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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.67 by root, Thu Feb 8 03:09:32 2007 UTC vs.
Revision 1.76 by root, Mon Apr 30 04:25:30 2007 UTC

1015 * Handle apply on containers. 1015 * Handle apply on containers.
1016 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1018 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1019 */ 1019 */
1020
1021int 1020int
1022apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1023{ 1022{
1024 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1025 object *tmp;
1026
1027 if (op->type != PLAYER)
1028 return 0; /* This might change */ 1024 return 0; /* This might change */
1029 1025
1030 if (sack == NULL || sack->type != CONTAINER) 1026 if (!sack || sack->type != CONTAINER)
1031 { 1027 {
1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1033 return 0; 1029 return 0;
1034 } 1030 }
1035 1031
1036 op->contr->last_used = 0; 1032 op->contr->last_used = 0;
1037 1033
1038 if (sack->env != op) 1034 if (sack->env && sack->env != op)
1035 {
1036 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1037 return 1;
1039 { 1038 }
1040 if (sack->other_arch == NULL || sack->env != NULL) 1039
1040 // already applied == open on ground, or open in inv, or active in inv
1041 if (sack->flag [FLAG_APPLIED])
1042 {
1043 if (op->container == sack)
1041 { 1044 {
1042 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1045 // open on ground or inv, so close
1046 op->close_container ();
1043 return 1; 1047 return 1;
1044 } 1048 }
1045 1049 else if (!sack->env)
1046 /* It's on the ground, the problems begin */
1047 if (op->container != sack)
1048 {
1049 /* it's closed OR some player has opened it */
1050 if (QUERY_FLAG (sack, FLAG_APPLIED))
1051 { 1050 {
1052 for (tmp = GET_MAP_OB (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1051 // active, but not ours: some other player has opened it
1053 if (tmp)
1054 {
1055 /* some other player have opened it */
1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1052 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1057 return 1; 1053 return 1;
1058 }
1059 }
1060 }
1061 if (QUERY_FLAG (sack, FLAG_APPLIED))
1062 { 1054 }
1063 if (op->container == NULL)
1064 {
1065 tmp = arch_to_object (sack->other_arch);
1066 /* not good, but insert_ob_in_ob() is too smart */
1067 CLEAR_FLAG (tmp, FLAG_REMOVED);
1068 tmp->x = tmp->y = 0;
1069 tmp->map = NULL;
1070 tmp->env = sack;
1071 if (sack->inv)
1072 sack->inv->above = tmp;
1073 tmp->below = sack->inv;
1074 tmp->above = NULL;
1075 sack->inv = tmp;
1076 sack->move_off = MOVE_ALL; /* trying force closing it */
1077 }
1078 else
1079 {
1080 sack->move_off = 0;
1081 tmp = sack->inv;
1082 1055
1083 if (tmp && tmp->type == CLOSE_CON) 1056 // fall through to opening it (active in inv)
1084 tmp->destroy ();
1085 }
1086 }
1087 }
1088
1089 if (QUERY_FLAG (sack, FLAG_APPLIED))
1090 { 1057 }
1058 else if (sack->env)
1059 {
1060 // it is in our env, so activate it, do not open yet
1091 if (op->container) 1061 op->close_container ();
1092 { 1062 sack->flag [FLAG_APPLIED] = 1;
1093 if (op->container != sack) 1063 esrv_update_item (UPD_FLAGS, op, sack);
1094 { 1064 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1095 tmp = op->container; 1065 return 1;
1096 apply_container (op, tmp); 1066 }
1097 sprintf (buf, "You close %s and open ", query_name (tmp)); 1067
1098 op->container = sack; 1068 // it's locked?
1099 strcat (buf, query_name (sack)); 1069 if (sack->slaying)
1100 strcat (buf, "."); 1070 {
1101 } 1071 if (object *tmp = find_key (op, op, sack))
1102 else 1072 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1103 {
1104 CLEAR_FLAG (sack, FLAG_APPLIED);
1105 op->container = NULL;
1106 sprintf (buf, "You close %s.", query_name (sack));
1107 }
1108 }
1109 else 1073 else
1110 { 1074 {
1111 CLEAR_FLAG (sack, FLAG_APPLIED);
1112 sprintf (buf, "You open %s.", query_name (sack));
1113 SET_FLAG (sack, FLAG_APPLIED);
1114 op->container = sack;
1115 }
1116 }
1117 else
1118 { /* not applied */
1119 if (sack->slaying)
1120 { /* it's locked */
1121 tmp = find_key (op, op, sack);
1122 if (tmp)
1123 {
1124 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1125 SET_FLAG (sack, FLAG_APPLIED);
1126
1127 if (sack->env == NULL)
1128 { /* if it's on ground,open it also */
1129 new_draw_info (NDI_UNIQUE, 0, op, buf);
1130 apply_container (op, sack);
1131 return 1;
1132 }
1133 }
1134 else
1135 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1075 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1136 }
1137 else
1138 {
1139 sprintf (buf, "You readied %s.", query_name (sack));
1140 SET_FLAG (sack, FLAG_APPLIED);
1141
1142 if (sack->env == NULL)
1143 { /* if it's on ground,open it also */
1144 new_draw_info (NDI_UNIQUE, 0, op, buf);
1145 apply_container (op, sack);
1146 return 1; 1076 return 1;
1147 } 1077 }
1148 }
1149 } 1078 }
1150 1079
1151 new_draw_info (NDI_UNIQUE, 0, op, buf); 1080 op->open_container (sack);
1152
1153 if (op->contr)
1154 op->contr->ns->floorbox_update ();
1155 1081
1156 return 1; 1082 return 1;
1157} 1083}
1158
1159/**
1160 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1161 * the player has in their inventory, eg, sacks, luggages, etc.
1162 *
1163 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1164 * This version is for client/server mode.
1165 * op is the player, sack is the container the player is opening or closing.
1166 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1167 *
1168 * Reminder - there are three states for any container - closed (non applied),
1169 * applied (not open, but objects that match get tossed into it), and open
1170 * (applied flag set, and op->container points to the open container)
1171 */
1172
1173int
1174esrv_apply_container (object *op, object *sack)
1175{
1176 object *tmp = op->container;
1177
1178 if (op->type != PLAYER)
1179 return 0; /* This might change */
1180
1181 if (sack == NULL || sack->type != CONTAINER)
1182 {
1183 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1184 return 0;
1185 }
1186
1187 /* If we have a currently open container, then it needs to be closed in all cases
1188 * if we are opening this one up. We then fall through if appropriate for
1189 * openening the new container.
1190 */
1191
1192 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1193 {
1194 if (op->container->env != op)
1195 { /* if container is on the ground */
1196 op->container->move_off = 0;
1197 }
1198
1199 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1200 return 1;
1201
1202 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1203 CLEAR_FLAG (op->container, FLAG_APPLIED);
1204 op->container = NULL;
1205 esrv_update_item (UPD_FLAGS, op, tmp);
1206 if (tmp == sack)
1207 return 1;
1208 }
1209
1210
1211 /* If the player is trying to open it (which he must be doing if we got here),
1212 * and it is locked, check to see if player has the equipment to open it.
1213 */
1214
1215 if (sack->slaying)
1216 { /* it's locked */
1217 tmp = find_key (op, op, sack);
1218 if (tmp)
1219 {
1220 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1221 }
1222 else
1223 {
1224 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1225 return 0;
1226 }
1227 }
1228
1229 /* By the time we get here, we have made sure any other container has been closed and
1230 * if this is a locked container, the player they key to open it.
1231 */
1232
1233 /* There are really two cases - the sack is either on the ground, or the sack is
1234 * part of the players inventory. If on the ground, we assume that the player is
1235 * opening it, since if it was being closed, that would have been taken care of above.
1236 */
1237
1238
1239 if (sack->env != op)
1240 {
1241 /* Hypothetical case - the player is trying to open a sack that belong to someone
1242 * else. This normally should not happen, but a misbehaving client/player could
1243 * try to do it, so lets handle it gracefully.
1244 */
1245 if (sack->env)
1246 {
1247 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1248 return 0;
1249 }
1250 /* set these so when the player walks off, we can unapply the sack */
1251 sack->move_off = MOVE_ALL; /* trying force closing it */
1252
1253 CLEAR_FLAG (sack, FLAG_APPLIED);
1254 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1255 SET_FLAG (sack, FLAG_APPLIED);
1256 op->container = sack;
1257 esrv_update_item (UPD_FLAGS, op, sack);
1258 esrv_send_inventory (op, sack);
1259
1260 }
1261 else
1262 { /* sack is in players inventory */
1263 if (QUERY_FLAG (sack, FLAG_APPLIED))
1264 { /* readied sack becoming open */
1265 CLEAR_FLAG (sack, FLAG_APPLIED);
1266 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1267 SET_FLAG (sack, FLAG_APPLIED);
1268 op->container = sack;
1269 esrv_update_item (UPD_FLAGS, op, sack);
1270 esrv_send_inventory (op, sack);
1271 }
1272 else
1273 {
1274 CLEAR_FLAG (sack, FLAG_APPLIED);
1275 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1276 SET_FLAG (sack, FLAG_APPLIED);
1277 esrv_update_item (UPD_FLAGS, op, sack);
1278 }
1279 }
1280 return 1;
1281}
1282
1283 1084
1284/** 1085/**
1285 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1286 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1287 */ 1088 */
1700 1501
1701 apply_sign (victim, trap, 1); 1502 apply_sign (victim, trap, 1);
1702 goto leave; 1503 goto leave;
1703 1504
1704 case CONTAINER: 1505 case CONTAINER:
1705 if (victim->type == PLAYER)
1706 (void) esrv_apply_container (victim, trap);
1707 else
1708 (void) apply_container (victim, trap); 1506 apply_container (victim, trap);
1709 goto leave; 1507 goto leave;
1710 1508
1711 case RUNE: 1509 case RUNE:
1712 case TRAP: 1510 case TRAP:
1713 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1511 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1773 1571
1774 readable_message_type *msgType = get_readable_message_type (tmp); 1572 readable_message_type *msgType = get_readable_message_type (tmp);
1775 1573
1776 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1574 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1777 msgType->message_type, msgType->message_subtype, 1575 msgType->message_type, msgType->message_subtype,
1778 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1576 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1577 long_desc (tmp, op), &tmp->msg);
1779 1578
1780 /* gain xp from reading */ 1579 /* gain xp from reading */
1781 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1580 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1782 { /* only if not read before */ 1581 { /* only if not read before */
1783 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1582 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1939 return; 1738 return;
1940 } 1739 }
1941 1740
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1741 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 { 1742 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "It is too hard to read at your level: You are unable to decipher the strange symbols."); 1743 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1945 return; 1744 return;
1946 } 1745 }
1947 1746
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1747 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1949 1748
1972 { 1771 {
1973 spell_skill = find_skill_by_name (op, spell->skill); 1772 spell_skill = find_skill_by_name (op, spell->skill);
1974 1773
1975 if (!spell_skill) 1774 if (!spell_skill)
1976 { 1775 {
1977 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1776 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1978 return; 1777 return;
1979 } 1778 }
1980 1779
1981 if (spell_skill->level < spell->level) 1780 if (spell_skill->level < spell->level)
1982 { 1781 {
2016 else 1815 else
2017 { 1816 {
2018 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1817 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2019 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1818 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2020 } 1819 }
1820
2021 decrease_ob (tmp); 1821 decrease_ob (tmp);
2022} 1822}
2023 1823
2024/** 1824/**
2025 * Handles applying a spell scroll. 1825 * Handles applying a spell scroll.
2280 /* doubled chance for resistance of ability-focus */ 2080 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp) 2081 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.); 2082 chance = MIN (100., chance * 2.);
2283 2083
2284 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2084 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2285 if (rndm (10000) < (int) (chance * 100)) 2085 if (rndm (10000) < (unsigned int) (chance * 100))
2286 { 2086 {
2287 atnr_winner[winners] = i; 2087 atnr_winner[winners] = i;
2288 winners++; 2088 winners++;
2289 } 2089 }
2290 2090
2610 case POTION: 2410 case POTION:
2611 (void) apply_potion (op, tmp); 2411 (void) apply_potion (op, tmp);
2612 return 1; 2412 return 1;
2613 2413
2614 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2414 /* Eneq(@csd.uu.se): Handle apply on containers. */
2415 //TODO: remove, as it is unsed?
2615 case CLOSE_CON: 2416 case CLOSE_CON:
2616 if (op->type == PLAYER)
2617 (void) esrv_apply_container (op, tmp->env);
2618 else
2619 (void) apply_container (op, tmp->env); 2417 apply_container (op, tmp->env);
2620 return 1; 2418 return 1;
2621 2419
2622 case CONTAINER: 2420 case CONTAINER:
2623 if (op->type == PLAYER)
2624 (void) esrv_apply_container (op, tmp);
2625 else
2626 (void) apply_container (op, tmp); 2421 apply_container (op, tmp);
2627 return 1; 2422 return 1;
2628 2423
2629 case TREASURE: 2424 case TREASURE:
2630 if (op->type == PLAYER) 2425 if (op->type == PLAYER)
2631 { 2426 {
2632 apply_treasure (op, tmp); 2427 apply_treasure (op, tmp);
2633 return 1; 2428 return 1;
2634 } 2429 }
2635 else 2430 else
2636 {
2637 return 0; 2431 return 0;
2638 }
2639 2432
2640 case WEAPON: 2433 case WEAPON:
2641 case ARMOUR: 2434 case ARMOUR:
2642 case BOOTS: 2435 case BOOTS:
2643 case GLOVES: 2436 case GLOVES:
2707 } 2500 }
2708 2501
2709 case MENU: 2502 case MENU:
2710 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2711 { 2504 {
2712 shop_listing (op); 2505 shop_listing (tmp, op);
2713 return 1; 2506 return 1;
2714 } 2507 }
2715 else 2508 else
2716 { 2509 {
2717 return 0; 2510 return 0;
2795 */ 2588 */
2796 2589
2797void 2590void
2798player_apply_below (object *pl) 2591player_apply_below (object *pl)
2799{ 2592{
2800 object *tmp, *next;
2801 int floors; 2593 int floors = 0;
2802 2594
2803 /* If using a container, set the starting item to be the top 2595 /* If using a container, set the starting item to be the top
2804 * item in the container. Otherwise, use the map. 2596 * item in the container. Otherwise, use the map.
2805 */
2806 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2807
2808 /* This is perhaps more complicated. However, I want to make sure that 2597 * This is perhaps more complicated. However, I want to make sure that
2809 * we don't use a corrupt pointer for the next object, so we get the 2598 * we don't use a corrupt pointer for the next object, so we get the
2810 * next object in the stack before applying. This is can only be a 2599 * next object in the stack before applying. This is can only be a
2811 * problem if player_apply() has a bug in that it uses the object but does 2600 * problem if player_apply() has a bug in that it uses the object but does
2812 * not return a proper value. 2601 * not return a proper value.
2813 */ 2602 */
2814 for (floors = 0; tmp != NULL; tmp = next) 2603 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2815 { 2604 {
2816 next = tmp->below; 2605 next = tmp->below;
2606
2817 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2607 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2818 floors++; 2608 floors++;
2819 else if (floors > 0) 2609 else if (floors > 0)
2820 return; /* process only floor objects after first floor object */ 2610 return; /* process only floor objects after first floor object */
2821 2611
2847 return RESULT_INT (0); 2637 return RESULT_INT (0);
2848 2638
2849 object *tmp2; 2639 object *tmp2;
2850 2640
2851 CLEAR_FLAG (op, FLAG_APPLIED); 2641 CLEAR_FLAG (op, FLAG_APPLIED);
2642
2852 switch (op->type) 2643 switch (op->type)
2853 { 2644 {
2854 case WEAPON: 2645 case WEAPON:
2855 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2646 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2856 2647
2861 break; 2652 break;
2862 2653
2863 case SKILL: /* allows objects to impart skills */ 2654 case SKILL: /* allows objects to impart skills */
2864 case SKILL_TOOL: 2655 case SKILL_TOOL:
2865 if (op != who->chosen_skill) 2656 if (op != who->chosen_skill)
2866 {
2867 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2657 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2868 } 2658
2869 if (who->type == PLAYER) 2659 if (who->type == PLAYER)
2870 { 2660 {
2871 if (who->contr->shoottype == range_skill) 2661 if (who->contr->ranged_ob == op)
2872 who->contr->shoottype = range_none; 2662 {
2663 who->contr->ranged_skill = 0;
2664 who->contr->ranged_ob = 0;
2665 }
2666
2873 if (!op->invisible) 2667 if (!op->invisible)
2874 {
2875 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2668 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2876 }
2877 else 2669 else
2878 {
2879 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2670 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2880 } 2671 }
2881 } 2672
2882 (void) change_abil (who, op); 2673 change_abil (who, op);
2883 who->chosen_skill = NULL; 2674 who->chosen_skill = 0;
2884 CLEAR_FLAG (who, FLAG_READY_SKILL); 2675 CLEAR_FLAG (who, FLAG_READY_SKILL);
2885 break; 2676 break;
2886 2677
2887 case ARMOUR: 2678 case ARMOUR:
2888 case HELMET: 2679 case HELMET:
2927 } 2718 }
2928 if (who->type == PLAYER) 2719 if (who->type == PLAYER)
2929 esrv_send_item (who, tmp2); 2720 esrv_send_item (who, tmp2);
2930 return 1; /* otherwise, an attempt to drop causes problems */ 2721 return 1; /* otherwise, an attempt to drop causes problems */
2931 break; 2722 break;
2723
2932 case BOW: 2724 case BOW:
2933 case WAND: 2725 case WAND:
2934 case ROD: 2726 case ROD:
2935 case HORN: 2727 case HORN:
2936 clear_skill (who); 2728 clear_skill (who);
2937 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2938 if (who->type == PLAYER) 2729 if (who->type == PLAYER)
2939 { 2730 {
2940 who->contr->shoottype = range_none; 2731 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;
2941 } 2735 }
2942 else 2736 else
2943 { 2737 {
2944 if (op->type == BOW) 2738 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW); 2739 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else 2740 else
2947 CLEAR_FLAG (who, FLAG_READY_RANGE); 2741 CLEAR_FLAG (who, FLAG_READY_RANGE);
2948 } 2742 }
2743
2949 break; 2744 break;
2950 2745
2951 case BUILDER: 2746 case BUILDER:
2747 if (who->type == PLAYER)
2748 {
2952 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2749 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2953 who->contr->shoottype = range_none; 2750
2954 who->contr->ranges[range_builder] = NULL; 2751 who->contr->ranged_skill = 0;
2752 who->contr->ranged_ob = 0;
2753 }
2955 break; 2754 break;
2956 2755
2957 default: 2756 default:
2958 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2757 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2959 break; 2758 break;
3143 ws = tmp; 2942 ws = tmp;
3144 } 2943 }
3145 } 2944 }
3146 } 2945 }
3147 2946
3148
3149 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2947 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3150 { 2948 {
3151 if (op->body_info[i]) 2949 if (op->body_info[i])
3152 { 2950 {
3153 /* Item uses more slots than we have */ 2951 /* Item uses more slots than we have */
3232 * and weapons all use the same slot. Similar for horn/rod/wand - they 3030 * and weapons all use the same slot. Similar for horn/rod/wand - they
3233 * all use the same location. 3031 * all use the same location.
3234 */ 3032 */
3235 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3033 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3236 retval |= CAN_APPLY_RESTRICTION; 3034 retval |= CAN_APPLY_RESTRICTION;
3035
3237 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3036 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3238 retval |= CAN_APPLY_RESTRICTION; 3037 retval |= CAN_APPLY_RESTRICTION;
3239
3240 3038
3241 if (who->type != PLAYER) 3039 if (who->type != PLAYER)
3242 { 3040 {
3243 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3041 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3244 retval |= CAN_APPLY_RESTRICTION; 3042 retval |= CAN_APPLY_RESTRICTION;
3247 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3045 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3248 retval |= CAN_APPLY_RESTRICTION; 3046 retval |= CAN_APPLY_RESTRICTION;
3249 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3047 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3250 retval |= CAN_APPLY_RESTRICTION; 3048 retval |= CAN_APPLY_RESTRICTION;
3251 } 3049 }
3050
3252 return retval; 3051 return retval;
3253} 3052}
3254
3255
3256 3053
3257/** 3054/**
3258 * who is the object using the object. It can be a monster. 3055 * who is the object using the object. It can be a monster.
3259 * op is the object they are using. op is an equipment type item, 3056 * op is the object they are using. op is an equipment type item,
3260 * eg, one which you put on and keep on for a while, and not something 3057 * eg, one which you put on and keep on for a while, and not something
3355 { 3152 {
3356 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3153 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3357 return 1; 3154 return 1;
3358 } 3155 }
3359 else 3156 else
3360 {
3361 /* While experience will be credited properly, we want to change the 3157 /* While experience will be credited properly, we want to change the
3362 * skill so that the dam and wc get updated 3158 * skill so that the dam and wc get updated
3363 */ 3159 */
3364 change_skill (who, skop, 0); 3160 change_skill (who, skop, 0);
3365 }
3366 } 3161 }
3367 3162
3368 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) 3163 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3369 { 3164 {
3370 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3165 new_draw_info (NDI_UNIQUE, 0, who,
3166 "Equipping that combined with other items would consume your soul! "
3167 "[use the skills command to check your available item power]");
3371 return 1; 3168 return 1;
3372 } 3169 }
3373 3170
3374 3171
3375 /* Ok. We are now at the state where we can apply the new object. 3172 /* Ok. We are now at the state where we can apply the new object.
3376 * Note that we don't have the checks for can_use_... 3173 * Note that we don't have the checks for can_use_...
3377 * below - that is already taken care of by can_apply_object. 3174 * below - that is already taken care of by can_apply_object.
3378 */ 3175 */
3379
3380 3176
3381 if (op->nrof > 1) 3177 if (op->nrof > 1)
3382 tmp = get_split_ob (op, op->nrof - 1); 3178 tmp = get_split_ob (op, op->nrof - 1);
3383 else 3179 else
3384 tmp = NULL; 3180 tmp = NULL;
3414 3210
3415 SET_FLAG (op, FLAG_APPLIED); 3211 SET_FLAG (op, FLAG_APPLIED);
3416 3212
3417 if (skop) 3213 if (skop)
3418 change_skill (who, skop, 1); 3214 change_skill (who, skop, 1);
3215
3419 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3420 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3421 3218
3422 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3423 3220
3424 (void) change_abil (who, op); 3221 change_abil (who, op);
3425 break; 3222 break;
3426 3223
3427 case ARMOUR: 3224 case ARMOUR:
3428 case HELMET: 3225 case HELMET:
3429 case SHIELD: 3226 case SHIELD:
3434 case CLOAK: 3231 case CLOAK:
3435 case RING: 3232 case RING:
3436 case AMULET: 3233 case AMULET:
3437 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3439 (void) change_abil (who, op); 3236 change_abil (who, op);
3440 break; 3237 break;
3238
3441 case LAMP: 3239 case LAMP:
3442 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3443 { 3241 {
3444 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name);
3445 return 1; 3243 return 1;
3446 } 3244 }
3245
3447 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3448 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3449 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3450 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3451 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3452 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3453 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3454 3255
3455 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3456 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3457 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3458 3259
3459 op->destroy (); 3260 op->destroy ();
3460 3261
3461 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3462 if (tmp != NULL) 3263 if (tmp)
3463 { 3264 {
3464 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3465 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3466 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3467 } 3268 }
3269
3468 who->update_stats (); 3270 who->update_stats ();
3271
3469 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3470 { 3273 {
3471 if (who->type == PLAYER) 3274 if (who->type == PLAYER)
3472 { 3275 {
3473 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3276 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3474 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3277 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3475 } 3278 }
3476 } 3279 }
3280
3477 if (who->type == PLAYER) 3281 if (who->type == PLAYER)
3478 esrv_send_item (who, tmp2); 3282 esrv_send_item (who, tmp2);
3283
3479 return 0; 3284 return 0;
3480 break;
3481 3285
3482 /* this part is needed for skill-tools */ 3286 /* this part is needed for skill-tools */
3483 case SKILL: 3287 case SKILL:
3484 case SKILL_TOOL: 3288 case SKILL_TOOL:
3485 if (who->chosen_skill) 3289 if (who->chosen_skill)
3486 { 3290 {
3487 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3291 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3488 return 1; 3292 return 1;
3489 } 3293 }
3294
3490 if (who->type == PLAYER) 3295 if (who->type == PLAYER)
3491 { 3296 {
3492 who->contr->shoottype = range_skill;
3493 who->contr->ranges[range_skill] = op; 3297 who->contr->ranged_skill = who;
3298 who->contr->ranged_ob = op;
3299
3494 if (!op->invisible) 3300 if (!op->invisible)
3495 { 3301 {
3496 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3302 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3497 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3303 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3498 } 3304 }
3499 else 3305 else
3500 {
3501 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3306 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3502 } 3307 }
3503 } 3308
3504 SET_FLAG (op, FLAG_APPLIED); 3309 SET_FLAG (op, FLAG_APPLIED);
3505 (void) change_abil (who, op); 3310 change_abil (who, op);
3506 who->chosen_skill = op; 3311 who->chosen_skill = op;
3507 SET_FLAG (who, FLAG_READY_SKILL); 3312 SET_FLAG (who, FLAG_READY_SKILL);
3508 break; 3313 break;
3509 3314
3510 case BOW: 3315 case BOW:
3511 if (!check_weapon_power (who, op->last_eat)) 3316 if (!check_weapon_power (who, op->last_eat))
3512 { 3317 {
3513 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3318 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use.");
3514 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3319 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3320
3515 if (tmp != NULL) 3321 if (tmp)
3516 (void) insert_ob_in_ob (tmp, who); 3322 insert_ob_in_ob (tmp, who);
3323
3517 return 1; 3324 return 1;
3518 } 3325 }
3326
3519 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3327 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3520 { 3328 {
3521 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3329 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3522 if (tmp != NULL) 3330 if (tmp != NULL)
3523 (void) insert_ob_in_ob (tmp, who); 3331 insert_ob_in_ob (tmp, who);
3332
3524 return 1; 3333 return 1;
3525 } 3334 }
3335
3526 /*FALLTHROUGH*/ case WAND: 3336 /*FALLTHROUGH*/
3337 case WAND:
3527 case ROD: 3338 case ROD:
3528 case HORN: 3339 case HORN:
3529 /* check for skill, alter player status */ 3340 /* check for skill, alter player status */
3530 SET_FLAG (op, FLAG_APPLIED); 3341 SET_FLAG (op, FLAG_APPLIED);
3531 if (skop) 3342 if (skop)
3532 change_skill (who, skop, 0); 3343 change_skill (who, skop, 0);
3533 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3534 3344
3535 if (who->type == PLAYER) 3345 if (who->type == PLAYER)
3536 { 3346 {
3347 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3348
3537 if (op->type == BOW) 3349 if (op->type == BOW)
3538 { 3350 {
3539 (void) change_abil (who, op); 3351 change_abil (who, op);
3540 new_draw_info_format (NDI_UNIQUE, 0, who, 3352 new_draw_info_format (NDI_UNIQUE, 0, who,
3541 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3353 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3542 who->contr->shoottype = range_bow;
3543 } 3354 }
3544 else 3355
3545 { 3356 who->contr->ranged_skill = find_skill_by_name (who, op->skill);//TODO
3546 who->contr->shoottype = range_misc; 3357 who->contr->ranged_ob = op;
3547 }
3548 } 3358 }
3549 else 3359 else
3550 { 3360 {
3551 if (op->type == BOW) 3361 if (op->type == BOW)
3552 SET_FLAG (who, FLAG_READY_BOW); 3362 SET_FLAG (who, FLAG_READY_BOW);
3553 else 3363 else
3554 SET_FLAG (who, FLAG_READY_RANGE); 3364 SET_FLAG (who, FLAG_READY_RANGE);
3555 } 3365 }
3366
3556 break; 3367 break;
3557 3368
3558 case BUILDER: 3369 case BUILDER:
3559 if (who->contr->ranges[range_builder]) 3370 if (who->type == PLAYER)
3371 {
3372 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3560 unapply_special (who, who->contr->ranges[range_builder], 0); 3373 unapply_special (who, who->contr->ranged_ob, 0);
3561 who->contr->shoottype = range_builder; 3374
3562 who->contr->ranges[range_builder] = op;
3563 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3375 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3376
3377 who->contr->ranged_skill = who;
3378 who->contr->ranged_ob = op;
3379 }
3564 break; 3380 break;
3565 3381
3566 default: 3382 default:
3567 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3383 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3568 } /* end of switch op->type */ 3384 } /* end of switch op->type */
3587 { 3403 {
3588 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3404 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3589 SET_FLAG (op, FLAG_KNOWN_CURSED); 3405 SET_FLAG (op, FLAG_KNOWN_CURSED);
3590 } 3406 }
3591 } 3407 }
3408
3592 if (who->type == PLAYER) 3409 if (who->type == PLAYER)
3593 { 3410 {
3594 /* if multiple objects were applied, update both slots */ 3411 /* if multiple objects were applied, update both slots */
3595 if (tmp) 3412 if (tmp)
3596 esrv_send_item (who, tmp); 3413 esrv_send_item (who, tmp);
3414
3597 esrv_send_item (who, op); 3415 esrv_send_item (who, op);
3598 } 3416 }
3417
3599 return 0; 3418 return 0;
3600} 3419}
3601
3602 3420
3603int 3421int
3604monster_apply_special (object *who, object *op, int aflags) 3422monster_apply_special (object *who, object *op, int aflags)
3605{ 3423{
3606 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3424 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3677 } 3495 }
3678 return tmp ? 1 : 0; 3496 return tmp ? 1 : 0;
3679} 3497}
3680 3498
3681/** 3499/**
3682 * fix_auto_apply goes through the entire map (only the first time 3500 * fix_auto_apply goes through the entire map every time a map
3683 * when an original map is loaded) and performs special actions for 3501 * is loaded or swapped in and performs special actions for
3684 * certain objects (most initialization of chests and creation of 3502 * certain objects (most initialization of chests and creation of
3685 * treasures and stuff). Calls auto_apply if appropriate. 3503 * treasures and stuff). Calls auto_apply if appropriate.
3686 */ 3504 */
3687void 3505void
3688maptile::fix_auto_apply () 3506maptile::fix_auto_apply ()
3765 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3583 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3766 { 3584 {
3767 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3585 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3768 tmp->randomitems = NULL; 3586 tmp->randomitems = NULL;
3769 } 3587 }
3588 // close all containers
3589 else if (tmp->type == CONTAINER)
3590 tmp->flag [FLAG_APPLIED] = 0;
3770 3591
3771 tmp = above; 3592 tmp = above;
3772 } 3593 }
3773 3594
3774 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3595 for (mapspace *ms = spaces + size (); ms-- > spaces; )

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