join in with more stuff equipped than they are now allowed.
2997 /* need to unapply something. However, if this something 2989 /* need to unapply something. However, if this something
2998 * is different than we had found before, it means they need 2990 * is different than we had found before, it means they need
2999 * to apply multiple objects 2991 * to apply multiple objects
3000 */ 2992 */
3001 retval |= CAN_APPLY_UNAPPLY; 2993 retval |= CAN_APPLY_UNAPPLY;
2994
3002 if (!tmp) 2995 if (!tmp)
3003 tmp = tmp1; 2996 tmp = tmp1;
3004 else if (tmp != tmp1) 2997 else if (tmp != tmp1)
3005 {
3006 retval |= CAN_APPLY_UNAPPLY_MULT; 2998 retval |= CAN_APPLY_UNAPPLY_MULT;
3007 } 2999
3008 /* This object isn't using up all the slots, so there must 3000 /* This object isn't using up all the slots, so there must
3009 * be another. If so, and it the new item doesn't need all 3001 * be another. If so, and it the new item doesn't need all
3010 * the slots, the player then has a choice. 3002 * the slots, the player then has a choice.
3011 */ 3003 */
3012 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 3004 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3005 && abs (op->slot[i].info) < who->slot[i].info)
3013 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3006 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3014 3007
3015 /* Does unequippint 'tmp1' free up enough slots for this to be 3008 /* Does unequippint 'tmp1' free up enough slots for this to be
3016 * equipped? If not, there must be something else to unapply. 3009 * equipped? If not, there must be something else to unapply.
3017 */ 3010 */
3018 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3011 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3019 retval |= CAN_APPLY_UNAPPLY_MULT; 3012 retval |= CAN_APPLY_UNAPPLY_MULT;
3020
3021 } 3013 }
3022 } /* if not enough free slots */ 3014 } /* if not enough free slots */
3023 } /* if this object uses location i */ 3015 } /* if this object uses location i */
3024 } /* for i -> num_body_locations loop */ 3016 } /* for i -> num_body_locations loop */
3025 3017
3038 3030
3039 if (who->type != PLAYER) 3031 if (who->type != PLAYER)
3040 { 3032 {
3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3033 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3042 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3043 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3036 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3044 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3038
3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3039 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3046 retval |= CAN_APPLY_RESTRICTION; 3040 retval |= CAN_APPLY_RESTRICTION;
3041
3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3042 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3048 retval |= CAN_APPLY_RESTRICTION; 3043 retval |= CAN_APPLY_RESTRICTION;
3049 } 3044 }
3050 3045
3051 return retval; 3046 return retval;
3066 * AP_UNAPPLY=always unapply). 3061 * AP_UNAPPLY=always unapply).
3067 * 3062 *
3068 * Optional flags: 3063 * Optional flags:
3069 * AP_NO_MERGE: don't merge an unapplied object with other objects 3064 * AP_NO_MERGE: don't merge an unapplied object with other objects
3070 * AP_IGNORE_CURSE: unapply cursed items 3065 * AP_IGNORE_CURSE: unapply cursed items
3066 * AP_NO_READY: do not ready skills when applying skill tools
3071 * 3067 *
3072 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3068 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3073 * 3069 *
3074 * apply_special() doesn't check for unpaid items. 3070 * apply_special() doesn't check for unpaid items.
3075 */ 3071 */
3072
3073#define LACK_ITEM_POWER \
3074 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3075
3076int 3076int
3077apply_special (object *who, object *op, int aflags) 3077apply_special (object *who, object *op, int aflags)
3078{ 3078{
3079 int basic_flag = aflags & AP_BASIC_FLAGS; 3079 int basic_flag = aflags & AP_BASIC_FLAGS;
3080 object *tmp, *tmp2, *skop = NULL; 3080 object *tmp, *tmp2, *skop = NULL;
3081 int i;
3082 3081
3083 if (who == NULL) 3082 if (who == NULL)
3084 { 3083 {
3085 LOG (llevError, "apply_special() from object without environment.\n"); 3084 LOG (llevError, "apply_special() from object without environment.\n");
3086 return 1; 3085 return 1;
3096 if (basic_flag == AP_APPLY) 3095 if (basic_flag == AP_APPLY)
3097 return 0; 3096 return 0;
3098 3097
3099 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3098 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3100 { 3099 {
3101 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3100 new_draw_info_format (NDI_UNIQUE, 0, who,
3101 "No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED,
3102 query_name (op));
3102 return 1; 3103 return 1;
3103 } 3104 }
3105
3104 return unapply_special (who, op, aflags); 3106 return unapply_special (who, op, aflags);
3105 } 3107 }
3106 3108
3107 if (basic_flag == AP_UNAPPLY) 3109 if (basic_flag == AP_UNAPPLY)
3108 return 0; 3110 return 0;
3109 3111
3110 i = can_apply_object (who, op); 3112 // if the item is combat/ranged, wield the relevant slot first
3113 // to resolve conflicts.
3114 if (player *pl = who->contr)
3115 switch (op->slottype ())
3116 {
3117 case slot_combat: who->change_weapon (pl->combat_ob); break;
3118 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3119 }
3120
3121 splay (op);
3111 3122
3112 /* Can't just apply this object. Lets see what not and what to do */ 3123 /* Can't just apply this object. Lets see what not and what to do */
3113 if (i) 3124 if (int i = can_apply_object (who, op))
3114 { 3125 {
3115 if (i & CAN_APPLY_NEVER) 3126 if (i & CAN_APPLY_NEVER)
3116 { 3127 {
3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3128 new_draw_info_format (NDI_UNIQUE, 0, who,
3129 "You don't have the body to use a %s. H<You can never apply this item.>",
3130 query_name (op));
3118 return 1; 3131 return 1;
3119 } 3132 }
3120 else if (i & CAN_APPLY_RESTRICTION) 3133 else if (i & CAN_APPLY_RESTRICTION)
3121 { 3134 {
3122 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3135 new_draw_info_format (NDI_UNIQUE, 0, who,
3136 "You have a prohibition against using a %s. "
3137 "H<Your belief, profession or class prevents you from applying this item.>",
3138 query_name (op));
3123 return 1; 3139 return 1;
3124 } 3140 }
3141
3125 if (who->type != PLAYER) 3142 if (who->type != PLAYER)
3126 { 3143 {
3127 /* Some error, so don't try to equip something more */ 3144 /* Some error, so don't try to equip something more */
3128 if (unapply_for_ob (who, op, aflags)) 3145 if (unapply_for_ob (who, op, aflags))
3129 return 1; 3146 return 1;
3135 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3152 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3136 unapply_for_ob (who, op, AP_PRINT); 3153 unapply_for_ob (who, op, AP_PRINT);
3137 return 1; 3154 return 1;
3138 } 3155 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3156 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3140 {
3141 i = unapply_for_ob (who, op, aflags); 3157 if (unapply_for_ob (who, op, aflags))
3142 if (i)
3143 return 1; 3158 return 1;
3144 }
3145 } 3159 }
3146 } 3160 }
3147 3161
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3162 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3149 { 3163 {
3150 skop = find_skill_by_name (who, op->skill); 3164 skop = find_skill_by_name (who, op->skill);
3165
3151 if (!skop) 3166 if (!skop)
3152 { 3167 {
3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3168 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3154 return 1; 3169 return 1;
3155 } 3170 }
3156 else 3171 else
3157 /* While experience will be credited properly, we want to change the 3172 /* While experience will be credited properly, we want to change the
3158 * skill so that the dam and wc get updated 3173 * skill so that the dam and wc get updated
3159 */ 3174 */
3160 change_skill (who, skop, 0); 3175 who->change_skill (skop);
3161 } 3176 }
3162 3177
3178 if (who->type == PLAYER
3179 && op->item_power
3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3180 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3164 { 3181 {
3165 new_draw_info (NDI_UNIQUE, 0, who, 3182 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! " 3183 "Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3167 "[use the skills command to check your available item power]");
3168 return 1; 3184 return 1;
3169 } 3185 }
3170
3171 3186
3172 /* Ok. We are now at the state where we can apply the new object. 3187 /* Ok. We are now at the state where we can apply the new object.
3173 * Note that we don't have the checks for can_use_... 3188 * Note that we don't have the checks for can_use_...
3174 * below - that is already taken care of by can_apply_object. 3189 * below - that is already taken care of by can_apply_object.
3175 */ 3190 */
3176
3177 if (op->nrof > 1) 3191 if (op->nrof > 1)
3178 tmp = get_split_ob (op, op->nrof - 1); 3192 tmp = get_split_ob (op, op->nrof - 1);
3179 else 3193 else
3180 tmp = NULL; 3194 tmp = 0;
3181 3195
3182 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3196 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3183 return RESULT_INT (0); 3197 return RESULT_INT (0);
3184 3198
3185 switch (op->type) 3199 switch (op->type)
3186 { 3200 {
3187 case WEAPON: 3201 case WEAPON:
3188 if (!check_weapon_power (who, op->last_eat)) 3202 if (!check_weapon_power (who, op->last_eat))
3189 { 3203 {
3190 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3204 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use. "
3191 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3205 "It would consume your soul!." LACK_ITEM_POWER);
3206
3192 if (tmp != NULL) 3207 if (tmp)
3193 (void) insert_ob_in_ob (tmp, who); 3208 insert_ob_in_ob (tmp, who);
3209
3194 return 1; 3210 return 1;
3195 } 3211 }
3196 3212
3197 //TODO: this obviously fails for players using a shiorter prefix 3213 //TODO: this obviously fails for players using a shorter prefix
3198 // i.e. "R" can use Ragnarok's swors. 3214 // i.e. "R" can use Ragnarok's sword.
3199 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3215 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3200 { 3216 {
3201 /* if the weapon does not have the name as the character, can't use it. */ 3217 /* if the weapon does not have the name as the character, can't use it. */
3202 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3218 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3203 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3219 new_draw_info (NDI_UNIQUE, 0, who,
3220 "The weapon does not recognize you as its owner. "
3221 "H<Its name indicates that it belongs to somebody else.>");
3204 3222
3205 if (tmp) 3223 if (tmp)
3206 insert_ob_in_ob (tmp, who); 3224 insert_ob_in_ob (tmp, who);
3207 3225
3208 return 1; 3226 return 1;
3209 } 3227 }
3210 3228
3229 if (!skop)
3230 {
3231 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3232 return 1;
3233 }
3234
3211 SET_FLAG (op, FLAG_APPLIED); 3235 SET_FLAG (op, FLAG_APPLIED);
3212
3213 if (skop)
3214 change_skill (who, skop, 1); 3236 who->change_skill (skop);
3215 3237
3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3238 if (who->contr)
3217 SET_FLAG (who, FLAG_READY_WEAPON); 3239 who->change_weapon (who->contr->combat_ob = op);
3218 3240
3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3241 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3220 3242
3243 SET_FLAG (who, FLAG_READY_WEAPON);
3221 change_abil (who, op); 3244 change_abil (who, op);
3222 break; 3245 break;
3223 3246
3224 case ARMOUR: 3247 case ARMOUR:
3225 case HELMET: 3248 case HELMET:
3237 break; 3260 break;
3238 3261
3239 case LAMP: 3262 case LAMP:
3240 if (op->stats.food < 1) 3263 if (op->stats.food < 1)
3241 { 3264 {
3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3265 new_draw_info_format (NDI_UNIQUE, 0, who,
3266 "Your %s is out of fuel! "
3267 "H<Lamps and similar items need fuel. They cannot be refilled.>", &op->name);
3243 return 1; 3268 return 1;
3244 } 3269 }
3245 3270
3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3271 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3247 tmp2 = arch_to_object (op->other_arch); 3272 tmp2 = arch_to_object (op->other_arch);
3268 } 3293 }
3269 3294
3270 who->update_stats (); 3295 who->update_stats ();
3271 3296
3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3273 {
3274 if (who->type == PLAYER) 3298 if (who->type == PLAYER)
3275 { 3299 {
3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3300 new_draw_info (NDI_UNIQUE, 0, who,
3301 "Oops, it feels deadly cold! "
3302 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3303 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3278 } 3304 }
3279 }
3280 3305
3281 if (who->type == PLAYER) 3306 if (who->type == PLAYER)
3282 esrv_send_item (who, tmp2); 3307 esrv_send_item (who, tmp2);
3283 3308
3284 return 0; 3309 return 0;
3285 3310
3286 /* this part is needed for skill-tools */ 3311 case SKILL_TOOL:
3312 // applying a skill tool also readies the skill
3313 SET_FLAG (op, FLAG_APPLIED);
3314
3315 if (!(aflags & AP_NO_READY))
3316 {
3317 skop = find_skill_by_name (who, op->skill);
3318 if (!skop->flag [FLAG_APPLIED])
3319 apply_special (who, skop, AP_APPLY);
3320 }
3321 break;
3322
3287 case SKILL: 3323 case SKILL:
3288 case SKILL_TOOL: 3324 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 } 3325 {
3294 3326 if (IS_COMBAT_SKILL (op->subtype))
3295 if (who->type == PLAYER)
3296 { 3327 {
3297 who->contr->ranged_skill = who; 3328 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3298 who->contr->ranged_ob = op; 3329 {
3330 for (object *item = who->inv; item; item = item->below)
3331 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3332 {
3333 if (item->skill == op->skill)
3334 {
3335 who->change_weapon (pl->combat_ob = item);
3336 goto found_weapon;
3337 }
3338 }
3339
3340 new_draw_info_format (NDI_UNIQUE, 0, who,
3341 "You need to apply a '%s' melee weapon before readying this skill. "
3342 "H<Some skills need an item, in this case a melee weapon, to function.>",
3343 &op->skill);
3344 return 1;
3345
3346 found_weapon:;
3347 }
3348 else
3349 who->change_weapon (pl->combat_ob = op);
3350 }
3351 else if (IS_RANGED_SKILL (op->subtype))
3352 {
3353 if (skill_flags [op->subtype] & SF_NEED_BOW)
3354 {
3355 for (object *item = who->inv; item; item = item->below)
3356 if (item->type == BOW && item->flag [FLAG_APPLIED])
3357 {
3358 //TODO: bows should/must all have skill missile weapon right now
3359 who->change_weapon (pl->ranged_ob = item);
3360 goto found_bow;
3361 }
3362
3363 new_draw_info (NDI_UNIQUE, 0, who,
3364 "You need to apply a missile weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a missile weapon, to function.>");
3366 return 1;
3367
3368 found_bow:;
3369 }
3370 else
3371 who->change_weapon (pl->ranged_ob = op);
3372 }
3299 3373
3300 if (!op->invisible) 3374 if (!op->invisible)
3301 { 3375 {
3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3376 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3377 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3304 } 3378 }
3305 else 3379 else
3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3380 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3307 } 3381 }
3308 3382 else
3383 {
3309 SET_FLAG (op, FLAG_APPLIED); 3384 SET_FLAG (op, FLAG_APPLIED);
3310 change_abil (who, op); 3385 change_abil (who, op);
3311 who->chosen_skill = op; 3386 who->chosen_skill = op;
3312 SET_FLAG (who, FLAG_READY_SKILL); 3387 SET_FLAG (who, FLAG_READY_SKILL);
3388 }
3389
3313 break; 3390 break;
3314 3391
3315 case BOW: 3392 case BOW:
3316 if (!check_weapon_power (who, op->last_eat)) 3393 if (!check_weapon_power (who, op->last_eat))
3317 { 3394 {
3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3395 new_draw_info (NDI_UNIQUE, 0, who,
3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3396 "That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3320 3397
3321 if (tmp) 3398 if (tmp)
3322 insert_ob_in_ob (tmp, who); 3399 insert_ob_in_ob (tmp, who);
3323 3400
3324 return 1; 3401 return 1;
3325 } 3402 }
3326 3403
3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3328 { 3405 {
3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3406 new_draw_info (NDI_UNIQUE, 0, who,
3407 "The weapon does not recognize you as its owner. "
3408 "H<Its name indicates that it belongs to somebody else.>");
3330 if (tmp != NULL) 3409 if (tmp)
3331 insert_ob_in_ob (tmp, who); 3410 insert_ob_in_ob (tmp, who);
3332 3411
3333 return 1; 3412 return 1;
3334 } 3413 }
3335 3414
3336 /*FALLTHROUGH*/ 3415 /*FALLTHROUGH*/
3337 case WAND: 3416 case WAND:
3338 case ROD: 3417 case ROD:
3339 case HORN: 3418 case HORN:
3340 /* check for skill, alter player status */ 3419 /* check for skill, alter player status */
3420
3421 if (!skop)
3422 {
3423 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3424 return 1;
3425 }
3426
3341 SET_FLAG (op, FLAG_APPLIED); 3427 SET_FLAG (op, FLAG_APPLIED);
3342 if (skop)
3343 change_skill (who, skop, 0); 3428 who->change_skill (skop);
3344 3429
3345 if (who->type == PLAYER) 3430 if (who->contr)
3346 { 3431 {
3432 who->contr->ranged_ob = op;
3433
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3434 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348 3435
3349 if (op->type == BOW) 3436 if (op->type == BOW)
3350 { 3437 {
3438 who->current_weapon = op;
3351 change_abil (who, op); 3439 change_abil (who, op);
3352 new_draw_info_format (NDI_UNIQUE, 0, who, 3440 new_draw_info_format (NDI_UNIQUE, 0, who,
3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3441 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3354 } 3442 }
3355
3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3357 who->contr->ranged_ob = op;
3358 } 3443 }
3359 else 3444 else
3360 { 3445 {
3361 if (op->type == BOW) 3446 if (op->type == BOW)
3362 SET_FLAG (who, FLAG_READY_BOW); 3447 SET_FLAG (who, FLAG_READY_BOW);
3367 break; 3452 break;
3368 3453
3369 case BUILDER: 3454 case BUILDER:
3370 if (who->type == PLAYER) 3455 if (who->type == PLAYER)
3371 { 3456 {
3457 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER) 3458 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3373 unapply_special (who, who->contr->ranged_ob, 0); 3459 unapply_special (who, who->contr->ranged_ob, 0);
3374 3460
3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3461 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376 3462
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op; 3463 who->contr->ranged_ob = op;
3379 } 3464 }
3380 break; 3465 break;
3381 3466
3382 default: 3467 default:
3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3468 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3384 } /* end of switch op->type */ 3469 } /* end of switch op->type */
3385 3470
3386 SET_FLAG (op, FLAG_APPLIED); 3471 SET_FLAG (op, FLAG_APPLIED);
3387 3472
3388 if (tmp != NULL) 3473 if (tmp)
3389 tmp = insert_ob_in_ob (tmp, who); 3474 tmp = insert_ob_in_ob (tmp, who);
3390 3475
3391 who->update_stats (); 3476 who->update_stats ();
3392 3477
3393 /* We exclude spell casting objects. The fire code will set the 3478 /* We exclude spell casting objects. The fire code will set the
3396 */ 3481 */
3397 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD) 3482 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3398 SET_FLAG (op, FLAG_BEEN_APPLIED); 3483 SET_FLAG (op, FLAG_BEEN_APPLIED);
3399 3484
3400 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3485 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3401 {
3402 if (who->type == PLAYER) 3486 if (who->type == PLAYER)
3403 { 3487 {
3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3488 new_draw_info (NDI_UNIQUE, 0, who,
3489 "Oops, it feels deadly cold! "
3490 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3405 SET_FLAG (op, FLAG_KNOWN_CURSED); 3491 SET_FLAG (op, FLAG_KNOWN_CURSED);
3406 } 3492 }
3407 }
3408 3493
3409 if (who->type == PLAYER) 3494 if (who->type == PLAYER)
3410 { 3495 {
3411 /* if multiple objects were applied, update both slots */ 3496 /* if multiple objects were applied, update both slots */
3412 if (tmp) 3497 if (tmp)
3421int 3506int
3422monster_apply_special (object *who, object *op, int aflags) 3507monster_apply_special (object *who, object *op, int aflags)
3423{ 3508{
3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3509 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3425 return 1; 3510 return 1;
3511
3426 return apply_special (who, op, aflags); 3512 return apply_special (who, op, aflags);
3427} 3513}
3428 3514
3429/** 3515/**
3430 * Map was just loaded, handle op's initialisation. 3516 * Map was just loaded, handle op's initialisation.
3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3669 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3584 { 3670 {
3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3671 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3586 tmp->randomitems = NULL; 3672 tmp->randomitems = NULL;
3587 } 3673 }
3674
3588 // close all containers 3675 // close all containers
3589 else if (tmp->type == CONTAINER) 3676 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0; 3677 tmp->flag [FLAG_APPLIED] = 0;
3591 3678
3592 tmp = above; 3679 tmp = above;
3602 * Handles player eating food that temporarily changes status (resistances, stats). 3689 * Handles player eating food that temporarily changes status (resistances, stats).
3603 * This used to call cast_change_attr(), but 3690 * This used to call cast_change_attr(), but
3604 * that doesn't work with the new spell code. Since we know what 3691 * that doesn't work with the new spell code. Since we know what
3605 * the food changes, just grab a force and use that instead. 3692 * the food changes, just grab a force and use that instead.
3606 */ 3693 */
3607
3608void 3694void
3609eat_special_food (object *who, object *food) 3695eat_special_food (object *who, object *food)
3610{ 3696{
3611 object *force; 3697 object *force;
3612 int i, did_one = 0; 3698 int i, did_one = 0;
3613 sint8 k;
3614 3699
3615 force = get_archetype (FORCE_NAME); 3700 force = get_archetype (FORCE_NAME);
3616 3701
3617 for (i = 0; i < NUM_STATS; i++) 3702 for (i = 0; i < NUM_STATS; i++)
3618 { 3703 if (sint8 k = food->stats.stat (i))
3619 k = get_attr_value (&food->stats, i);
3620 if (k)
3621 { 3704 {
3622 set_attr_value (&force->stats, i, k); 3705 force->stats.stat (i) = k;
3623 did_one = 1; 3706 did_one = 1;
3624 } 3707 }
3625 }
3626 3708
3627 /* check if we can protect the eater */ 3709 /* check if we can protect the eater */
3628 for (i = 0; i < NROFATTACKS; i++) 3710 for (i = 0; i < NROFATTACKS; i++)
3629 { 3711 {
3630 if (food->resist[i] > 0) 3712 if (food->resist[i] > 0)
3760 3842
3761 if (failure <= -1 && failure > -15) 3843 if (failure <= -1 && failure > -15)
3762 { /* wonder */ 3844 { /* wonder */
3763 object *tmp; 3845 object *tmp;
3764 3846
3765 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!."); 3847 new_draw_info (NDI_UNIQUE, 0, op, "Your spell warps!");
3766 tmp = get_archetype (SPELL_WONDER); 3848 tmp = get_archetype (SPELL_WONDER);
3767 cast_wonder (op, op, 0, tmp); 3849 cast_wonder (op, op, 0, tmp);
3768 tmp->destroy (); 3850 tmp->destroy ();
3769 } 3851 }
3770 else if (failure <= -15 && failure > -35) 3852 else if (failure <= -15 && failure > -35)
3791 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3873 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3792 blind_player (op, op, power); 3874 blind_player (op, op, power);
3793 } 3875 }
3794 else if (failure <= -80) 3876 else if (failure <= -80)
3795 { /* blast the immediate area */ 3877 { /* blast the immediate area */
3796 object *tmp;
3797
3798 tmp = get_archetype (LOOSE_MANA); 3878 object *tmp = get_archetype (LOOSE_MANA);
3799 cast_magic_storm (op, tmp, power); 3879 cast_magic_storm (op, tmp, power);
3800 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3880 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3801 tmp->destroy (); 3881 tmp->destroy ();
3802 } 3882 }
3803 } 3883 }
3804} 3884}
3805 3885
3825 */ 3905 */
3826 int i, j; 3906 int i, j;
3827 3907
3828 for (i = 0; i < NUM_STATS; i++) 3908 for (i = 0; i < NUM_STATS; i++)
3829 { 3909 {
3830 sint8 stat = get_attr_value (stats, i); 3910 int race_bonus = pl->arch->stats.stat (i);
3831 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3911 sint8 stat = stats->stat (i) + ns->stat (i);
3832 3912
3833 stat += get_attr_value (ns, i);
3834 if (stat > 20 + race_bonus) 3913 if (stat > 20 + race_bonus)
3835 { 3914 {
3836 excess_stat++; 3915 excess_stat++;
3837 stat = 20 + race_bonus; 3916 stat = 20 + race_bonus;
3838 } 3917 }
3839 set_attr_value (stats, i, stat); 3918
3919 stats->stat (i) = stat;
3840 } 3920 }
3841 3921
3842 for (j = 0; excess_stat > 0 && j < 100; j++) 3922 for (j = 0; excess_stat > 0 && j < 100; j++)
3843 { /* try 100 times to assign excess stats */ 3923 { /* try 100 times to assign excess stats */
3844 int i = rndm (0, 6); 3924 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 3925
3848 if (i == CHA) 3926 if (i == CHA)
3849 continue; /* exclude cha from this */ 3927 continue; /* exclude cha from this */
3928
3929 int stat = stats->stat (i);
3930 int race_bonus = pl->arch->stats.stat (i);
3850 if (stat < 20 + race_bonus) 3931 if (stat < 20 + race_bonus)
3851 { 3932 {
3852 change_attr_value (stats, i, 1); 3933 change_attr_value (stats, i, 1);
3853 excess_stat--; 3934 excess_stat--;
3854 } 3935 }
3857 /* insert the randomitems from the change's treasurelist into 3938 /* insert the randomitems from the change's treasurelist into
3858 * the player ref: player.c 3939 * the player ref: player.c
3859 */ 3940 */
3860 if (change->randomitems != NULL) 3941 if (change->randomitems != NULL)
3861 give_initial_items (pl, change->randomitems); 3942 give_initial_items (pl, change->randomitems);
3862
3863 3943
3864 /* set up the face, for some races. */ 3944 /* set up the face, for some races. */
3865 3945
3866 /* first, look for the force object banning 3946 /* first, look for the force object banning
3867 * changing the face. Certain races never change face with class. 3947 * changing the face. Certain races never change face with class.
3912 char got[MAX_BUF]; 3992 char got[MAX_BUF];
3913 int len; 3993 int len;
3914 3994
3915 if (!pl || !transformer) 3995 if (!pl || !transformer)
3916 return; 3996 return;
3997
3917 marked = find_marked_object (pl); 3998 marked = find_marked_object (pl);
3999
3918 if (!marked) 4000 if (!marked)
3919 { 4001 {
3920 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer)); 4002 new_draw_info_format (NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name (transformer));
3921 return; 4003 return;
3922 } 4004 }
4005
3923 if (!marked->slaying) 4006 if (!marked->slaying)
3924 { 4007 {
3925 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4008 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3926 return; 4009 return;
3927 } 4010 }
4011
3928 /* check whether they are compatible or not */ 4012 /* check whether they are compatible or not */
3929 find = strstr (marked->slaying, transformer->arch->name); 4013 find = strstr (marked->slaying, transformer->arch->archname);
3930 if (!find || (*(find + strlen (transformer->arch->name)) != ':')) 4014 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3931 { 4015 {
3932 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked)); 4016 new_draw_info_format (NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name (transformer), query_name (marked));
3933 return; 4017 return;
3934 } 4018 }
4019
3935 find += strlen (transformer->arch->name) + 1; 4020 find += strlen (transformer->arch->archname) + 1;
3936 /* Item can be used, now find how many and what it yields */ 4021 /* Item can be used, now find how many and what it yields */
3937 if (isdigit (*(find))) 4022 if (isdigit (*(find)))
3938 { 4023 {
3939 yield = atoi (find); 4024 yield = atoi (find);
3940 if (yield < 1) 4025 if (yield < 1)
3948 4033
3949 while (isdigit (*find)) 4034 while (isdigit (*find))
3950 find++; 4035 find++;
3951 while (*find == ' ') 4036 while (*find == ' ')
3952 find++; 4037 find++;
4038
3953 memset (got, 0, MAX_BUF); 4039 memset (got, 0, MAX_BUF);
4040
3954 if ((separator = strchr (find, ';')) != NULL) 4041 if ((separator = strchr (find, ';')) != NULL)
3955 {
3956 len = separator - find; 4042 len = separator - find;
3957 }
3958 else 4043 else
3959 {
3960 len = strlen (find); 4044 len = strlen (find);
3961 } 4045
3962 if (len > MAX_BUF - 1) 4046 if (len > MAX_BUF - 1)
3963 len = MAX_BUF - 1; 4047 len = MAX_BUF - 1;
4048
3964 strcpy (got, find); 4049 strcpy (got, find);
3965 got[len] = '\0'; 4050 got[len] = '\0';
3966 4051
3967 /* Now create new item, remove used ones when required. */ 4052 /* Now create new item, remove used ones when required. */
3968 new_item = get_archetype (got); 4053 new_item = get_archetype (got);
3976 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0)); 4061 new_draw_info_format (NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name (marked, 0));
3977 insert_ob_in_ob (new_item, pl); 4062 insert_ob_in_ob (new_item, pl);
3978 esrv_send_inventory (pl, pl); 4063 esrv_send_inventory (pl, pl);
3979 /* Eat up one item */ 4064 /* Eat up one item */
3980 decrease_ob_nr (marked, 1); 4065 decrease_ob_nr (marked, 1);
4066
3981 /* Eat one transformer if needed */ 4067 /* Eat one transformer if needed */
3982 if (transformer->stats.food) 4068 if (transformer->stats.food)
3983 if (--transformer->stats.food == 0) 4069 if (--transformer->stats.food == 0)
3984 decrease_ob_nr (transformer, 1); 4070 decrease_ob_nr (transformer, 1);
3985} 4071}

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