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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.39 by root, Wed Dec 13 00:42:04 2006 UTC vs.
Revision 1.92 by root, Sat May 12 18:23:51 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
24
25#include <cmath>
23 26
24#include <global.h> 27#include <global.h>
25#include <living.h> 28#include <living.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
28#include <tod.h> 31#include <tod.h>
29 32
30#ifndef __CEXTRACT__
31# include <sproto.h> 33#include <sproto.h>
32#endif
33 34
34/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
35#include <sounds.h> 36#include <sounds.h>
36
37/* need math lib for double-precision and pow() in dragon_eat_flesh() */
38#include <math.h>
39 37
40/** 38/**
41 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
42 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
43 */ 41 */
66 { 64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ((op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp (op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->name) || op->race != victim->arch->name)) &&
76 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 {
79 return 1; 77 return 1;
80 } 78
81 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
82 * of arch, name, or race match. 80 * of arch, name, or race match.
83 */ 81 */
84 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
85 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 {
88 return 1; 85 return 1;
89 } 86
90 return 0; 87 return 0;
91} 88}
92 89
93/** 90/**
94 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
195apply_potion (object *op, object *tmp) 192apply_potion (object *op, object *tmp)
196{ 193{
197 int got_one = 0, i; 194 int got_one = 0, i;
198 object *force = 0, *floor = 0; 195 object *force = 0, *floor = 0;
199 196
200 floor = get_map_ob (op->map, op->x, op->y); 197 floor = GET_MAP_OB (op->map, op->x, op->y);
201 198
202 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 199 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
203 { 200 {
204 if (op->type == PLAYER) 201 if (op->type == PLAYER)
205 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!"); 202 new_draw_info (NDI_UNIQUE, 0, op, "Gods prevent you from using this here, it's sacred ground!");
219 object *depl; 216 object *depl;
220 archetype *at; 217 archetype *at;
221 218
222 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 219 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
223 { 220 {
224 drain_stat (op); 221 op->drain_stat ();
225 fix_player (op); 222 op->update_stats ();
226 decrease_ob (tmp); 223 decrease_ob (tmp);
227 return 1; 224 return 1;
228 } 225 }
229 226
230 if ((at = archetype::find (ARCH_DEPLETION)) == NULL) 227 if (!(at = archetype::find (ARCH_DEPLETION)))
231 { 228 {
232 LOG (llevError, "Could not find archetype depletion\n"); 229 LOG (llevError, "Could not find archetype depletion\n");
233 return 0; 230 return 0;
234 } 231 }
235 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
236 233
237 if (depl != NULL) 234 if (depl)
238 { 235 {
239 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
240 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
241 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
242 239
243 depl->destroy (); 240 depl->destroy ();
244 fix_player (op); 241 op->update_stats ();
245 } 242 }
246 else 243 else
247 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 244 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect.");
248 245
249 decrease_ob (tmp); 246 decrease_ob (tmp);
299 296
300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 297 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 { 298 {
302 if (got_one) 299 if (got_one)
303 { 300 {
304 fix_player (op); 301 op->update_stats ();
305 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you"); 302 new_draw_info (NDI_UNIQUE, 0, op, "The Gods smile upon you and remake you");
306 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image."); 303 new_draw_info (NDI_UNIQUE, 0, op, "a little more in their image.");
307 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect."); 304 new_draw_info (NDI_UNIQUE, 0, op, "You feel a little more perfect.");
308 } 305 }
309 else 306 else
311 } 308 }
312 else 309 else
313 { /* cursed potion */ 310 { /* cursed potion */
314 if (got_one) 311 if (got_one)
315 { 312 {
316 fix_player (op); 313 op->update_stats ();
317 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you."); 314 new_draw_info (NDI_UNIQUE, 0, op, "The Gods are angry and punish you.");
318 } 315 }
319 else 316 else
320 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic."); 317 new_draw_info (NDI_UNIQUE, 0, op, "You are fortunate that you are so pathetic.");
321 } 318 }
349 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 346 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
350 347
351 decrease_ob (tmp); 348 decrease_ob (tmp);
352 /* if youre dead, no point in doing this... */ 349 /* if youre dead, no point in doing this... */
353 if (!QUERY_FLAG (op, FLAG_REMOVED)) 350 if (!QUERY_FLAG (op, FLAG_REMOVED))
354 fix_player (op); 351 op->update_stats ();
355 return 1; 352 return 1;
356 } 353 }
357 354
358 /* Deal with protection potions */ 355 /* Deal with protection potions */
359 force = NULL; 356 force = NULL;
377 force->stats.food *= 10; 374 force->stats.food *= 10;
378 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
379 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
380 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
381 } 378 }
379
382 force->speed_left = -1; 380 force->speed_left = -1;
383 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
384 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
385 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
386 change_abil (op, force); 384 change_abil (op, force);
403 * that were grouped with the one consumed, his 401 * that were grouped with the one consumed, his
404 * stat will not be raised by them. fix_player just clears 402 * stat will not be raised by them. fix_player just clears
405 * up all the stats. 403 * up all the stats.
406 */ 404 */
407 CLEAR_FLAG (tmp, FLAG_APPLIED); 405 CLEAR_FLAG (tmp, FLAG_APPLIED);
408 fix_player (op); 406 op->update_stats ();
409 decrease_ob (tmp); 407 decrease_ob (tmp);
410 return 1; 408 return 1;
411} 409}
412 410
413/**************************************************************************** 411/****************************************************************************
423 int count = 0; 421 int count = 0;
424 422
425 423
426 if (item == NULL) 424 if (item == NULL)
427 return 0; 425 return 0;
426
428 op = op->below; 427 op = op->below;
429 while (op != NULL) 428 while (op != NULL)
430 { 429 {
431 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
432 { 431 {
437 count++; 436 count++;
438 else 437 else
439 count += op->nrof; 438 count += op->nrof;
440 } 439 }
441 } 440 }
441
442 op = op->below; 442 op = op->below;
443 } 443 }
444
444 return count; 445 return count;
445} 446}
446 447
447/** 448/**
448 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
570 weapon->last_eat++; 571 weapon->last_eat++;
571 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count); 572 new_draw_info_format (NDI_UNIQUE, 0, op, "Weapon's bonus to %s improved by %d", statname, sacrifice_count);
572 decrease_ob (improver); 573 decrease_ob (improver);
573 574
574 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
575 fix_player (op); 576 op->update_stats ();
576 return 1; 577 return 1;
577} 578}
578 579
579/* Types of improvements, hidden in the sp field. */ 580/* Types of improvements, hidden in the sp field. */
580#define IMPROVE_PREPARE 1 581#define IMPROVE_PREPARE 1
764{ 765{
765 object *otmp; 766 object *otmp;
766 767
767 if (op->type != PLAYER) 768 if (op->type != PLAYER)
768 return 0; 769 return 0;
770
769 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))
770 { 772 {
771 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.");
772 return 0; 774 return 0;
773 } 775 }
776
774 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
775 if (!otmp) 778 if (!otmp)
776 { 779 {
777 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.");
778 return 0; 781 return 0;
779 } 782 }
783
780 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
781 { 785 {
782 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");
783 return 0; 787 return 0;
784 } 788 }
789
785 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
786 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
787 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
788 return 1; 793 return 1;
789} 794}
883 888
884 if (op->type == PLAYER) 889 if (op->type == PLAYER)
885 { 890 {
886 esrv_send_item (op, armour); 891 esrv_send_item (op, armour);
887 if (QUERY_FLAG (armour, FLAG_APPLIED)) 892 if (QUERY_FLAG (armour, FLAG_APPLIED))
888 fix_player (op); 893 op->update_stats ();
889 } 894 }
890 decrease_ob (improver); 895 decrease_ob (improver);
891 if (tmp) 896 if (tmp)
892 { 897 {
893 insert_ob_in_ob (tmp, op); 898 insert_ob_in_ob (tmp, op);
980 else 985 else
981 { 986 {
982 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
983 { 988 {
984 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 989 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
985 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
986 return -1; 991 return -1;
987 } 992 }
988 993
989 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
990 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
997 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
998 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
999 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
1000 { 1005 {
1001 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",
1002 &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);
1003 1008
1004 /** 1009 /**
1005 * 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
1006 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1007 */ 1012 */
1014 * Handle apply on containers. 1019 * Handle apply on containers.
1015 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1016 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1021 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1017 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1018 */ 1023 */
1019
1020int 1024int
1021apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1022{ 1026{
1023 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1024 object *tmp;
1025
1026 if (op->type != PLAYER)
1027 return 0; /* This might change */ 1028 return 0; /* This might change */
1028 1029
1029 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1030 { 1031 {
1031 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]"); 1032 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1032 return 0; 1033 return 0;
1033 } 1034 }
1034 op->contr->last_used = NULL; 1035
1035 op->contr->last_used_id = 0; 1036 op->contr->last_used = 0;
1036 1037
1037 if (sack->env != op) 1038 if (sack->env && sack->env != op)
1039 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must put it onto the floor or into your inventory first.");
1041 return 1;
1038 { 1042 }
1039 if (sack->other_arch == NULL || sack->env != NULL) 1043
1044 // already applied == open on ground, or open in inv, or active in inv
1045 if (sack->flag [FLAG_APPLIED])
1046 {
1047 if (op->container == sack)
1040 { 1048 {
1041 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1042 return 1; 1051 return 1;
1043 } 1052 }
1044 /* It's on the ground, the problems begin */ 1053 else if (!sack->env)
1045 if (op->container != sack)
1046 {
1047 /* it's closed OR some player has opened it */
1048 if (QUERY_FLAG (sack, FLAG_APPLIED))
1049 { 1054 {
1050 for (tmp = get_map_ob (sack->map, sack->x, sack->y); tmp && tmp->container != sack; tmp = tmp->above); 1055 // active, but not ours: some other player has opened it
1051 if (tmp)
1052 {
1053 /* some other player have opened it */
1054 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack)); 1056 new_draw_info_format (NDI_UNIQUE, 0, op, "%s is already occupied.", query_name (sack));
1055 return 1; 1057 return 1;
1056 }
1057 }
1058 }
1059 if (QUERY_FLAG (sack, FLAG_APPLIED))
1060 { 1058 }
1061 if (op->container == NULL)
1062 {
1063 tmp = arch_to_object (sack->other_arch);
1064 /* not good, but insert_ob_in_ob() is too smart */
1065 CLEAR_FLAG (tmp, FLAG_REMOVED);
1066 tmp->x = tmp->y = 0;
1067 tmp->map = NULL;
1068 tmp->env = sack;
1069 if (sack->inv)
1070 sack->inv->above = tmp;
1071 tmp->below = sack->inv;
1072 tmp->above = NULL;
1073 sack->inv = tmp;
1074 sack->move_off = MOVE_ALL; /* trying force closing it */
1075 }
1076 else
1077 {
1078 sack->move_off = 0;
1079 tmp = sack->inv;
1080 1059
1081 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1082 tmp->destroy ();
1083 }
1084 }
1085 }
1086
1087 if (QUERY_FLAG (sack, FLAG_APPLIED))
1088 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1089 if (op->container) 1065 op->close_container ();
1090 { 1066 sack->flag [FLAG_APPLIED] = 1;
1091 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1092 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1093 tmp = op->container; 1069 return 1;
1094 apply_container (op, tmp); 1070 }
1095 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1096 op->container = sack; 1072 // it's locked?
1097 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1098 strcat (buf, "."); 1074 {
1099 } 1075 if (object *tmp = find_key (op, op, sack))
1100 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1101 {
1102 CLEAR_FLAG (sack, FLAG_APPLIED);
1103 op->container = NULL;
1104 sprintf (buf, "You close %s.", query_name (sack));
1105 }
1106 }
1107 else 1077 else
1108 { 1078 {
1109 CLEAR_FLAG (sack, FLAG_APPLIED);
1110 sprintf (buf, "You open %s.", query_name (sack));
1111 SET_FLAG (sack, FLAG_APPLIED);
1112 op->container = sack;
1113 }
1114 }
1115 else
1116 { /* not applied */
1117 if (sack->slaying)
1118 { /* it's locked */
1119 tmp = find_key (op, op, sack);
1120 if (tmp)
1121 {
1122 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1123 SET_FLAG (sack, FLAG_APPLIED);
1124 if (sack->env == NULL)
1125 { /* if it's on ground,open it also */
1126 new_draw_info (NDI_UNIQUE, 0, op, buf);
1127 apply_container (op, sack);
1128 return 1;
1129 }
1130 }
1131 else
1132 {
1133 sprintf (buf, "You don't have the key to unlock %s.", query_name (sack)); 1079 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1134 }
1135 }
1136 else
1137 {
1138 sprintf (buf, "You readied %s.", query_name (sack));
1139 SET_FLAG (sack, FLAG_APPLIED);
1140 if (sack->env == NULL)
1141 { /* if it's on ground,open it also */
1142 new_draw_info (NDI_UNIQUE, 0, op, buf);
1143 apply_container (op, sack);
1144 return 1; 1080 return 1;
1145 } 1081 }
1146 }
1147 } 1082 }
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1083
1149 if (op->contr) 1084 op->open_container (sack);
1150 op->contr->socket.update_look = 1; 1085
1151 return 1; 1086 return 1;
1152} 1087}
1153
1154/**
1155 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1156 * the player has in their inventory, eg, sacks, luggages, etc.
1157 *
1158 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1159 * This version is for client/server mode.
1160 * op is the player, sack is the container the player is opening or closing.
1161 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1162 *
1163 * Reminder - there are three states for any container - closed (non applied),
1164 * applied (not open, but objects that match get tossed into it), and open
1165 * (applied flag set, and op->container points to the open container)
1166 */
1167
1168int
1169esrv_apply_container (object *op, object *sack)
1170{
1171 object *tmp = op->container;
1172
1173 if (op->type != PLAYER)
1174 return 0; /* This might change */
1175
1176 if (sack == NULL || sack->type != CONTAINER)
1177 {
1178 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1179 return 0;
1180 }
1181
1182 /* If we have a currently open container, then it needs to be closed in all cases
1183 * if we are opening this one up. We then fall through if appropriate for
1184 * openening the new container.
1185 */
1186
1187 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1188 {
1189 if (op->container->env != op)
1190 { /* if container is on the ground */
1191 op->container->move_off = 0;
1192 }
1193
1194 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1195 return 1;
1196
1197 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1198 CLEAR_FLAG (op->container, FLAG_APPLIED);
1199 op->container = NULL;
1200 esrv_update_item (UPD_FLAGS, op, tmp);
1201 if (tmp == sack)
1202 return 1;
1203 }
1204
1205
1206 /* If the player is trying to open it (which he must be doing if we got here),
1207 * and it is locked, check to see if player has the equipment to open it.
1208 */
1209
1210 if (sack->slaying)
1211 { /* it's locked */
1212 tmp = find_key (op, op, sack);
1213 if (tmp)
1214 {
1215 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1216 }
1217 else
1218 {
1219 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1220 return 0;
1221 }
1222 }
1223
1224 /* By the time we get here, we have made sure any other container has been closed and
1225 * if this is a locked container, the player they key to open it.
1226 */
1227
1228 /* There are really two cases - the sack is either on the ground, or the sack is
1229 * part of the players inventory. If on the ground, we assume that the player is
1230 * opening it, since if it was being closed, that would have been taken care of above.
1231 */
1232
1233
1234 if (sack->env != op)
1235 {
1236 /* Hypothetical case - the player is trying to open a sack that belong to someone
1237 * else. This normally should not happen, but a misbehaving client/player could
1238 * try to do it, so lets handle it gracefully.
1239 */
1240 if (sack->env)
1241 {
1242 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1243 return 0;
1244 }
1245 /* set these so when the player walks off, we can unapply the sack */
1246 sack->move_off = MOVE_ALL; /* trying force closing it */
1247
1248 CLEAR_FLAG (sack, FLAG_APPLIED);
1249 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1250 SET_FLAG (sack, FLAG_APPLIED);
1251 op->container = sack;
1252 esrv_update_item (UPD_FLAGS, op, sack);
1253 esrv_send_inventory (op, sack);
1254
1255 }
1256 else
1257 { /* sack is in players inventory */
1258 if (QUERY_FLAG (sack, FLAG_APPLIED))
1259 { /* readied sack becoming open */
1260 CLEAR_FLAG (sack, FLAG_APPLIED);
1261 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1262 SET_FLAG (sack, FLAG_APPLIED);
1263 op->container = sack;
1264 esrv_update_item (UPD_FLAGS, op, sack);
1265 esrv_send_inventory (op, sack);
1266 }
1267 else
1268 {
1269 CLEAR_FLAG (sack, FLAG_APPLIED);
1270 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1271 SET_FLAG (sack, FLAG_APPLIED);
1272 esrv_update_item (UPD_FLAGS, op, sack);
1273 }
1274 }
1275 return 1;
1276}
1277
1278 1088
1279/** 1089/**
1280 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1281 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1282 */ 1092 */
1625 1435
1626 1436
1627 case CONVERTER: 1437 case CONVERTER:
1628 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1629 { 1439 {
1630 object *op;
1631
1632 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap)); 1440 new_draw_info_format (NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name (trap));
1633 1441 get_archetype ("burnout")->insert_at (trap, trap);
1634 op = get_archetype ("burnout");
1635 if (op != NULL)
1636 {
1637 op->x = trap->x;
1638 op->y = trap->y;
1639 insert_ob_in_map (op, trap->map, trap, 0);
1640 } 1442 }
1641 } 1443
1642 goto leave; 1444 goto leave;
1643 1445
1644 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1645 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1646 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1675 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1676 { 1478 {
1677 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1678 * players output. 1480 * players output.
1679 */ 1481 */
1680 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1681 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1682 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1683 } 1486 }
1684 goto leave; 1487 goto leave;
1685 1488
1686 case ENCOUNTER: 1489 case ENCOUNTER:
1687 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1702 1505
1703 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1704 goto leave; 1507 goto leave;
1705 1508
1706 case CONTAINER: 1509 case CONTAINER:
1707 if (victim->type == PLAYER)
1708 (void) esrv_apply_container (victim, trap);
1709 else
1710 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1711 goto leave; 1511 goto leave;
1712 1512
1713 case RUNE: 1513 case RUNE:
1714 case TRAP: 1514 case TRAP:
1715 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1775 1575
1776 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1777 1577
1778 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1779 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1780 "You open the %s and start reading.\n%s", "%s\n%s", long_desc (tmp, op), &tmp->msg); 1580 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1581 long_desc (tmp, op), &tmp->msg);
1781 1582
1782 /* gain xp from reading */ 1583 /* gain xp from reading */
1783 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1784 { /* only if not read before */ 1585 { /* only if not read before */
1785 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1786 1587
1787 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1588 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1788 { 1589 {
1789 /*exp_gain *= 2; because they just identified it too */ 1590 /*exp_gain *= 2; because they just identified it too */
1790 SET_FLAG (tmp, FLAG_IDENTIFIED); 1591 SET_FLAG (tmp, FLAG_IDENTIFIED);
1592
1791 /* If in a container, update how it looks */ 1593 /* If in a container, update how it looks */
1792 if (tmp->env) 1594 if (tmp->env)
1793 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1595 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1794 else 1596 else
1795 op->contr->socket.update_look = 1; 1597 op->contr->ns->floorbox_update ();
1796 } 1598 }
1599
1797 change_exp (op, exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1798 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1799 } 1602 }
1800} 1603}
1801 1604
1939 return; 1742 return;
1940 } 1743 }
1941 1744
1942 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1943 { 1746 {
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."); 1747 new_draw_info (NDI_UNIQUE, 0, op, "You are unable to decipher the strange symbols. [Your literacy level is too low]");
1945 return; 1748 return;
1946 } 1749 }
1947 1750
1948 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name); 1751 new_draw_info_format (NDI_UNIQUE, 0, op, "The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name);
1949 1752
1950 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 1753 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1951 { 1754 {
1952 identify (tmp); 1755 identify (tmp);
1756
1953 if (tmp->env) 1757 if (tmp->env)
1954 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp); 1758 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1955 else 1759 else
1956 op->contr->socket.update_look = 1; 1760 op->contr->ns->floorbox_update ();
1957 } 1761 }
1958 1762
1959 /* I removed the check for special_prayer_mark here - it didn't make 1763 /* I removed the check for special_prayer_mark here - it didn't make
1960 * a lot of sense - special prayers are not found in spellbooks, and 1764 * a lot of sense - special prayers are not found in spellbooks, and
1961 * if the player doesn't know the spell, doesn't make a lot of sense that 1765 * if the player doesn't know the spell, doesn't make a lot of sense that
1971 { 1775 {
1972 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1973 1777
1974 if (!spell_skill) 1778 if (!spell_skill)
1975 { 1779 {
1976 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell", &spell->skill); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "You lack the skill %s to use this spell.", &spell->skill);
1977 return; 1781 return;
1978 } 1782 }
1979 1783
1980 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1981 { 1785 {
2015 else 1819 else
2016 { 1820 {
2017 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2018 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n"); 1822 new_draw_info (NDI_UNIQUE, 0, op, "You fail to learn the spell.\n");
2019 } 1823 }
1824
2020 decrease_ob (tmp); 1825 decrease_ob (tmp);
2021} 1826}
2022 1827
2023/** 1828/**
2024 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2220 if (meal->type != FLESH || !is_dragon_pl (op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2221 return 0; 2026 return 0;
2222 2027
2223 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2224 from the player's inventory */ 2029 from the player's inventory */
2030 shstr_cmp dragon_ability_force ("dragon_ability_force");
2031 shstr_cmp dragon_skin_force ("dragon_skin_force");
2032
2225 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2226 {
2227 if (tmp->type == FORCE) 2034 if (tmp->type == FORCE)
2228 {
2229 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2035 if (tmp->arch->name == dragon_skin_force)
2230 skin = tmp; 2036 skin = tmp;
2231 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2037 else if (tmp->arch->name == dragon_ability_force)
2232 abil = tmp; 2038 abil = tmp;
2233 }
2234 }
2235 2039
2236 /* if either skin or ability are missing, this is an old player 2040 /* if either skin or ability are missing, this is an old player
2237 which is not to be considered a dragon -> bail out */ 2041 which is not to be considered a dragon -> bail out */
2238 if (skin == NULL || abil == NULL) 2042 if (skin == NULL || abil == NULL)
2239 return 0; 2043 return 0;
2280 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2281 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2282 chance = MIN (100., chance * 2.); 2086 chance = MIN (100., chance * 2.);
2283 2087
2284 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2088 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2285 if (RANDOM () % 10000 < (int) (chance * 100)) 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2286 { 2090 {
2287 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2288 winners++; 2092 winners++;
2289 } 2093 }
2290 2094
2321 2125
2322 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2323 { 2127 {
2324 /* resistance increased! */ 2128 /* resistance increased! */
2325 skin->resist[i]++; 2129 skin->resist[i]++;
2326 fix_player (op); 2130 op->update_stats ();
2327 2131
2328 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2132 sprintf (buf, "Your skin is now more resistant to %s!", change_resist_msg[i]);
2329 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf); 2133 new_draw_info (NDI_UNIQUE | NDI_RED, 0, op, buf);
2330 } 2134 }
2331 2135
2350 } 2154 }
2351 } 2155 }
2352 return 1; 2156 return 1;
2353} 2157}
2354 2158
2355static void
2356apply_savebed (object *pl)
2357{
2358#ifndef COZY_SERVER
2359 if (!pl->contr->name_changed || !pl->stats.exp)
2360 {
2361 new_draw_info (NDI_UNIQUE, 0, pl, "You don't deserve to save your character yet.");
2362 return;
2363 }
2364#endif
2365 INVOKE_PLAYER (LOGOUT, pl->contr);
2366 /* Need to call terminate_all_pets() before we remove the player ob */
2367 terminate_all_pets (pl);
2368 pl->remove ();
2369 pl->direction = 0;
2370 new_draw_info_format (NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl, "%s leaves the game.", &pl->name);
2371
2372 /* update respawn position */
2373 strcpy (pl->contr->savebed_map, pl->map->path);
2374 pl->contr->bed_x = pl->x;
2375 pl->contr->bed_y = pl->y;
2376
2377 strcpy (pl->contr->killer, "left");
2378 check_score (pl); /* Always check score */
2379 (void) save_player (pl, 0);
2380 pl->map->players--;
2381#if MAP_MAXTIMEOUT
2382 MAP_SWAP_TIME (pl->map) = MAP_TIMEOUT (pl->map);
2383#endif
2384 play_again (pl);
2385 pl->speed = 0;
2386 update_ob_speed (pl);
2387}
2388
2389/** 2159/**
2390 * Handles applying an improve armor scroll. 2160 * Handles applying an improve armor scroll.
2391 * Does some sanity checks, then calls improve_armour. 2161 * Does some sanity checks, then calls improve_armour.
2392 */ 2162 */
2393static void 2163static void
2398 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) 2168 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
2399 { 2169 {
2400 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll."); 2170 new_draw_info (NDI_UNIQUE, 0, op, "Something blocks the magic of the scroll.");
2401 return; 2171 return;
2402 } 2172 }
2173
2403 armor = find_marked_object (op); 2174 armor = find_marked_object (op);
2175
2404 if (!armor) 2176 if (!armor)
2405 { 2177 {
2406 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2178 new_draw_info (NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2407 return; 2179 return;
2408 } 2180 }
2181
2409 if (armor->type != ARMOUR 2182 if (armor->type != ARMOUR
2410 && armor->type != CLOAK 2183 && armor->type != CLOAK
2411 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET) 2184 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2412 { 2185 {
2413 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n"); 2186 new_draw_info (NDI_UNIQUE, 0, op, "Your marked item is not armour!\n");
2416 2189
2417 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment."); 2190 new_draw_info (NDI_UNIQUE, 0, op, "Applying armour enchantment.");
2418 improve_armour (op, tmp, armor); 2191 improve_armour (op, tmp, armor);
2419} 2192}
2420 2193
2421
2422extern void 2194extern void
2423apply_poison (object *op, object *tmp) 2195apply_poison (object *op, object *tmp)
2424{ 2196{
2425 if (op->type == PLAYER) 2197 if (op->type == PLAYER)
2426 { 2198 {
2437 handle_apply_yield (tmp); 2209 handle_apply_yield (tmp);
2438 decrease_ob (tmp); 2210 decrease_ob (tmp);
2439} 2211}
2440 2212
2441/** 2213/**
2442 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2214 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2443 * A valid 2 way exit means: 2215 * A valid 2 way exit means:
2444 * -You can come back (there is another exit at the other side) 2216 * -You can come back (there is another exit at the other side)
2445 * -You are 2217 * -You are
2446 * ° the owner of the exit 2218 * ° the owner of the exit
2447 * ° or in the same party as the owner 2219 * ° or in the same party as the owner
2448 * 2220 *
2449 * Note: a owner in a 2 way exit is saved as the owner's name 2221 * Note: a owner in a 2 way exit is saved as the owner's name
2450 * in the field exit->name cause the field exit->owner doesn't 2222 * in the field exit->name cause the field exit->owner doesn't
2451 * survive in the swapping (in fact the whole exit doesn't survive). 2223 * survive in the swapping (in fact the whole exit doesn't survive).
2452 */ 2224 */
2453int 2225int
2454is_legal_2ways_exit (object *op, object *exit) 2226is_legal_2ways_exit (object *op, object *exit)
2455{ 2227{
2456 object *tmp;
2457 object *exit_owner;
2458 player *pp;
2459 maptile *exitmap;
2460
2461 if (exit->stats.exp != 1) 2228 if (exit->stats.exp != 1)
2462 return 1; /*This is not a 2 way, so it is legal */ 2229 return 1; /*This is not a 2 way, so it is legal */
2230
2231#if 0 //TODO
2463 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2464 return 0; /* This is a reset town portal */ 2233 return 0; /* This is a reset town portal */
2465 /* To know if an exit has a correspondant, we look at 2234#endif
2466 * all the exits in destination and try to find one with same path as 2235
2467 * the current exit's position */ 2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2468 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir))) 2237
2469 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2470 else
2471 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2472 if (exitmap) 2238 if (exitmap)
2473 { 2239 {
2240 exitmap->load_sync ();
2241
2474 tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2242 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2243
2475 if (!tmp) 2244 if (!tmp)
2476 return 0; 2245 return 0;
2477 for ((tmp = get_map_ob (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2246
2247 for (; tmp; tmp = tmp->above)
2478 { 2248 {
2479 if (tmp->type != EXIT) 2249 if (tmp->type != EXIT)
2480 continue; /*Not an exit */ 2250 continue; /*Not an exit */
2251
2481 if (!EXIT_PATH (tmp)) 2252 if (!EXIT_PATH (tmp))
2482 continue; /*Not a valid exit */ 2253 continue; /*Not a valid exit */
2254
2483 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2484 continue; /*Not in the same place */ 2256 continue; /*Not in the same place */
2257
2485 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2258 if (exit->map->path != EXIT_PATH (tmp))
2486 continue; /*Not in the same map */ 2259 continue; /*Not in the same map */
2487 2260
2488 /* From here we have found the exit is valid. However we do 2261 /* From here we have found the exit is valid. However we do
2489 * here the check of the exit owner. It is important for the 2262 * here the check of the exit owner. It is important for the
2490 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2491 */ 2264 */
2492 if (!exit->race) 2265 if (!exit->race)
2493 return 1; /*No owner, free for all! */ 2266 return 1; /*No owner, free for all! */
2267
2494 exit_owner = NULL; 2268 object *exit_owner = 0;
2495 for (pp = first_player; pp; pp = pp->next) 2269
2270 for_all_players (pp)
2496 { 2271 {
2497 if (!pp->ob) 2272 if (!pp->ob)
2498 continue; 2273 continue;
2274
2499 if (pp->ob->name != exit->race) 2275 if (pp->ob->name != exit->race)
2500 continue; 2276 continue;
2277
2501 exit_owner = pp->ob; /*We found a player which correspond to the player name */ 2278 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2502 break; 2279 break;
2503 } 2280 }
2281
2504 if (!exit_owner) 2282 if (!exit_owner)
2505 return 0; /* No more owner */ 2283 return 0; /* No more owner */
2284
2506 if (exit_owner->contr == op->contr) 2285 if (exit_owner->contr == op->contr)
2507 return 1; /*It is your exit */ 2286 return 1; /*It is your exit */
2287
2508 if (exit_owner && /*There is a owner */ 2288 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */ 2289 (op->contr) && /*A player tries to pass */
2510 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */ 2290 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */ 2291 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0; 2292 return 0;
2293
2513 return 1; 2294 return 1;
2514 } 2295 }
2515 } 2296 }
2297
2516 return 0; 2298 return 0;
2517} 2299}
2518
2519 2300
2520/** 2301/**
2521 * Main apply handler. 2302 * Main apply handler.
2522 * 2303 *
2523 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2531 * being applied. 2312 * being applied.
2532 * 2313 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2535 */ 2316 */
2536
2537int 2317int
2538manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2539{ 2319{
2540 if (tmp->head) 2320 if (tmp->head)
2541 tmp = tmp->head; 2321 tmp = tmp->head;
2546 { 2326 {
2547 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2327 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first.");
2548 return 1; 2328 return 1;
2549 } 2329 }
2550 else 2330 else
2551 {
2552 return 0; /* monsters just skip unpaid items */ 2331 return 0; /* monsters just skip unpaid items */
2553 }
2554 } 2332 }
2555 2333
2556 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2334 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2557 return RESULT_INT (0); 2335 return RESULT_INT (0);
2558 2336
2559 switch (tmp->type) 2337 switch (tmp->type)
2560 { 2338 {
2561
2562 case CF_HANDLE: 2339 case CF_HANDLE:
2563 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2340 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2564 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE); 2341 play_sound_map (op->map, op->x, op->y, SOUND_TURN_HANDLE);
2565 tmp->value = tmp->value ? 0 : 1; 2342 tmp->value = tmp->value ? 0 : 1;
2566 SET_ANIMATION (tmp, tmp->value); 2343 SET_ANIMATION (tmp, tmp->value);
2573 { 2350 {
2574 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2575 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2352 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2576 } 2353 }
2577 else 2354 else
2578 {
2579 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2355 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2580 } 2356
2581 return 1; 2357 return 1;
2582 2358
2583 case EXIT: 2359 case EXIT:
2584 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2585 return 0; 2361 return 0;
2362
2586 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2587 {
2588 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp)); 2364 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s is closed.", query_name (tmp));
2589 }
2590 else 2365 else
2591 { 2366 {
2592 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2593 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2594 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2595 enter_exit (op, tmp); 2371 op->enter_exit (tmp);
2596 } 2372 }
2373
2597 return 1; 2374 return 1;
2598 2375
2599 case SIGN: 2376 case SIGN:
2600 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2601 return 1; 2378 return 1;
2605 { 2382 {
2606 apply_book (op, tmp); 2383 apply_book (op, tmp);
2607 return 1; 2384 return 1;
2608 } 2385 }
2609 else 2386 else
2610 {
2611 return 0; 2387 return 0;
2612 }
2613 2388
2614 case SKILLSCROLL: 2389 case SKILLSCROLL:
2615 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2616 { 2391 {
2617 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2618 return 1; 2393 return 1;
2619 } 2394 }
2395 else
2620 return 0; 2396 return 0;
2621 2397
2622 case SPELLBOOK: 2398 case SPELLBOOK:
2623 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2624 { 2400 {
2625 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2626 return 1; 2402 return 1;
2627 } 2403 }
2404 else
2628 return 0; 2405 return 0;
2629 2406
2630 case SCROLL: 2407 case SCROLL:
2631 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2632 return 1; 2409 return 1;
2633 2410
2634 case POTION: 2411 case POTION:
2635 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2636 return 1; 2413 return 1;
2637 2414
2638 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2639 case CLOSE_CON: 2417 case CLOSE_CON:
2640 if (op->type == PLAYER)
2641 (void) esrv_apply_container (op, tmp->env);
2642 else
2643 (void) apply_container (op, tmp->env); 2418 apply_container (op, tmp->env);
2644 return 1; 2419 return 1;
2645 2420
2646 case CONTAINER: 2421 case CONTAINER:
2647 if (op->type == PLAYER)
2648 (void) esrv_apply_container (op, tmp);
2649 else
2650 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2651 return 1; 2423 return 1;
2652 2424
2653 case TREASURE: 2425 case TREASURE:
2654 if (op->type == PLAYER) 2426 if (op->type == PLAYER)
2655 { 2427 {
2656 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2657 return 1; 2429 return 1;
2658 } 2430 }
2659 else 2431 else
2660 {
2661 return 0; 2432 return 0;
2662 }
2663 2433
2664 case WEAPON: 2434 case WEAPON:
2665 case ARMOUR: 2435 case ARMOUR:
2666 case BOOTS: 2436 case BOOTS:
2667 case GLOVES: 2437 case GLOVES:
2680 case LAMP: 2450 case LAMP:
2681 case BUILDER: 2451 case BUILDER:
2682 case SKILL_TOOL: 2452 case SKILL_TOOL:
2683 if (tmp->env != op) 2453 if (tmp->env != op)
2684 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2685 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2686 return 1; 2457 return 1;
2687 2458
2688 case DRINK: 2459 case DRINK:
2689 case FOOD: 2460 case FOOD:
2690 case FLESH: 2461 case FLESH:
2694 case POISON: 2465 case POISON:
2695 apply_poison (op, tmp); 2466 apply_poison (op, tmp);
2696 return 1; 2467 return 1;
2697 2468
2698 case SAVEBED: 2469 case SAVEBED:
2699 if (op->type == PLAYER)
2700 {
2701 apply_savebed (op);
2702 return 1; 2470 return 1;
2703 }
2704 else
2705 {
2706 return 0;
2707 }
2708 2471
2709 case ARMOUR_IMPROVER: 2472 case ARMOUR_IMPROVER:
2710 if (op->type == PLAYER) 2473 if (op->type == PLAYER)
2711 { 2474 {
2712 apply_armour_improver (op, tmp); 2475 apply_armour_improver (op, tmp);
2713 return 1; 2476 return 1;
2714 } 2477 }
2715 else 2478 else
2716 {
2717 return 0; 2479 return 0;
2718 }
2719 2480
2720 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2721 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2722 return 1; 2483 return 1;
2723 2484
2724 case CLOCK: 2485 case CLOCK:
2725 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2726 { 2487 {
2734 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2735 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2736 return 1; 2497 return 1;
2737 } 2498 }
2738 else 2499 else
2739 {
2740 return 0; 2500 return 0;
2741 }
2742 2501
2743 case MENU: 2502 case MENU:
2744 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2745 { 2504 {
2746 shop_listing (op); 2505 shop_listing (tmp, op);
2747 return 1; 2506 return 1;
2748 } 2507 }
2749 else 2508 else
2750 {
2751 return 0; 2509 return 0;
2752 }
2753 2510
2754 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2755 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2756 return 1; 2513 return 1;
2757 2514
2760 { 2517 {
2761 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2762 return 1; 2519 return 1;
2763 } 2520 }
2764 else 2521 else
2765 {
2766 return 0; 2522 return 0;
2767 }
2768 2523
2769 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2770 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2771 return 1; 2526 return 1;
2772 2527
2808 op->destroy (); 2563 op->destroy ();
2809 return 1; 2564 return 1;
2810 } 2565 }
2811 2566
2812 pl->contr->last_used = op; 2567 pl->contr->last_used = op;
2813 pl->contr->last_used_id = op->count;
2814 2568
2815 tmp = manual_apply (pl, op, aflag); 2569 tmp = manual_apply (pl, op, aflag);
2816 if (!quiet) 2570 if (!quiet)
2817 { 2571 {
2818 if (tmp == 0) 2572 if (tmp == 0)
2826/** 2580/**
2827 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2828 * If the player has an open container, we use that for below, otherwise 2582 * If the player has an open container, we use that for below, otherwise
2829 * we use the ground. 2583 * we use the ground.
2830 */ 2584 */
2831
2832void 2585void
2833player_apply_below (object *pl) 2586player_apply_below (object *pl)
2834{ 2587{
2835 object *tmp, *next;
2836 int floors; 2588 int floors = 0;
2837 2589
2838 /* If using a container, set the starting item to be the top 2590 /* If using a container, set the starting item to be the top
2839 * item in the container. Otherwise, use the map. 2591 * item in the container. Otherwise, use the map.
2840 */
2841 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2842
2843 /* This is perhaps more complicated. However, I want to make sure that 2592 * This is perhaps more complicated. However, I want to make sure that
2844 * we don't use a corrupt pointer for the next object, so we get the 2593 * we don't use a corrupt pointer for the next object, so we get the
2845 * next object in the stack before applying. This is can only be a 2594 * next object in the stack before applying. This is can only be a
2846 * problem if player_apply() has a bug in that it uses the object but does 2595 * problem if player_apply() has a bug in that it uses the object but does
2847 * not return a proper value. 2596 * not return a proper value.
2848 */ 2597 */
2849 for (floors = 0; tmp != NULL; tmp = next) 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2850 { 2599 {
2851 next = tmp->below; 2600 next = tmp->below;
2601
2852 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2853 floors++; 2603 floors++;
2854 else if (floors > 0) 2604 else if (floors > 0)
2855 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2856 2606
2876 * to keep the size of apply_special to a more managable size. 2626 * to keep the size of apply_special to a more managable size.
2877 */ 2627 */
2878static int 2628static int
2879unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2880{ 2630{
2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2631 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2632 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2882 return RESULT_INT (0); 2633 return RESULT_INT (0);
2883 2634
2884 object *tmp2; 2635 object *tmp2;
2885 2636
2886 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2887 switch (op->type) 2639 switch (op->type)
2888 { 2640 {
2889 case WEAPON: 2641 case WEAPON:
2890 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2642 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2891 2643
2892 (void) change_abil (who, op); 2644 change_abil (who, op);
2893 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2894 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2645 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2646
2647 if (who->contr)
2648 {
2649 if (who->contr->combat_ob == op)
2650 who->contr->combat_ob = 0;
2651
2652 if (who->current_weapon == op)
2653 who->current_weapon = 0;
2654 }
2655
2895 clear_skill (who); 2656 clear_skill (who);
2896 break; 2657 break;
2897 2658
2898 case SKILL: /* allows objects to impart skills */ 2659 case SKILL: /* allows objects to impart skills */
2899 case SKILL_TOOL: 2660 case SKILL_TOOL:
2900 if (op != who->chosen_skill) 2661 if (op != who->chosen_skill)
2901 {
2902 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2662 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2663
2664 if (who->contr)
2903 } 2665 {
2904 if (who->type == PLAYER)
2905 {
2906 if (who->contr->shoottype == range_skill)
2907 who->contr->shoottype = range_none;
2908 if (!op->invisible) 2666 if (!op->invisible)
2909 {
2910 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2667 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2911 }
2912 else 2668 else
2913 {
2914 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2669 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2915 } 2670 }
2916 } 2671
2917 (void) change_abil (who, op); 2672 change_abil (who, op);
2918 who->chosen_skill = NULL; 2673 who->chosen_skill = 0;
2919 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2920 break; 2675 break;
2921 2676
2922 case ARMOUR: 2677 case ARMOUR:
2923 case HELMET: 2678 case HELMET:
2928 case AMULET: 2683 case AMULET:
2929 case GIRDLE: 2684 case GIRDLE:
2930 case BRACERS: 2685 case BRACERS:
2931 case CLOAK: 2686 case CLOAK:
2932 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2687 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2933 (void) change_abil (who, op); 2688 change_abil (who, op);
2934 break; 2689 break;
2690
2935 case LAMP: 2691 case LAMP:
2936 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2692 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2937 tmp2 = arch_to_object (op->other_arch); 2693 tmp2 = arch_to_object (op->other_arch);
2938 tmp2->x = op->x; 2694 tmp2->x = op->x;
2939 tmp2->y = op->y; 2695 tmp2->y = op->y;
2944 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2945 2701
2946 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2947 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2948 2704
2949 if (who->type == PLAYER) 2705 if (who->contr)
2950 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2951 2707
2952 op->destroy (); 2708 op->destroy ();
2953 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2954 fix_player (who); 2710 who->update_stats ();
2711
2955 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2956 { 2713 {
2957 if (who->type == PLAYER) 2714 if (who->contr)
2958 { 2715 {
2959 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2716 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2960 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2961 } 2718 }
2962 } 2719 }
2963 if (who->type == PLAYER) 2720
2721 if (who->contr)
2964 esrv_send_item (who, tmp2); 2722 esrv_send_item (who, tmp2);
2723
2965 return 1; /* otherwise, an attempt to drop causes problems */ 2724 return 1; /* otherwise, an attempt to drop causes problems */
2966 break; 2725
2967 case BOW: 2726 case BOW:
2968 case WAND: 2727 case WAND:
2969 case ROD: 2728 case ROD:
2970 case HORN: 2729 case HORN:
2971 clear_skill (who); 2730 clear_skill (who);
2731
2732 if (who->contr)
2733 {
2972 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2734 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2973 if (who->type == PLAYER) 2735
2974 { 2736 if (who->contr->ranged_ob == op)
2975 who->contr->shoottype = range_none; 2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2976 } 2741 }
2977 else 2742 else
2978 { 2743 {
2979 if (op->type == BOW) 2744 if (op->type == BOW)
2980 CLEAR_FLAG (who, FLAG_READY_BOW); 2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2981 else 2746 else
2982 CLEAR_FLAG (who, FLAG_READY_RANGE); 2747 CLEAR_FLAG (who, FLAG_READY_RANGE);
2983 } 2748 }
2749
2984 break; 2750 break;
2985 2751
2986 case BUILDER: 2752 case BUILDER:
2753 if (who->contr)
2754 {
2987 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2755 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2988 who->contr->shoottype = range_none; 2756
2989 who->contr->ranges[range_builder] = NULL; 2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2990 break; 2760 break;
2991 2761
2992 default: 2762 default:
2993 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2763 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2994 break; 2764 break;
2995 } 2765 }
2996 2766
2997 fix_player (who); 2767 who->update_stats ();
2998 2768
2999 if (!(aflags & AP_NO_MERGE)) 2769 if (!(aflags & AP_NO_MERGE))
3000 { 2770 {
3001 object *tmp;
3002
3003 tmp = merge_ob (op, NULL); 2771 object *tmp = merge_ob (op, 0);
3004 if (who->type == PLAYER) 2772
2773 if (who->contr)
3005 { 2774 {
3006 if (tmp) 2775 if (tmp)
3007 { /* it was merged */ 2776 { /* it was merged */
3008 esrv_del_item (who->contr, op->count); 2777 esrv_del_item (who->contr, op->count);
3009 op = tmp; 2778 op = tmp;
3010 } 2779 }
3011 2780
3012 esrv_send_item (who, op); 2781 esrv_send_item (who, op);
3013 } 2782 }
3014 } 2783 }
2784
3015 return 0; 2785 return 0;
3016} 2786}
3017 2787
3018/** 2788/**
3019 * Returns the object that is using location 'loc'. 2789 * Returns the object that is using location 'loc'.
3027 * loc is the index into the array we are looking for a match. 2797 * loc is the index into the array we are looking for a match.
3028 * don't return invisible objects unless they are skill objects 2798 * don't return invisible objects unless they are skill objects
3029 * invisible other objects that use 2799 * invisible other objects that use
3030 * up body locations can be used as restrictions. 2800 * up body locations can be used as restrictions.
3031 */ 2801 */
3032object * 2802static object *
3033get_item_from_body_location (object *start, int loc) 2803get_item_from_body_location (int loc, object *start)
3034{ 2804{
3035 object *tmp;
3036
3037 if (!start) 2805 if (start)
3038 return NULL;
3039
3040 for (tmp = start; tmp; tmp = tmp->below) 2806 for (object *tmp = start; tmp; tmp = tmp->below)
3041 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2807 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->slot[loc].info && (!tmp->invisible || tmp->type == SKILL))
3042 return tmp; 2808 return tmp;
3043 2809
3044 return NULL; 2810 return 0;
3045} 2811}
3046
3047
3048 2812
3049/** 2813/**
3050 * 'op' wants to apply an object, but can't because of other equipment. 2814 * 'op' wants to apply an object, but can't because of other equipment.
3051 * This should only be called when it is known 2815 * This should only be called when it is known
3052 * that there are objects to unapply. This makes pretty heavy 2816 * that there are objects to unapply. This makes pretty heavy
3058 * another function that does just that. 2822 * another function that does just that.
3059 */ 2823 */
3060int 2824int
3061unapply_for_ob (object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
3062{ 2826{
3063 int i; 2827 if (op->is_range ())
3064 object *tmp = NULL, *last;
3065
3066 /* If we are applying a shield or weapon, unapply any equipped shield
3067 * or weapons first - only allowed to use one weapon/shield at a time.
3068 */
3069 if (op->type == WEAPON || op->type == SHIELD)
3070 {
3071 for (tmp = who->inv; tmp; tmp = tmp->below) 2828 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3072 {
3073 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3074 {
3075 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2830 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3076 { 2831 {
3077 if (aflags & AP_PRINT) 2832 if (aflags & AP_PRINT)
3078 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3079 else 2834 else
3080 unapply_special (who, tmp, aflags); 2835 unapply_special (who, tmp, aflags);
3081 } 2836 }
3082 else 2837 else
3083 { 2838 {
3084 /* In this case, we want to try and remove a cursed item. 2839 /* In this case, we want to try and remove a cursed item.
3085 * While we know it won't work, we want unapply_special to 2840 * While we know it won't work, we want unapply_special to
3086 * at least generate the message. 2841 * at least generate the message.
3087 */ 2842 */
3088 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2843 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3089 return 1; 2844 return 1;
3090 }
3091
3092 } 2845 }
3093 }
3094 }
3095 2846
3096 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3097 { 2848 {
3098 /* this used up a slot that we need to free */ 2849 /* this used up a slot that we need to free */
3099 if (op->body_info[i]) 2850 if (op->slot[i].info)
3100 { 2851 {
3101 last = who->inv; 2852 object *last = who->inv;
3102 2853
3103 /* We do a while loop - may need to remove several items in order 2854 /* We do a while loop - may need to remove several items in order
3104 * to free up enough slots. 2855 * to free up enough slots.
3105 */ 2856 */
3106 while ((who->body_used[i] + op->body_info[i]) < 0) 2857 while ((who->slot[i].used + op->slot[i].info) < 0)
3107 { 2858 {
3108 tmp = get_item_from_body_location (last, i); 2859 object *tmp = get_item_from_body_location (i, last);
2860
3109 if (!tmp) 2861 if (!tmp)
3110 { 2862 {
3111#if 0 2863#if 0
3112 /* Not a bug - we'll get this if the player has cursed items 2864 /* Not a bug - we'll get this if the player has cursed items
3113 * equipped. 2865 * equipped.
3114 */ 2866 */
3115 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2867 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3116#endif 2868#endif
3117 return 1; 2869 return 1;
3118 } 2870 }
2871
3119 /* If we are just printing, we don't care about cursed status */ 2872 /* If we are just printing, we don't care about cursed status */
3120 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2873 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3121 { 2874 {
3122 if (aflags & AP_PRINT) 2875 if (aflags & AP_PRINT)
3123 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3131 * so it may not be critical (eg, putting on a ring and you have 2884 * so it may not be critical (eg, putting on a ring and you have
3132 * one cursed ring.) 2885 * one cursed ring.)
3133 */ 2886 */
3134 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2887 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3135 } 2888 }
2889
3136 last = tmp->below; 2890 last = tmp->below;
3137 } 2891 }
3138 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2892 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3139 * return in the !tmp would have kicked in. 2893 * return in the !tmp would have kicked in.
3140 */ 2894 */
3141 } /* if op is using this body location */ 2895 } /* if op is using this body location */
3142 } /* for body lcoations */ 2896 } /* for body lcoations */
2897
3143 return 0; 2898 return 0;
3144} 2899}
3145 2900
3146/** 2901/**
3147 * Checks to see if 'who' can apply object 'op'. 2902 * Checks to see if 'who' can apply object 'op'.
3148 * Returns 0 if apply can be done without anything special. 2903 * Returns 0 if apply can be done without anything special.
3149 * Otherwise returns a bitmask - potentially several of these may be 2904 * Otherwise returns a bitmask - potentially several of these may be
3150 * set, but largely depends on circumstance - in the future, processing 2905 * set, but largely depends on circumstance - in the future, processing
3151 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2906 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3152 * is set, do we really are what the other flags may be?) 2907 * is set, do we really are what the other flags may be?)
3153 * 2908 *
3154 * See include/define.h for detailed description of the meaning of 2909 * See include/define.h for detailed description of the meaning of
3155 * these return values. 2910 * these return values.
3156 */ 2911 */
3158can_apply_object (object *who, object *op) 2913can_apply_object (object *who, object *op)
3159{ 2914{
3160 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2915 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3161 return RESULT_INT (0); 2916 return RESULT_INT (0);
3162 2917
3163 int i, retval = 0; 2918 int retval = 0;
3164 object *tmp = NULL, *ws = NULL; 2919 object *tmp = 0, *ws = 0;
3165 2920
3166 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3167 * 2 weapons, but we don't want to let them do that. So if they are
3168 * trying to equip a weapon or shield, see if they already have one
3169 * in place and store that way.
3170 */
3171 if (op->type == WEAPON || op->type == SHIELD)
3172 { 2922 {
3173 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2923 if (op->slot[i].info)
3174 { 2924 {
3175 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2925 /* Item uses more slots than we have */
2926 if (abs (op->slot[i].info) > who->slot[i].info)
3176 { 2927 {
3177 retval = CAN_APPLY_UNAPPLY;
3178 ws = tmp;
3179 }
3180 }
3181 }
3182
3183
3184 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3185 {
3186 if (op->body_info[i])
3187 {
3188 /* Item uses more slots than we have */
3189 if (FABS (op->body_info[i]) > who->body_info[i])
3190 {
3191 /* Could return now for efficiently - rest of info below isn' 2928 /* Could return now for efficiency - rest of info below isn't
3192 * really needed. 2929 * really needed.
3193 */ 2930 */
3194 retval |= CAN_APPLY_NEVER; 2931 retval |= CAN_APPLY_NEVER;
3195 } 2932 }
3196 else if ((who->body_used[i] + op->body_info[i]) < 0) 2933 else if ((who->slot[i].used + op->slot[i].info) < 0)
3197 { 2934 {
3198 /* in this case, equipping this would use more free spots than 2935 /* in this case, equipping this would use more free spots than
3199 * we have. 2936 * we have.
3200 */ 2937 */
3201 object *tmp1;
3202
3203 2938
3204 /* if we have an applied weapon/shield, and unapply it would free 2939 /* if we have an applied weapon/shield, and unapply it would free
3205 * enough slots to equip the new item, then just set this can 2940 * enough slots to equip the new item, then just set "can
3206 * continue. We don't care about the logic below - if you have 2941 * apply unapply". We don't care about the logic below - if you have a
3207 * shield equipped and try to equip another shield, there is only 2942 * shield equipped and try to equip another shield, there is only
3208 * one choice. However, the check for the number of body locations 2943 * one choice. However, the check for the number of body locations
3209 * does take into the account cases where what is being applied 2944 * does take into the account cases where what is being applied
3210 * may be two handed for example. 2945 * may be two handed for example.
3211 */ 2946 */
3212 if (ws) 2947 if (ws)
3213 { 2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3214 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3215 { 2949 {
3216 retval |= CAN_APPLY_UNAPPLY; 2950 retval |= CAN_APPLY_UNAPPLY;
3217 continue; 2951 continue;
3218 } 2952 }
3219 }
3220 2953
3221 tmp1 = get_item_from_body_location (who->inv, i); 2954 object *tmp1 = get_item_from_body_location (i, who->inv);
3222 if (!tmp1) 2955 if (!tmp1)
3223 { 2956 {
3224#if 0 2957#if 0
3225 /* This is sort of an error, but happens a lot when old players 2958 /* This is sort of an error, but happens a lot when old players
3226 * join in with more stuff equipped than they are now allowed. 2959 * join in with more stuff equipped than they are now allowed.
3237 */ 2970 */
3238 retval |= CAN_APPLY_UNAPPLY; 2971 retval |= CAN_APPLY_UNAPPLY;
3239 if (!tmp) 2972 if (!tmp)
3240 tmp = tmp1; 2973 tmp = tmp1;
3241 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
3242 {
3243 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
3244 } 2976
3245 /* This object isn't using up all the slots, so there must 2977 /* This object isn't using up all the slots, so there must
3246 * be another. If so, and it the new item doesn't need all 2978 * be another. If so, and it the new item doesn't need all
3247 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3248 */ 2980 */
3249 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2981 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2982 && abs (op->slot[i].info) < who->slot[i].info)
3250 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3251 2984
3252 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3253 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3254 */ 2987 */
3255 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 2988 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3256 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3257
3258 } 2990 }
3259 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3260 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3261 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3262 2994
3267 * and weapons all use the same slot. Similar for horn/rod/wand - they 2999 * and weapons all use the same slot. Similar for horn/rod/wand - they
3268 * all use the same location. 3000 * all use the same location.
3269 */ 3001 */
3270 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3271 retval |= CAN_APPLY_RESTRICTION; 3003 retval |= CAN_APPLY_RESTRICTION;
3004
3272 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3273 retval |= CAN_APPLY_RESTRICTION; 3006 retval |= CAN_APPLY_RESTRICTION;
3274 3007
3275
3276 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3277 { 3009 {
3278 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3010 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3279 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3280 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3281 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3282 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3283 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3284 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3285 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3286 } 3021 }
3022
3287 return retval; 3023 return retval;
3288} 3024}
3289
3290
3291 3025
3292/** 3026/**
3293 * who is the object using the object. It can be a monster. 3027 * who is the object using the object. It can be a monster.
3294 * op is the object they are using. op is an equipment type item, 3028 * op is the object they are using. op is an equipment type item,
3295 * eg, one which you put on and keep on for a while, and not something 3029 * eg, one which you put on and keep on for a while, and not something
3314int 3048int
3315apply_special (object *who, object *op, int aflags) 3049apply_special (object *who, object *op, int aflags)
3316{ 3050{
3317 int basic_flag = aflags & AP_BASIC_FLAGS; 3051 int basic_flag = aflags & AP_BASIC_FLAGS;
3318 object *tmp, *tmp2, *skop = NULL; 3052 object *tmp, *tmp2, *skop = NULL;
3319 int i;
3320 3053
3321 if (who == NULL) 3054 if (who == NULL)
3322 { 3055 {
3323 LOG (llevError, "apply_special() from object without environment.\n"); 3056 LOG (llevError, "apply_special() from object without environment.\n");
3324 return 1; 3057 return 1;
3334 if (basic_flag == AP_APPLY) 3067 if (basic_flag == AP_APPLY)
3335 return 0; 3068 return 0;
3336 3069
3337 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3070 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3338 { 3071 {
3339 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3072 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3340 return 1; 3073 return 1;
3341 } 3074 }
3075
3342 return unapply_special (who, op, aflags); 3076 return unapply_special (who, op, aflags);
3343 } 3077 }
3344 3078
3345 if (basic_flag == AP_UNAPPLY) 3079 if (basic_flag == AP_UNAPPLY)
3346 return 0; 3080 return 0;
3347 3081
3348 i = can_apply_object (who, op); 3082 // if the item is combat/ranged, wield the relevant slot first
3083 // to resolve conflicts.
3084 if (player *pl = who->contr)
3085 switch (op->type)
3086 {
3087 case WEAPON:
3088 who->change_weapon (pl->combat_ob);
3089 break;
3090
3091 case BOW:
3092 case ROD:
3093 case WAND:
3094 case HORN:
3095 case SKILL_TOOL:
3096 who->change_weapon (pl->ranged_ob);
3097 break;
3098
3099 case SKILL:
3100 if (IS_COMBAT_SKILL (op->subtype))
3101 who->change_weapon (pl->combat_ob);
3102 else if (IS_RANGED_SKILL (op->subtype))
3103 who->change_weapon (pl->ranged_ob);
3104 break;
3105 }
3349 3106
3350 /* Can't just apply this object. Lets see what not and what to do */ 3107 /* Can't just apply this object. Lets see what not and what to do */
3351 if (i) 3108 if (int i = can_apply_object (who, op))
3352 { 3109 {
3353 if (i & CAN_APPLY_NEVER) 3110 if (i & CAN_APPLY_NEVER)
3354 { 3111 {
3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3112 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3356 return 1; 3113 return 1;
3358 else if (i & CAN_APPLY_RESTRICTION) 3115 else if (i & CAN_APPLY_RESTRICTION)
3359 { 3116 {
3360 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3117 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3361 return 1; 3118 return 1;
3362 } 3119 }
3120
3363 if (who->type != PLAYER) 3121 if (who->type != PLAYER)
3364 { 3122 {
3365 /* Some error, so don't try to equip something more */ 3123 /* Some error, so don't try to equip something more */
3366 if (unapply_for_ob (who, op, aflags)) 3124 if (unapply_for_ob (who, op, aflags))
3367 return 1; 3125 return 1;
3368 } 3126 }
3369 else 3127 else
3370 { 3128 {
3371 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3129 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3372 { 3130 {
3373 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3374 unapply_for_ob (who, op, AP_PRINT); 3132 unapply_for_ob (who, op, AP_PRINT);
3375 return 1; 3133 return 1;
3376 } 3134 }
3377 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3135 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3378 {
3379 i = unapply_for_ob (who, op, aflags); 3136 if (unapply_for_ob (who, op, aflags))
3380 if (i)
3381 return 1; 3137 return 1;
3382 } 3138 }
3383 }
3384 } 3139 }
3140
3385 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3386 { 3142 {
3387 skop = find_skill_by_name (who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3144
3388 if (!skop) 3145 if (!skop)
3389 { 3146 {
3390 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3147 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3391 return 1; 3148 return 1;
3392 } 3149 }
3393 else 3150 else
3394 {
3395 /* While experience will be credited properly, we want to change the 3151 /* While experience will be credited properly, we want to change the
3396 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3397 */ 3153 */
3398 change_skill (who, skop, 0); 3154 change_skill (who, skop, 0);
3399 }
3400 }
3401
3402 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3403 { 3155 }
3404 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3156
3157 if (who->type == PLAYER
3158 && op->item_power
3159 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3160 {
3161 new_draw_info (NDI_UNIQUE, 0, who,
3162 "Equipping that combined with other items would consume your soul! "
3163 "[use the skills command to check your available item power]");
3405 return 1; 3164 return 1;
3406 } 3165 }
3407
3408 3166
3409 /* Ok. We are now at the state where we can apply the new object. 3167 /* Ok. We are now at the state where we can apply the new object.
3410 * Note that we don't have the checks for can_use_... 3168 * Note that we don't have the checks for can_use_...
3411 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3412 */ 3170 */
3413
3414
3415 if (op->nrof > 1) 3171 if (op->nrof > 1)
3416 tmp = get_split_ob (op, op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3417 else 3173 else
3418 tmp = NULL; 3174 tmp = 0;
3419 3175
3420 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3421 return RESULT_INT (0); 3177 return RESULT_INT (0);
3422 3178
3423 switch (op->type) 3179 switch (op->type)
3424 { 3180 {
3425 case WEAPON: 3181 case WEAPON:
3426 if (!check_weapon_power (who, op->last_eat)) 3182 if (!check_weapon_power (who, op->last_eat))
3427 { 3183 {
3428 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3184 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3429 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3185 "It would consume your soul!.");
3186
3430 if (tmp != NULL) 3187 if (tmp)
3431 (void) insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189
3432 return 1; 3190 return 1;
3433 } 3191 }
3192
3193 //TODO: this obviously fails for players using a shorter prefix
3194 // i.e. "R" can use Ragnarok's sword.
3434 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3435 { 3196 {
3436 /* if the weapon does not have the name as the character, can't use it. */ 3197 /* if the weapon does not have the name as the character, can't use it. */
3437 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3198 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3438 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3199 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3200
3439 if (tmp != NULL) 3201 if (tmp)
3440 (void) insert_ob_in_ob (tmp, who); 3202 insert_ob_in_ob (tmp, who);
3203
3441 return 1; 3204 return 1;
3442 } 3205 }
3206
3207 if (!skop)
3208 {
3209 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3210 return 1;
3211 }
3212
3443 SET_FLAG (op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3444
3445 if (skop)
3446 change_skill (who, skop, 1); 3214 change_skill (who, skop, 1);
3215
3216 if (who->contr)
3217 who->change_weapon (who->contr->combat_ob = op);
3218
3447 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3448 SET_FLAG (who, FLAG_READY_WEAPON); 3220 SET_FLAG (who, FLAG_READY_WEAPON);
3449 3221
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3222 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3451 3223
3452 (void) change_abil (who, op); 3224 change_abil (who, op);
3453 break; 3225 break;
3454 3226
3455 case ARMOUR: 3227 case ARMOUR:
3456 case HELMET: 3228 case HELMET:
3457 case SHIELD: 3229 case SHIELD:
3462 case CLOAK: 3234 case CLOAK:
3463 case RING: 3235 case RING:
3464 case AMULET: 3236 case AMULET:
3465 SET_FLAG (op, FLAG_APPLIED); 3237 SET_FLAG (op, FLAG_APPLIED);
3466 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3238 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3467 (void) change_abil (who, op); 3239 change_abil (who, op);
3468 break; 3240 break;
3241
3469 case LAMP: 3242 case LAMP:
3470 if (op->stats.food < 1) 3243 if (op->stats.food < 1)
3471 { 3244 {
3472 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3245 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3473 return 1; 3246 return 1;
3474 } 3247 }
3248
3475 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3249 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3476 tmp2 = arch_to_object (op->other_arch); 3250 tmp2 = arch_to_object (op->other_arch);
3477 tmp2->stats.food = op->stats.food; 3251 tmp2->stats.food = op->stats.food;
3478 SET_FLAG (tmp2, FLAG_APPLIED); 3252 SET_FLAG (tmp2, FLAG_APPLIED);
3253
3479 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3480 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3255 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3256
3481 insert_ob_in_ob (tmp2, who); 3257 insert_ob_in_ob (tmp2, who);
3482 3258
3483 /* Remove the old lantern */ 3259 /* Remove the old lantern */
3484 if (who->type == PLAYER) 3260 if (who->type == PLAYER)
3485 esrv_del_item (who->contr, op->count); 3261 esrv_del_item (who->contr, op->count);
3486 3262
3487 op->destroy (); 3263 op->destroy ();
3488 3264
3489 /* insert the portion that was split off */ 3265 /* insert the portion that was split off */
3490 if (tmp != NULL) 3266 if (tmp)
3491 { 3267 {
3492 (void) insert_ob_in_ob (tmp, who); 3268 insert_ob_in_ob (tmp, who);
3493 if (who->type == PLAYER) 3269 if (who->type == PLAYER)
3494 esrv_send_item (who, tmp); 3270 esrv_send_item (who, tmp);
3495 } 3271 }
3496 fix_player (who); 3272
3273 who->update_stats ();
3274
3497 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3498 {
3499 if (who->type == PLAYER) 3276 if (who->type == PLAYER)
3500 { 3277 {
3501 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3278 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3502 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3503 } 3280 }
3504 } 3281
3505 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3506 esrv_send_item (who, tmp2); 3283 esrv_send_item (who, tmp2);
3284
3507 return 0; 3285 return 0;
3508 break;
3509 3286
3510 /* this part is needed for skill-tools */ 3287 /* this part is needed for skill-tools */
3511 case SKILL: 3288 case SKILL:
3512 case SKILL_TOOL: 3289 case SKILL_TOOL:
3513 if (who->chosen_skill) 3290 if (who->chosen_skill)
3514 { 3291 {
3515 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3516 return 1; 3293 return 1;
3517 } 3294 }
3518 if (who->type == PLAYER) 3295
3296 if (player *pl = who->contr)
3297 {
3298 if (IS_COMBAT_SKILL (op->subtype))
3519 { 3299 {
3520 who->contr->shoottype = range_skill; 3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3521 who->contr->ranges[range_skill] = op; 3301 {
3302 for (object *item = who->inv; item; item = item->below)
3303 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3304 {
3305 who->change_weapon (pl->combat_ob = item);
3306 goto found_weapon;
3307 }
3308
3309 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3310 return 1;
3311
3312 found_weapon:;
3313 }
3314 else
3315 who->change_weapon (pl->combat_ob = op);
3316 }
3317 else if (IS_RANGED_SKILL (op->subtype))
3318 {
3319 if (skill_flags [op->subtype] & SF_NEED_BOW)
3320 {
3321 for (object *item = who->inv; item; item = item->below)
3322 if (item->type == BOW && item->flag [FLAG_APPLIED])
3323 {
3324 who->change_weapon (pl->ranged_ob = item);
3325 goto found_bow;
3326 }
3327
3328 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3329 return 1;
3330
3331 found_bow:;
3332 }
3333 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->flag [FLAG_APPLIED]
3337 && (item->type == WAND || item->type == ROD || item->type == HORN))
3338 {
3339 who->change_weapon (pl->ranged_ob = item);
3340 goto found_item;
3341 }
3342
3343 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3344 return 1;
3345
3346 found_item:;
3347 }
3348 else
3349 who->change_weapon (pl->ranged_ob = op);
3350 }
3351
3522 if (!op->invisible) 3352 if (!op->invisible)
3523 { 3353 {
3524 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3354 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3525 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3355 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3526 } 3356 }
3527 else 3357 else
3528 {
3529 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3358 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3530 } 3359 }
3531 } 3360
3532 SET_FLAG (op, FLAG_APPLIED); 3361 SET_FLAG (op, FLAG_APPLIED);
3533 (void) change_abil (who, op); 3362 change_abil (who, op);
3534 who->chosen_skill = op; 3363 who->chosen_skill = op;
3535 SET_FLAG (who, FLAG_READY_SKILL); 3364 SET_FLAG (who, FLAG_READY_SKILL);
3536 break; 3365 break;
3537 3366
3538 case BOW: 3367 case BOW:
3539 if (!check_weapon_power (who, op->last_eat)) 3368 if (!check_weapon_power (who, op->last_eat))
3540 { 3369 {
3541 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3370 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3542 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3371 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3372
3543 if (tmp != NULL) 3373 if (tmp)
3544 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3545 return 1; 3376 return 1;
3546 } 3377 }
3378
3547 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3548 { 3380 {
3549 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3381 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3550 if (tmp != NULL) 3382 if (tmp)
3551 (void) insert_ob_in_ob (tmp, who); 3383 insert_ob_in_ob (tmp, who);
3384
3552 return 1; 3385 return 1;
3553 } 3386 }
3387
3554 /*FALLTHROUGH*/ case WAND: 3388 /*FALLTHROUGH*/
3389 case WAND:
3555 case ROD: 3390 case ROD:
3556 case HORN: 3391 case HORN:
3557 /* check for skill, alter player status */ 3392 /* check for skill, alter player status */
3393
3394 if (!skop)
3395 {
3396 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3397 return 1;
3398 }
3399
3558 SET_FLAG (op, FLAG_APPLIED); 3400 SET_FLAG (op, FLAG_APPLIED);
3559 if (skop)
3560 change_skill (who, skop, 0); 3401 change_skill (who, skop, 0);
3402
3403 if (who->contr)
3404 {
3405 who->contr->ranged_ob = op;
3406
3561 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3407 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3562 3408
3563 if (who->type == PLAYER)
3564 {
3565 if (op->type == BOW) 3409 if (op->type == BOW)
3566 { 3410 {
3411 who->current_weapon = op;
3567 (void) change_abil (who, op); 3412 change_abil (who, op);
3568 new_draw_info_format (NDI_UNIQUE, 0, who, 3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3569 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3414 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3570 who->contr->shoottype = range_bow;
3571 }
3572 else
3573 {
3574 who->contr->shoottype = range_misc;
3575 } 3415 }
3576 } 3416 }
3577 else 3417 else
3578 { 3418 {
3579 if (op->type == BOW) 3419 if (op->type == BOW)
3580 SET_FLAG (who, FLAG_READY_BOW); 3420 SET_FLAG (who, FLAG_READY_BOW);
3581 else 3421 else
3582 SET_FLAG (who, FLAG_READY_RANGE); 3422 SET_FLAG (who, FLAG_READY_RANGE);
3583 } 3423 }
3424
3584 break; 3425 break;
3585 3426
3586 case BUILDER: 3427 case BUILDER:
3587 if (who->contr->ranges[range_builder]) 3428 if (who->type == PLAYER)
3429 {
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3588 unapply_special (who, who->contr->ranges[range_builder], 0); 3431 unapply_special (who, who->contr->ranged_ob, 0);
3589 who->contr->shoottype = range_builder; 3432
3590 who->contr->ranges[range_builder] = op;
3591 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3433 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3434
3435 who->contr->ranged_ob = op;
3436 }
3592 break; 3437 break;
3593 3438
3594 default: 3439 default:
3595 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3440 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3596 } /* end of switch op->type */ 3441 } /* end of switch op->type */
3597 3442
3598 SET_FLAG (op, FLAG_APPLIED); 3443 SET_FLAG (op, FLAG_APPLIED);
3599 3444
3600 if (tmp != NULL) 3445 if (tmp)
3601 tmp = insert_ob_in_ob (tmp, who); 3446 tmp = insert_ob_in_ob (tmp, who);
3602 3447
3603 fix_player (who); 3448 who->update_stats ();
3604 3449
3605 /* We exclude spell casting objects. The fire code will set the 3450 /* We exclude spell casting objects. The fire code will set the
3606 * been applied flag when they are used - until that point, 3451 * been applied flag when they are used - until that point,
3607 * you don't know anything about them. 3452 * you don't know anything about them.
3608 */ 3453 */
3615 { 3460 {
3616 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3461 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3617 SET_FLAG (op, FLAG_KNOWN_CURSED); 3462 SET_FLAG (op, FLAG_KNOWN_CURSED);
3618 } 3463 }
3619 } 3464 }
3465
3620 if (who->type == PLAYER) 3466 if (who->type == PLAYER)
3621 { 3467 {
3622 /* if multiple objects were applied, update both slots */ 3468 /* if multiple objects were applied, update both slots */
3623 if (tmp) 3469 if (tmp)
3624 esrv_send_item (who, tmp); 3470 esrv_send_item (who, tmp);
3471
3625 esrv_send_item (who, op); 3472 esrv_send_item (who, op);
3626 } 3473 }
3474
3627 return 0; 3475 return 0;
3628} 3476}
3629
3630 3477
3631int 3478int
3632monster_apply_special (object *who, object *op, int aflags) 3479monster_apply_special (object *who, object *op, int aflags)
3633{ 3480{
3634 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3648 int i; 3495 int i;
3649 3496
3650 switch (op->type) 3497 switch (op->type)
3651 { 3498 {
3652 case SHOP_FLOOR: 3499 case SHOP_FLOOR:
3653 if (!HAS_RANDOM_ITEMS (op)) 3500 if (!op->has_random_items ())
3654 return 0; 3501 return 0;
3655 3502
3656 do 3503 do
3657 { 3504 {
3658 i = 10; /* let's give it 10 tries */ 3505 i = 10; /* let's give it 10 tries */
3678 3525
3679 case TREASURE: 3526 case TREASURE:
3680 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3527 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3681 return 0; 3528 return 0;
3682 3529
3683 while ((op->stats.hp--) > 0) 3530 while (op->stats.hp-- > 0)
3684 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3531 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3685 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3532 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3686 3533
3687 /* If we generated an object and put it in this object inventory, 3534 /* If we generated an object and put it in this object inventory,
3688 * move it to the parent object as the current object is about 3535 * move it to the parent object as the current object is about
3705 } 3552 }
3706 return tmp ? 1 : 0; 3553 return tmp ? 1 : 0;
3707} 3554}
3708 3555
3709/** 3556/**
3710 * fix_auto_apply goes through the entire map (only the first time 3557 * fix_auto_apply goes through the entire map every time a map
3711 * when an original map is loaded) and performs special actions for 3558 * is loaded or swapped in and performs special actions for
3712 * certain objects (most initialization of chests and creation of 3559 * certain objects (most initialization of chests and creation of
3713 * treasures and stuff). Calls auto_apply if appropriate. 3560 * treasures and stuff). Calls auto_apply if appropriate.
3714 */ 3561 */
3715void 3562void
3716fix_auto_apply (maptile *m) 3563maptile::fix_auto_apply ()
3717{ 3564{
3718 object *tmp, *above = NULL; 3565 if (!spaces)
3719 int x, y;
3720
3721 if (m == NULL)
3722 return; 3566 return;
3723 3567
3724 for (x = 0; x < MAP_WIDTH (m); x++) 3568 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3725 for (y = 0; y < MAP_HEIGHT (m); y++) 3569 for (object *tmp = ms->bot; tmp; )
3726 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3727 { 3570 {
3728 above = tmp->above; 3571 object *above = tmp->above;
3729 3572
3730 if (tmp->inv) 3573 if (tmp->inv)
3731 { 3574 {
3732 object *invtmp, *invnext; 3575 object *invtmp, *invnext;
3733 3576
3734 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3577 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3735 { 3578 {
3736 invnext = invtmp->below; 3579 invnext = invtmp->below;
3737 3580
3738 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3581 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3739 auto_apply (invtmp); 3582 auto_apply (invtmp);
3740 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3583 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3741 { 3584 {
3742 while ((invtmp->stats.hp--) > 0) 3585 while ((invtmp->stats.hp--) > 0)
3743 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0);
3744
3745 invtmp->randomitems = NULL;
3746 }
3747 else if (invtmp && invtmp->arch
3748 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && HAS_RANDOM_ITEMS (invtmp))
3749 {
3750 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3586 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3587
3588 invtmp->randomitems = NULL;
3589 }
3590 else if (invtmp && invtmp->arch
3591 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3592 {
3593 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3751 /* Need to clear this so that we never try to create 3594 /* Need to clear this so that we never try to create
3752 * treasure again for this object 3595 * treasure again for this object
3753 */ 3596 */
3754 invtmp->randomitems = NULL; 3597 invtmp->randomitems = NULL;
3755 } 3598 }
3756 } 3599 }
3757 /* This is really temporary - the code at the bottom will 3600 /* This is really temporary - the code at the bottom will
3758 * also set randomitems to null. The problem is there are bunches 3601 * also set randomitems to null. The problem is there are bunches
3759 * of maps/players already out there with items that have spells 3602 * of maps/players already out there with items that have spells
3760 * which haven't had the randomitems set to null yet. 3603 * which haven't had the randomitems set to null yet.
3761 * MSW 2004-05-13 3604 * MSW 2004-05-13
3762 * 3605 *
3763 * And if it's a spellbook, it's better to set randomitems to NULL too, 3606 * And if it's a spellbook, it's better to set randomitems to NULL too,
3764 * else you get two spells in the book ^_- 3607 * else you get two spells in the book ^_-
3765 * Ryo 2004-08-16 3608 * Ryo 2004-08-16
3766 */ 3609 */
3767 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3610 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3768 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3611 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3769 tmp->randomitems = NULL;
3770
3771 }
3772
3773 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3774 auto_apply (tmp);
3775 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && HAS_RANDOM_ITEMS (tmp))
3776 {
3777 while ((tmp->stats.hp--) > 0)
3778 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3779 tmp->randomitems = NULL; 3612 tmp->randomitems = NULL;
3613
3780 } 3614 }
3615
3616 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3617 auto_apply (tmp);
3618 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3619 {
3620 while ((tmp->stats.hp--) > 0)
3621 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3622 tmp->randomitems = NULL;
3623 }
3781 else if (tmp->type == TIMED_GATE) 3624 else if (tmp->type == TIMED_GATE)
3782 { 3625 {
3783 object *head = tmp->head != NULL ? tmp->head : tmp; 3626 object *head = tmp->head != NULL ? tmp->head : tmp;
3784 3627
3785 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3628 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3786 {
3787 tmp->speed = 0; 3629 tmp->set_speed (0);
3788 update_ob_speed (tmp);
3789 }
3790 } 3630 }
3791 /* This function can be called everytime a map is loaded, even when 3631 /* This function can be called everytime a map is loaded, even when
3792 * swapping back in. As such, we don't want to create the treasure 3632 * swapping back in. As such, we don't want to create the treasure
3793 * over and ove again, so after we generate the treasure, blank out 3633 * over and ove again, so after we generate the treasure, blank out
3794 * randomitems so if it is swapped in again, it won't make anything. 3634 * randomitems so if it is swapped in again, it won't make anything.
3795 * This is a problem for the above objects, because they have counters 3635 * This is a problem for the above objects, because they have counters
3796 * which say how many times to make the treasure. 3636 * which say how many times to make the treasure.
3797 */ 3637 */
3798 else if (tmp && tmp->arch && tmp->type != PLAYER 3638 else if (tmp && tmp->arch && tmp->type != PLAYER
3799 && tmp->type != TREASURE && tmp->type != SPELL 3639 && tmp->type != TREASURE && tmp->type != SPELL
3800 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && HAS_RANDOM_ITEMS (tmp)) 3640 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3801 { 3641 {
3802 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3642 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3803 tmp->randomitems = NULL; 3643 tmp->randomitems = NULL;
3804 } 3644 }
3645
3646 // close all containers
3647 else if (tmp->type == CONTAINER)
3648 tmp->flag [FLAG_APPLIED] = 0;
3649
3650 tmp = above;
3805 } 3651 }
3806 3652
3807 for (x = 0; x < MAP_WIDTH (m); x++) 3653 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3808 for (y = 0; y < MAP_HEIGHT (m); y++) 3654 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3809 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3810 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3655 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3811 check_trigger (tmp, tmp->above); 3656 check_trigger (tmp, tmp->above);
3812} 3657}
3813 3658
3814/** 3659/**
3815 * Handles player eating food that temporarily changes status (resistances, stats). 3660 * Handles player eating food that temporarily changes status (resistances, stats).
3816 * This used to call cast_change_attr(), but 3661 * This used to call cast_change_attr(), but
3817 * that doesn't work with the new spell code. Since we know what 3662 * that doesn't work with the new spell code. Since we know what
3818 * the food changes, just grab a force and use that instead. 3663 * the food changes, just grab a force and use that instead.
3819 */ 3664 */
3820
3821void 3665void
3822eat_special_food (object *who, object *food) 3666eat_special_food (object *who, object *food)
3823{ 3667{
3824 object *force; 3668 object *force;
3825 int i, did_one = 0; 3669 int i, did_one = 0;
3826 sint8 k;
3827 3670
3828 force = get_archetype (FORCE_NAME); 3671 force = get_archetype (FORCE_NAME);
3829 3672
3830 for (i = 0; i < NUM_STATS; i++) 3673 for (i = 0; i < NUM_STATS; i++)
3831 { 3674 if (sint8 k = food->stats.stat (i))
3832 k = get_attr_value (&food->stats, i);
3833 if (k)
3834 { 3675 {
3835 set_attr_value (&force->stats, i, k); 3676 force->stats.stat (i) = k;
3836 did_one = 1; 3677 did_one = 1;
3837 } 3678 }
3838 }
3839 3679
3840 /* check if we can protect the eater */ 3680 /* check if we can protect the eater */
3841 for (i = 0; i < NROFATTACKS; i++) 3681 for (i = 0; i < NROFATTACKS; i++)
3842 { 3682 {
3843 if (food->resist[i] > 0) 3683 if (food->resist[i] > 0)
3844 { 3684 {
3845 force->resist[i] = food->resist[i] / 2; 3685 force->resist[i] = food->resist[i] / 2;
3846 did_one = 1; 3686 did_one = 1;
3847 } 3687 }
3848 } 3688 }
3689
3849 if (did_one) 3690 if (did_one)
3850 { 3691 {
3851 force->speed = 0.1; 3692 force->set_speed (0.1);
3852 update_ob_speed (force);
3853 /* bigger morsel of food = longer effect time */ 3693 /* bigger morsel of food = longer effect time */
3854 force->stats.food = food->stats.food / 5; 3694 force->duration = food->stats.food / 5;
3855 SET_FLAG (force, FLAG_IS_USED_UP);
3856 SET_FLAG (force, FLAG_APPLIED); 3695 SET_FLAG (force, FLAG_APPLIED);
3857 change_abil (who, force); 3696 change_abil (who, force);
3858 insert_ob_in_ob (force, who); 3697 insert_ob_in_ob (force, who);
3859 } 3698 }
3860 else 3699 else
3863 /* check for hp, sp change */ 3702 /* check for hp, sp change */
3864 if (food->stats.hp != 0) 3703 if (food->stats.hp != 0)
3865 { 3704 {
3866 if (QUERY_FLAG (food, FLAG_CURSED)) 3705 if (QUERY_FLAG (food, FLAG_CURSED))
3867 { 3706 {
3868 strcpy (who->contr->killer, food->name); 3707 assign (who->contr->killer, food->name);
3869 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3708 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3870 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3709 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3871 } 3710 }
3872 else 3711 else
3873 { 3712 {
3892 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!"); 3731 new_draw_info (NDI_UNIQUE, 0, who, "You feel a rush of magical energy!");
3893 who->stats.sp += food->stats.sp; 3732 who->stats.sp += food->stats.sp;
3894 /* place limit on max sp from food? */ 3733 /* place limit on max sp from food? */
3895 } 3734 }
3896 } 3735 }
3897 fix_player (who); 3736 who->update_stats ();
3898} 3737}
3899
3900 3738
3901/** 3739/**
3902 * Designed primarily to light torches/lanterns/etc. 3740 * Designed primarily to light torches/lanterns/etc.
3903 * Also burns up burnable material too. First object in the inventory is 3741 * Also burns up burnable material too. First object in the inventory is
3904 * the selected object to "burn". -b.t. 3742 * the selected object to "burn". -b.t.
3905 */ 3743 */
3906
3907void 3744void
3908apply_lighter (object *who, object *lighter) 3745apply_lighter (object *who, object *lighter)
3909{ 3746{
3910 object *item; 3747 object *item;
3911 int is_player_env = 0; 3748 int is_player_env = 0;
3912 char item_name[MAX_BUF];
3913 3749
3914 item = find_marked_object (who); 3750 item = find_marked_object (who);
3915 if (item) 3751 if (item)
3916 { 3752 {
3917 if (lighter->last_eat && lighter->stats.food) 3753 if (lighter->last_eat && lighter->stats.food)
3935 else if (lighter->last_eat) 3771 else if (lighter->last_eat)
3936 { /* no charges left in lighter */ 3772 { /* no charges left in lighter */
3937 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name); 3773 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with a used up %s.", &item->name, &lighter->name);
3938 return; 3774 return;
3939 } 3775 }
3776
3940 /* Perhaps we should split what we are trying to light on fire? 3777 /* Perhaps we should split what we are trying to light on fire?
3941 * I can't see many times when you would want to light multiple 3778 * I can't see many times when you would want to light multiple
3942 * objects at once. 3779 * objects at once.
3943 */ 3780 */
3944 /* If the item is destroyed, we don't have a valid pointer to the 3781
3945 * name object, so make a copy so the message we print out makes
3946 * some sense.
3947 */
3948 strcpy (item_name, item->name);
3949 if (who == is_player_inv (item)) 3782 if (who == item->in_player ())
3950 is_player_env = 1; 3783 is_player_env = 1;
3951 3784
3952 save_throw_object (item, AT_FIRE, who); 3785 save_throw_object (item, AT_FIRE, who);
3953 /* Change to check count and not freed, since the object pointer 3786
3954 * may have gotten recycled
3955 */
3956 if (item->destroyed ()) 3787 if (item->destroyed ())
3957 { 3788 {
3958 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item_name, &lighter->name); 3789 new_draw_info_format (NDI_UNIQUE, 0, who, "You light the %s with the %s.", &item->name, &lighter->name);
3959 /* Need to update the player so that the players glow radius 3790 /* Need to update the player so that the players glow radius
3960 * gets changed. 3791 * gets changed.
3961 */ 3792 */
3962 if (is_player_env) 3793 if (is_player_env)
3963 fix_player (who); 3794 who->update_stats ();
3964 } 3795 }
3965 else 3796 else
3966 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3797 new_draw_info_format (NDI_UNIQUE, 0, who, "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name);
3967 } 3798 }
3968 else /* nothing to light */ 3799 else /* nothing to light */
4013 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3844 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
4014 blind_player (op, op, power); 3845 blind_player (op, op, power);
4015 } 3846 }
4016 else if (failure <= -80) 3847 else if (failure <= -80)
4017 { /* blast the immediate area */ 3848 { /* blast the immediate area */
4018 object *tmp;
4019
4020 tmp = get_archetype (LOOSE_MANA); 3849 object *tmp = get_archetype (LOOSE_MANA);
4021 cast_magic_storm (op, tmp, power); 3850 cast_magic_storm (op, tmp, power);
4022 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
4023 tmp->destroy (); 3852 tmp->destroy ();
4024 } 3853 }
4025 } 3854 }
4026} 3855}
4027 3856
4047 */ 3876 */
4048 int i, j; 3877 int i, j;
4049 3878
4050 for (i = 0; i < NUM_STATS; i++) 3879 for (i = 0; i < NUM_STATS; i++)
4051 { 3880 {
4052 sint8 stat = get_attr_value (stats, i);
4053 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3881 int race_bonus = pl->arch->clone.stats.stat (i);
3882 sint8 stat = stats->stat (i) + ns->stat (i);
4054 3883
4055 stat += get_attr_value (ns, i);
4056 if (stat > 20 + race_bonus) 3884 if (stat > 20 + race_bonus)
4057 { 3885 {
4058 excess_stat++; 3886 excess_stat++;
4059 stat = 20 + race_bonus; 3887 stat = 20 + race_bonus;
4060 } 3888 }
4061 set_attr_value (stats, i, stat); 3889
3890 stats->stat (i) = stat;
4062 } 3891 }
4063 3892
4064 for (j = 0; excess_stat > 0 && j < 100; j++) 3893 for (j = 0; excess_stat > 0 && j < 100; j++)
4065 { /* try 100 times to assign excess stats */ 3894 { /* try 100 times to assign excess stats */
4066 int i = rndm (0, 6); 3895 int i = rndm (0, 6);
4067 int stat = get_attr_value (stats, i);
4068 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4069 3896
4070 if (i == CHA) 3897 if (i == CHA)
4071 continue; /* exclude cha from this */ 3898 continue; /* exclude cha from this */
3899
3900 int stat = stats->stat (i);
3901 int race_bonus = pl->arch->clone.stats.stat (i);
4072 if (stat < 20 + race_bonus) 3902 if (stat < 20 + race_bonus)
4073 { 3903 {
4074 change_attr_value (stats, i, 1); 3904 change_attr_value (stats, i, 1);
4075 excess_stat--; 3905 excess_stat--;
4076 } 3906 }
4079 /* insert the randomitems from the change's treasurelist into 3909 /* insert the randomitems from the change's treasurelist into
4080 * the player ref: player.c 3910 * the player ref: player.c
4081 */ 3911 */
4082 if (change->randomitems != NULL) 3912 if (change->randomitems != NULL)
4083 give_initial_items (pl, change->randomitems); 3913 give_initial_items (pl, change->randomitems);
4084
4085 3914
4086 /* set up the face, for some races. */ 3915 /* set up the face, for some races. */
4087 3916
4088 /* first, look for the force object banning 3917 /* first, look for the force object banning
4089 * changing the face. Certain races never change face with class. 3918 * changing the face. Certain races never change face with class.

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