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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.65 by root, Mon Feb 5 01:31:26 2007 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) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <cmath>
26
25#include <global.h> 27#include <global.h>
26#include <living.h> 28#include <living.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29#include <tod.h> 31#include <tod.h>
30 32
31#include <sproto.h> 33#include <sproto.h>
32 34
33/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
34#include <sounds.h> 36#include <sounds.h>
35
36/* need math lib for double-precision and pow() in dragon_eat_flesh() */
37#include <math.h>
38 37
39/** 38/**
40 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
41 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
42 */ 41 */
65 { 64 {
66 arch_flag = 1; 65 arch_flag = 1;
67 name_flag = 1; 66 name_flag = 1;
68 race_flag = 1; 67 race_flag = 1;
69 } 68 }
69
70 /* 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,
71 * name or race that matches. 71 * name or race that matches.
72 */ 72 */
73 if ((op->race) && 73 if ((op->race) &&
74 ((!(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)) &&
75 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
76 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
77 {
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && !strcmp (op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->name && op->slaying == victim->arch->name))) ||
84 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
85 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
86 {
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * 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.
234 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
235 233
236 if (depl) 234 if (depl)
237 { 235 {
238 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
239 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
240 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
241 239
242 depl->destroy (); 240 depl->destroy ();
243 op->update_stats (); 241 op->update_stats ();
244 } 242 }
376 force->stats.food *= 10; 374 force->stats.food *= 10;
377 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
378 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
379 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
380 } 378 }
379
381 force->speed_left = -1; 380 force->speed_left = -1;
382 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
383 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
384 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
385 change_abil (op, force); 384 change_abil (op, force);
422 int count = 0; 421 int count = 0;
423 422
424 423
425 if (item == NULL) 424 if (item == NULL)
426 return 0; 425 return 0;
426
427 op = op->below; 427 op = op->below;
428 while (op != NULL) 428 while (op != NULL)
429 { 429 {
430 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
431 { 431 {
436 count++; 436 count++;
437 else 437 else
438 count += op->nrof; 438 count += op->nrof;
439 } 439 }
440 } 440 }
441
441 op = op->below; 442 op = op->below;
442 } 443 }
444
443 return count; 445 return count;
444} 446}
445 447
446/** 448/**
447 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
763{ 765{
764 object *otmp; 766 object *otmp;
765 767
766 if (op->type != PLAYER) 768 if (op->type != PLAYER)
767 return 0; 769 return 0;
770
768 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))
769 { 772 {
770 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.");
771 return 0; 774 return 0;
772 } 775 }
776
773 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
774 if (!otmp) 778 if (!otmp)
775 { 779 {
776 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.");
777 return 0; 781 return 0;
778 } 782 }
783
779 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
780 { 785 {
781 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");
782 return 0; 787 return 0;
783 } 788 }
789
784 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
785 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
786 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
787 return 1; 793 return 1;
788} 794}
1013 * Handle apply on containers. 1019 * Handle apply on containers.
1014 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1015 * 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]
1016 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1017 */ 1023 */
1018
1019int 1024int
1020apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1021{ 1026{
1022 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1023 object *tmp;
1024
1025 if (op->type != PLAYER)
1026 return 0; /* This might change */ 1028 return 0; /* This might change */
1027 1029
1028 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1029 { 1031 {
1030 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]");
1031 return 0; 1033 return 0;
1032 } 1034 }
1033 1035
1034 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1035 1037
1036 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;
1037 { 1042 }
1038 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)
1039 { 1048 {
1040 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1041 return 1; 1051 return 1;
1042 } 1052 }
1043 1053 else if (!sack->env)
1044 /* It's on the ground, the problems begin */
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
1125 if (sack->env == NULL)
1126 { /* if it's on ground,open it also */
1127 new_draw_info (NDI_UNIQUE, 0, op, buf);
1128 apply_container (op, sack);
1129 return 1;
1130 }
1131 }
1132 else
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 else
1136 {
1137 sprintf (buf, "You readied %s.", query_name (sack));
1138 SET_FLAG (sack, FLAG_APPLIED);
1139
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 1083
1149 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1150
1151 if (op->contr)
1152 op->contr->ns->floorbox_update ();
1153 1085
1154 return 1; 1086 return 1;
1155} 1087}
1156
1157/**
1158 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1159 * the player has in their inventory, eg, sacks, luggages, etc.
1160 *
1161 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1162 * This version is for client/server mode.
1163 * op is the player, sack is the container the player is opening or closing.
1164 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1165 *
1166 * Reminder - there are three states for any container - closed (non applied),
1167 * applied (not open, but objects that match get tossed into it), and open
1168 * (applied flag set, and op->container points to the open container)
1169 */
1170
1171int
1172esrv_apply_container (object *op, object *sack)
1173{
1174 object *tmp = op->container;
1175
1176 if (op->type != PLAYER)
1177 return 0; /* This might change */
1178
1179 if (sack == NULL || sack->type != CONTAINER)
1180 {
1181 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1182 return 0;
1183 }
1184
1185 /* If we have a currently open container, then it needs to be closed in all cases
1186 * if we are opening this one up. We then fall through if appropriate for
1187 * openening the new container.
1188 */
1189
1190 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1191 {
1192 if (op->container->env != op)
1193 { /* if container is on the ground */
1194 op->container->move_off = 0;
1195 }
1196
1197 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1198 return 1;
1199
1200 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1201 CLEAR_FLAG (op->container, FLAG_APPLIED);
1202 op->container = NULL;
1203 esrv_update_item (UPD_FLAGS, op, tmp);
1204 if (tmp == sack)
1205 return 1;
1206 }
1207
1208
1209 /* If the player is trying to open it (which he must be doing if we got here),
1210 * and it is locked, check to see if player has the equipment to open it.
1211 */
1212
1213 if (sack->slaying)
1214 { /* it's locked */
1215 tmp = find_key (op, op, sack);
1216 if (tmp)
1217 {
1218 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1219 }
1220 else
1221 {
1222 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1223 return 0;
1224 }
1225 }
1226
1227 /* By the time we get here, we have made sure any other container has been closed and
1228 * if this is a locked container, the player they key to open it.
1229 */
1230
1231 /* There are really two cases - the sack is either on the ground, or the sack is
1232 * part of the players inventory. If on the ground, we assume that the player is
1233 * opening it, since if it was being closed, that would have been taken care of above.
1234 */
1235
1236
1237 if (sack->env != op)
1238 {
1239 /* Hypothetical case - the player is trying to open a sack that belong to someone
1240 * else. This normally should not happen, but a misbehaving client/player could
1241 * try to do it, so lets handle it gracefully.
1242 */
1243 if (sack->env)
1244 {
1245 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1246 return 0;
1247 }
1248 /* set these so when the player walks off, we can unapply the sack */
1249 sack->move_off = MOVE_ALL; /* trying force closing it */
1250
1251 CLEAR_FLAG (sack, FLAG_APPLIED);
1252 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1253 SET_FLAG (sack, FLAG_APPLIED);
1254 op->container = sack;
1255 esrv_update_item (UPD_FLAGS, op, sack);
1256 esrv_send_inventory (op, sack);
1257
1258 }
1259 else
1260 { /* sack is in players inventory */
1261 if (QUERY_FLAG (sack, FLAG_APPLIED))
1262 { /* readied sack becoming open */
1263 CLEAR_FLAG (sack, FLAG_APPLIED);
1264 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1265 SET_FLAG (sack, FLAG_APPLIED);
1266 op->container = sack;
1267 esrv_update_item (UPD_FLAGS, op, sack);
1268 esrv_send_inventory (op, sack);
1269 }
1270 else
1271 {
1272 CLEAR_FLAG (sack, FLAG_APPLIED);
1273 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1274 SET_FLAG (sack, FLAG_APPLIED);
1275 esrv_update_item (UPD_FLAGS, op, sack);
1276 }
1277 }
1278 return 1;
1279}
1280
1281 1088
1282/** 1089/**
1283 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1284 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1285 */ 1092 */
1698 1505
1699 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1700 goto leave; 1507 goto leave;
1701 1508
1702 case CONTAINER: 1509 case CONTAINER:
1703 if (victim->type == PLAYER)
1704 (void) esrv_apply_container (victim, trap);
1705 else
1706 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1707 goto leave; 1511 goto leave;
1708 1512
1709 case RUNE: 1513 case RUNE:
1710 case TRAP: 1514 case TRAP:
1711 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1771 1575
1772 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1773 1577
1774 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1775 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1776 "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);
1777 1582
1778 /* gain xp from reading */ 1583 /* gain xp from reading */
1779 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1780 { /* only if not read before */ 1585 { /* only if not read before */
1781 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1937 return; 1742 return;
1938 } 1743 }
1939 1744
1940 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1941 { 1746 {
1942 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]");
1943 return; 1748 return;
1944 } 1749 }
1945 1750
1946 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);
1947 1752
1970 { 1775 {
1971 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1972 1777
1973 if (!spell_skill) 1778 if (!spell_skill)
1974 { 1779 {
1975 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);
1976 return; 1781 return;
1977 } 1782 }
1978 1783
1979 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1980 { 1785 {
2014 else 1819 else
2015 { 1820 {
2016 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2017 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");
2018 } 1823 }
1824
2019 decrease_ob (tmp); 1825 decrease_ob (tmp);
2020} 1826}
2021 1827
2022/** 1828/**
2023 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2278 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2279 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2280 chance = MIN (100., chance * 2.); 2086 chance = MIN (100., chance * 2.);
2281 2087
2282 /* 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!) */
2283 if (rndm (10000) < (int) (chance * 100)) 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2284 { 2090 {
2285 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2286 winners++; 2092 winners++;
2287 } 2093 }
2288 2094
2447 continue; /*Not a valid exit */ 2253 continue; /*Not a valid exit */
2448 2254
2449 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2450 continue; /*Not in the same place */ 2256 continue; /*Not in the same place */
2451 2257
2452 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2258 if (exit->map->path != EXIT_PATH (tmp))
2453 continue; /*Not in the same map */ 2259 continue; /*Not in the same map */
2454 2260
2455 /* 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
2456 * 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
2457 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2489 } 2295 }
2490 } 2296 }
2491 2297
2492 return 0; 2298 return 0;
2493} 2299}
2494
2495 2300
2496/** 2301/**
2497 * Main apply handler. 2302 * Main apply handler.
2498 * 2303 *
2499 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2507 * being applied. 2312 * being applied.
2508 * 2313 *
2509 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2510 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2511 */ 2316 */
2512
2513int 2317int
2514manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2515{ 2319{
2516 if (tmp->head) 2320 if (tmp->head)
2517 tmp = tmp->head; 2321 tmp = tmp->head;
2555 case EXIT: 2359 case EXIT:
2556 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2557 return 0; 2361 return 0;
2558 2362
2559 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2560 {
2561 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));
2562 }
2563 else 2365 else
2564 { 2366 {
2565 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2566 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2567 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2568 2370
2569 op->enter_exit (tmp); 2371 op->enter_exit (tmp);
2570 } 2372 }
2373
2571 return 1; 2374 return 1;
2572 2375
2573 case SIGN: 2376 case SIGN:
2574 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2575 return 1; 2378 return 1;
2579 { 2382 {
2580 apply_book (op, tmp); 2383 apply_book (op, tmp);
2581 return 1; 2384 return 1;
2582 } 2385 }
2583 else 2386 else
2584 {
2585 return 0; 2387 return 0;
2586 }
2587 2388
2588 case SKILLSCROLL: 2389 case SKILLSCROLL:
2589 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2590 { 2391 {
2591 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2592 return 1; 2393 return 1;
2593 } 2394 }
2395 else
2594 return 0; 2396 return 0;
2595 2397
2596 case SPELLBOOK: 2398 case SPELLBOOK:
2597 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2598 { 2400 {
2599 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2600 return 1; 2402 return 1;
2601 } 2403 }
2404 else
2602 return 0; 2405 return 0;
2603 2406
2604 case SCROLL: 2407 case SCROLL:
2605 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2606 return 1; 2409 return 1;
2607 2410
2608 case POTION: 2411 case POTION:
2609 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2610 return 1; 2413 return 1;
2611 2414
2612 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2613 case CLOSE_CON: 2417 case CLOSE_CON:
2614 if (op->type == PLAYER)
2615 (void) esrv_apply_container (op, tmp->env);
2616 else
2617 (void) apply_container (op, tmp->env); 2418 apply_container (op, tmp->env);
2618 return 1; 2419 return 1;
2619 2420
2620 case CONTAINER: 2421 case CONTAINER:
2621 if (op->type == PLAYER)
2622 (void) esrv_apply_container (op, tmp);
2623 else
2624 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2625 return 1; 2423 return 1;
2626 2424
2627 case TREASURE: 2425 case TREASURE:
2628 if (op->type == PLAYER) 2426 if (op->type == PLAYER)
2629 { 2427 {
2630 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2631 return 1; 2429 return 1;
2632 } 2430 }
2633 else 2431 else
2634 {
2635 return 0; 2432 return 0;
2636 }
2637 2433
2638 case WEAPON: 2434 case WEAPON:
2639 case ARMOUR: 2435 case ARMOUR:
2640 case BOOTS: 2436 case BOOTS:
2641 case GLOVES: 2437 case GLOVES:
2654 case LAMP: 2450 case LAMP:
2655 case BUILDER: 2451 case BUILDER:
2656 case SKILL_TOOL: 2452 case SKILL_TOOL:
2657 if (tmp->env != op) 2453 if (tmp->env != op)
2658 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2659 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2660 return 1; 2457 return 1;
2661 2458
2662 case DRINK: 2459 case DRINK:
2663 case FOOD: 2460 case FOOD:
2664 case FLESH: 2461 case FLESH:
2680 } 2477 }
2681 else 2478 else
2682 return 0; 2479 return 0;
2683 2480
2684 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2685 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2686 return 1; 2483 return 1;
2687 2484
2688 case CLOCK: 2485 case CLOCK:
2689 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2690 { 2487 {
2698 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2699 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2700 return 1; 2497 return 1;
2701 } 2498 }
2702 else 2499 else
2703 {
2704 return 0; 2500 return 0;
2705 }
2706 2501
2707 case MENU: 2502 case MENU:
2708 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2709 { 2504 {
2710 shop_listing (op); 2505 shop_listing (tmp, op);
2711 return 1; 2506 return 1;
2712 } 2507 }
2713 else 2508 else
2714 {
2715 return 0; 2509 return 0;
2716 }
2717 2510
2718 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2719 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2720 return 1; 2513 return 1;
2721 2514
2724 { 2517 {
2725 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2726 return 1; 2519 return 1;
2727 } 2520 }
2728 else 2521 else
2729 {
2730 return 0; 2522 return 0;
2731 }
2732 2523
2733 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2734 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2735 return 1; 2526 return 1;
2736 2527
2789/** 2580/**
2790 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2791 * 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
2792 * we use the ground. 2583 * we use the ground.
2793 */ 2584 */
2794
2795void 2585void
2796player_apply_below (object *pl) 2586player_apply_below (object *pl)
2797{ 2587{
2798 object *tmp, *next;
2799 int floors; 2588 int floors = 0;
2800 2589
2801 /* 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
2802 * item in the container. Otherwise, use the map. 2591 * item in the container. Otherwise, use the map.
2803 */
2804 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2805
2806 /* 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
2807 * 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
2808 * 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
2809 * 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
2810 * not return a proper value. 2596 * not return a proper value.
2811 */ 2597 */
2812 for (floors = 0; tmp != NULL; tmp = next) 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2813 { 2599 {
2814 next = tmp->below; 2600 next = tmp->below;
2601
2815 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2816 floors++; 2603 floors++;
2817 else if (floors > 0) 2604 else if (floors > 0)
2818 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2819 2606
2839 * 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.
2840 */ 2627 */
2841static int 2628static int
2842unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2843{ 2630{
2844 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)))
2845 return RESULT_INT (0); 2633 return RESULT_INT (0);
2846 2634
2847 object *tmp2; 2635 object *tmp2;
2848 2636
2849 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2850 switch (op->type) 2639 switch (op->type)
2851 { 2640 {
2852 case WEAPON: 2641 case WEAPON:
2853 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));
2854 2643
2855 (void) change_abil (who, op); 2644 change_abil (who, op);
2856 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2857 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
2858 clear_skill (who); 2656 clear_skill (who);
2859 break; 2657 break;
2860 2658
2861 case SKILL: /* allows objects to impart skills */ 2659 case SKILL: /* allows objects to impart skills */
2862 case SKILL_TOOL: 2660 case SKILL_TOOL:
2863 if (op != who->chosen_skill) 2661 if (op != who->chosen_skill)
2864 {
2865 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)
2866 } 2665 {
2867 if (who->type == PLAYER)
2868 {
2869 if (who->contr->shoottype == range_skill)
2870 who->contr->shoottype = range_none;
2871 if (!op->invisible) 2666 if (!op->invisible)
2872 {
2873 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));
2874 }
2875 else 2668 else
2876 {
2877 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);
2878 } 2670 }
2879 } 2671
2880 (void) change_abil (who, op); 2672 change_abil (who, op);
2881 who->chosen_skill = NULL; 2673 who->chosen_skill = 0;
2882 CLEAR_FLAG (who, FLAG_READY_SKILL); 2674 CLEAR_FLAG (who, FLAG_READY_SKILL);
2883 break; 2675 break;
2884 2676
2885 case ARMOUR: 2677 case ARMOUR:
2886 case HELMET: 2678 case HELMET:
2891 case AMULET: 2683 case AMULET:
2892 case GIRDLE: 2684 case GIRDLE:
2893 case BRACERS: 2685 case BRACERS:
2894 case CLOAK: 2686 case CLOAK:
2895 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));
2896 (void) change_abil (who, op); 2688 change_abil (who, op);
2897 break; 2689 break;
2690
2898 case LAMP: 2691 case LAMP:
2899 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);
2900 tmp2 = arch_to_object (op->other_arch); 2693 tmp2 = arch_to_object (op->other_arch);
2901 tmp2->x = op->x; 2694 tmp2->x = op->x;
2902 tmp2->y = op->y; 2695 tmp2->y = op->y;
2907 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2700 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2908 2701
2909 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2702 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2910 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2703 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2911 2704
2912 if (who->type == PLAYER) 2705 if (who->contr)
2913 esrv_del_item (who->contr, op->count); 2706 esrv_del_item (who->contr, op->count);
2914 2707
2915 op->destroy (); 2708 op->destroy ();
2916 insert_ob_in_ob (tmp2, who); 2709 insert_ob_in_ob (tmp2, who);
2917 who->update_stats (); 2710 who->update_stats ();
2711
2918 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2712 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2919 { 2713 {
2920 if (who->type == PLAYER) 2714 if (who->contr)
2921 { 2715 {
2922 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!");
2923 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2717 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2924 } 2718 }
2925 } 2719 }
2926 if (who->type == PLAYER) 2720
2721 if (who->contr)
2927 esrv_send_item (who, tmp2); 2722 esrv_send_item (who, tmp2);
2723
2928 return 1; /* otherwise, an attempt to drop causes problems */ 2724 return 1; /* otherwise, an attempt to drop causes problems */
2929 break; 2725
2930 case BOW: 2726 case BOW:
2931 case WAND: 2727 case WAND:
2932 case ROD: 2728 case ROD:
2933 case HORN: 2729 case HORN:
2934 clear_skill (who); 2730 clear_skill (who);
2731
2732 if (who->contr)
2733 {
2935 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));
2936 if (who->type == PLAYER) 2735
2937 { 2736 if (who->contr->ranged_ob == op)
2938 who->contr->shoottype = range_none; 2737 who->contr->ranged_ob = 0;
2738
2739 if (who->current_weapon == op)
2740 who->current_weapon = 0;
2939 } 2741 }
2940 else 2742 else
2941 { 2743 {
2942 if (op->type == BOW) 2744 if (op->type == BOW)
2943 CLEAR_FLAG (who, FLAG_READY_BOW); 2745 CLEAR_FLAG (who, FLAG_READY_BOW);
2944 else 2746 else
2945 CLEAR_FLAG (who, FLAG_READY_RANGE); 2747 CLEAR_FLAG (who, FLAG_READY_RANGE);
2946 } 2748 }
2749
2947 break; 2750 break;
2948 2751
2949 case BUILDER: 2752 case BUILDER:
2753 if (who->contr)
2754 {
2950 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));
2951 who->contr->shoottype = range_none; 2756
2952 who->contr->ranges[range_builder] = NULL; 2757 if (who->contr->ranged_ob == op)
2758 who->contr->ranged_ob = 0;
2759 }
2953 break; 2760 break;
2954 2761
2955 default: 2762 default:
2956 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));
2957 break; 2764 break;
2959 2766
2960 who->update_stats (); 2767 who->update_stats ();
2961 2768
2962 if (!(aflags & AP_NO_MERGE)) 2769 if (!(aflags & AP_NO_MERGE))
2963 { 2770 {
2964 object *tmp;
2965
2966 tmp = merge_ob (op, NULL); 2771 object *tmp = merge_ob (op, 0);
2967 if (who->type == PLAYER) 2772
2773 if (who->contr)
2968 { 2774 {
2969 if (tmp) 2775 if (tmp)
2970 { /* it was merged */ 2776 { /* it was merged */
2971 esrv_del_item (who->contr, op->count); 2777 esrv_del_item (who->contr, op->count);
2972 op = tmp; 2778 op = tmp;
2973 } 2779 }
2974 2780
2975 esrv_send_item (who, op); 2781 esrv_send_item (who, op);
2976 } 2782 }
2977 } 2783 }
2784
2978 return 0; 2785 return 0;
2979} 2786}
2980 2787
2981/** 2788/**
2982 * Returns the object that is using location 'loc'. 2789 * Returns the object that is using location 'loc'.
2990 * 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.
2991 * don't return invisible objects unless they are skill objects 2798 * don't return invisible objects unless they are skill objects
2992 * invisible other objects that use 2799 * invisible other objects that use
2993 * up body locations can be used as restrictions. 2800 * up body locations can be used as restrictions.
2994 */ 2801 */
2995object * 2802static object *
2996get_item_from_body_location (object *start, int loc) 2803get_item_from_body_location (int loc, object *start)
2997{ 2804{
2998 object *tmp;
2999
3000 if (!start) 2805 if (start)
3001 return NULL;
3002
3003 for (tmp = start; tmp; tmp = tmp->below) 2806 for (object *tmp = start; tmp; tmp = tmp->below)
3004 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))
3005 return tmp; 2808 return tmp;
3006 2809
3007 return NULL; 2810 return 0;
3008} 2811}
3009
3010
3011 2812
3012/** 2813/**
3013 * '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.
3014 * This should only be called when it is known 2815 * This should only be called when it is known
3015 * that there are objects to unapply. This makes pretty heavy 2816 * that there are objects to unapply. This makes pretty heavy
3021 * another function that does just that. 2822 * another function that does just that.
3022 */ 2823 */
3023int 2824int
3024unapply_for_ob (object *who, object *op, int aflags) 2825unapply_for_ob (object *who, object *op, int aflags)
3025{ 2826{
3026 int i; 2827 if (op->is_range ())
3027 object *tmp = NULL, *last;
3028
3029 /* If we are applying a shield or weapon, unapply any equipped shield
3030 * or weapons first - only allowed to use one weapon/shield at a time.
3031 */
3032 if (op->type == WEAPON || op->type == SHIELD)
3033 {
3034 for (tmp = who->inv; tmp; tmp = tmp->below) 2828 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3035 {
3036 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3037 {
3038 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)))
3039 { 2831 {
3040 if (aflags & AP_PRINT) 2832 if (aflags & AP_PRINT)
3041 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2833 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3042 else 2834 else
3043 unapply_special (who, tmp, aflags); 2835 unapply_special (who, tmp, aflags);
3044 } 2836 }
3045 else 2837 else
3046 { 2838 {
3047 /* 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.
3048 * 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
3049 * at least generate the message. 2841 * at least generate the message.
3050 */ 2842 */
3051 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));
3052 return 1; 2844 return 1;
3053 }
3054
3055 } 2845 }
3056 }
3057 }
3058 2846
3059 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2847 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3060 { 2848 {
3061 /* this used up a slot that we need to free */ 2849 /* this used up a slot that we need to free */
3062 if (op->body_info[i]) 2850 if (op->slot[i].info)
3063 { 2851 {
3064 last = who->inv; 2852 object *last = who->inv;
3065 2853
3066 /* 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
3067 * to free up enough slots. 2855 * to free up enough slots.
3068 */ 2856 */
3069 while ((who->body_used[i] + op->body_info[i]) < 0) 2857 while ((who->slot[i].used + op->slot[i].info) < 0)
3070 { 2858 {
3071 tmp = get_item_from_body_location (last, i); 2859 object *tmp = get_item_from_body_location (i, last);
2860
3072 if (!tmp) 2861 if (!tmp)
3073 { 2862 {
3074#if 0 2863#if 0
3075 /* 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
3076 * equipped. 2865 * equipped.
3077 */ 2866 */
3078 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);
3079#endif 2868#endif
3080 return 1; 2869 return 1;
3081 } 2870 }
2871
3082 /* 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 */
3083 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))))
3084 { 2874 {
3085 if (aflags & AP_PRINT) 2875 if (aflags & AP_PRINT)
3086 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2876 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3094 * 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
3095 * one cursed ring.) 2885 * one cursed ring.)
3096 */ 2886 */
3097 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));
3098 } 2888 }
2889
3099 last = tmp->below; 2890 last = tmp->below;
3100 } 2891 }
3101 /* 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
3102 * return in the !tmp would have kicked in. 2893 * return in the !tmp would have kicked in.
3103 */ 2894 */
3104 } /* if op is using this body location */ 2895 } /* if op is using this body location */
3105 } /* for body lcoations */ 2896 } /* for body lcoations */
2897
3106 return 0; 2898 return 0;
3107} 2899}
3108 2900
3109/** 2901/**
3110 * Checks to see if 'who' can apply object 'op'. 2902 * Checks to see if 'who' can apply object 'op'.
3111 * Returns 0 if apply can be done without anything special. 2903 * Returns 0 if apply can be done without anything special.
3112 * Otherwise returns a bitmask - potentially several of these may be 2904 * Otherwise returns a bitmask - potentially several of these may be
3113 * set, but largely depends on circumstance - in the future, processing 2905 * set, but largely depends on circumstance - in the future, processing
3114 * 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
3115 * 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?)
3116 * 2908 *
3117 * See include/define.h for detailed description of the meaning of 2909 * See include/define.h for detailed description of the meaning of
3118 * these return values. 2910 * these return values.
3119 */ 2911 */
3121can_apply_object (object *who, object *op) 2913can_apply_object (object *who, object *op)
3122{ 2914{
3123 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)))
3124 return RESULT_INT (0); 2916 return RESULT_INT (0);
3125 2917
3126 int i, retval = 0; 2918 int retval = 0;
3127 object *tmp = NULL, *ws = NULL; 2919 object *tmp = 0, *ws = 0;
3128 2920
3129 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2921 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3130 * 2 weapons, but we don't want to let them do that. So if they are
3131 * trying to equip a weapon or shield, see if they already have one
3132 * in place and store that way.
3133 */
3134 if (op->type == WEAPON || op->type == SHIELD)
3135 { 2922 {
3136 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2923 if (op->slot[i].info)
3137 { 2924 {
3138 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)
3139 { 2927 {
3140 retval = CAN_APPLY_UNAPPLY;
3141 ws = tmp;
3142 }
3143 }
3144 }
3145
3146
3147 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3148 {
3149 if (op->body_info[i])
3150 {
3151 /* Item uses more slots than we have */
3152 if (FABS (op->body_info[i]) > who->body_info[i])
3153 {
3154 /* Could return now for efficiently - rest of info below isn' 2928 /* Could return now for efficiency - rest of info below isn't
3155 * really needed. 2929 * really needed.
3156 */ 2930 */
3157 retval |= CAN_APPLY_NEVER; 2931 retval |= CAN_APPLY_NEVER;
3158 } 2932 }
3159 else if ((who->body_used[i] + op->body_info[i]) < 0) 2933 else if ((who->slot[i].used + op->slot[i].info) < 0)
3160 { 2934 {
3161 /* in this case, equipping this would use more free spots than 2935 /* in this case, equipping this would use more free spots than
3162 * we have. 2936 * we have.
3163 */ 2937 */
3164 object *tmp1;
3165
3166 2938
3167 /* 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
3168 * enough slots to equip the new item, then just set this can 2940 * enough slots to equip the new item, then just set "can
3169 * 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
3170 * shield equipped and try to equip another shield, there is only 2942 * shield equipped and try to equip another shield, there is only
3171 * one choice. However, the check for the number of body locations 2943 * one choice. However, the check for the number of body locations
3172 * does take into the account cases where what is being applied 2944 * does take into the account cases where what is being applied
3173 * may be two handed for example. 2945 * may be two handed for example.
3174 */ 2946 */
3175 if (ws) 2947 if (ws)
3176 { 2948 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3177 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3178 { 2949 {
3179 retval |= CAN_APPLY_UNAPPLY; 2950 retval |= CAN_APPLY_UNAPPLY;
3180 continue; 2951 continue;
3181 } 2952 }
3182 }
3183 2953
3184 tmp1 = get_item_from_body_location (who->inv, i); 2954 object *tmp1 = get_item_from_body_location (i, who->inv);
3185 if (!tmp1) 2955 if (!tmp1)
3186 { 2956 {
3187#if 0 2957#if 0
3188 /* 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
3189 * join in with more stuff equipped than they are now allowed. 2959 * join in with more stuff equipped than they are now allowed.
3200 */ 2970 */
3201 retval |= CAN_APPLY_UNAPPLY; 2971 retval |= CAN_APPLY_UNAPPLY;
3202 if (!tmp) 2972 if (!tmp)
3203 tmp = tmp1; 2973 tmp = tmp1;
3204 else if (tmp != tmp1) 2974 else if (tmp != tmp1)
3205 {
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 2975 retval |= CAN_APPLY_UNAPPLY_MULT;
3207 } 2976
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 2979 * the slots, the player then has a choice.
3211 */ 2980 */
3212 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)
3213 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2983 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3214 2984
3215 /* Does unequippint 'tmp1' free up enough slots for this to be 2985 /* Does unequippint 'tmp1' free up enough slots for this to be
3216 * equipped? If not, there must be something else to unapply. 2986 * equipped? If not, there must be something else to unapply.
3217 */ 2987 */
3218 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)
3219 retval |= CAN_APPLY_UNAPPLY_MULT; 2989 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3221 } 2990 }
3222 } /* if not enough free slots */ 2991 } /* if not enough free slots */
3223 } /* if this object uses location i */ 2992 } /* if this object uses location i */
3224 } /* for i -> num_body_locations loop */ 2993 } /* for i -> num_body_locations loop */
3225 2994
3230 * 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
3231 * all use the same location. 3000 * all use the same location.
3232 */ 3001 */
3233 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3002 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3234 retval |= CAN_APPLY_RESTRICTION; 3003 retval |= CAN_APPLY_RESTRICTION;
3004
3235 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3005 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3236 retval |= CAN_APPLY_RESTRICTION; 3006 retval |= CAN_APPLY_RESTRICTION;
3237 3007
3238
3239 if (who->type != PLAYER) 3008 if (who->type != PLAYER)
3240 { 3009 {
3241 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))
3242 retval |= CAN_APPLY_RESTRICTION; 3011 retval |= CAN_APPLY_RESTRICTION;
3012
3243 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3013 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3244 retval |= CAN_APPLY_RESTRICTION; 3014 retval |= CAN_APPLY_RESTRICTION;
3015
3245 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3016 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3246 retval |= CAN_APPLY_RESTRICTION; 3017 retval |= CAN_APPLY_RESTRICTION;
3018
3247 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3019 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3020 retval |= CAN_APPLY_RESTRICTION;
3249 } 3021 }
3022
3250 return retval; 3023 return retval;
3251} 3024}
3252
3253
3254 3025
3255/** 3026/**
3256 * 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.
3257 * 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,
3258 * 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
3277int 3048int
3278apply_special (object *who, object *op, int aflags) 3049apply_special (object *who, object *op, int aflags)
3279{ 3050{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3051 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop = NULL; 3052 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3053
3284 if (who == NULL) 3054 if (who == NULL)
3285 { 3055 {
3286 LOG (llevError, "apply_special() from object without environment.\n"); 3056 LOG (llevError, "apply_special() from object without environment.\n");
3287 return 1; 3057 return 1;
3297 if (basic_flag == AP_APPLY) 3067 if (basic_flag == AP_APPLY)
3298 return 0; 3068 return 0;
3299 3069
3300 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)))
3301 { 3071 {
3302 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));
3303 return 1; 3073 return 1;
3304 } 3074 }
3075
3305 return unapply_special (who, op, aflags); 3076 return unapply_special (who, op, aflags);
3306 } 3077 }
3307 3078
3308 if (basic_flag == AP_UNAPPLY) 3079 if (basic_flag == AP_UNAPPLY)
3309 return 0; 3080 return 0;
3310 3081
3311 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 }
3312 3106
3313 /* 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 */
3314 if (i) 3108 if (int i = can_apply_object (who, op))
3315 { 3109 {
3316 if (i & CAN_APPLY_NEVER) 3110 if (i & CAN_APPLY_NEVER)
3317 { 3111 {
3318 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));
3319 return 1; 3113 return 1;
3321 else if (i & CAN_APPLY_RESTRICTION) 3115 else if (i & CAN_APPLY_RESTRICTION)
3322 { 3116 {
3323 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));
3324 return 1; 3118 return 1;
3325 } 3119 }
3120
3326 if (who->type != PLAYER) 3121 if (who->type != PLAYER)
3327 { 3122 {
3328 /* Some error, so don't try to equip something more */ 3123 /* Some error, so don't try to equip something more */
3329 if (unapply_for_ob (who, op, aflags)) 3124 if (unapply_for_ob (who, op, aflags))
3330 return 1; 3125 return 1;
3336 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:"); 3131 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3337 unapply_for_ob (who, op, AP_PRINT); 3132 unapply_for_ob (who, op, AP_PRINT);
3338 return 1; 3133 return 1;
3339 } 3134 }
3340 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))
3341 {
3342 i = unapply_for_ob (who, op, aflags); 3136 if (unapply_for_ob (who, op, aflags))
3343 if (i)
3344 return 1; 3137 return 1;
3345 }
3346 } 3138 }
3347 } 3139 }
3348 3140
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3141 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3350 { 3142 {
3351 skop = find_skill_by_name (who, op->skill); 3143 skop = find_skill_by_name (who, op->skill);
3144
3352 if (!skop) 3145 if (!skop)
3353 { 3146 {
3354 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);
3355 return 1; 3148 return 1;
3356 } 3149 }
3357 else 3150 else
3358 {
3359 /* While experience will be credited properly, we want to change the 3151 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated 3152 * skill so that the dam and wc get updated
3361 */ 3153 */
3362 change_skill (who, skop, 0); 3154 change_skill (who, skop, 0);
3363 }
3364 }
3365
3366 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3367 { 3155 }
3368 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]");
3369 return 1; 3164 return 1;
3370 } 3165 }
3371
3372 3166
3373 /* 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.
3374 * Note that we don't have the checks for can_use_... 3168 * Note that we don't have the checks for can_use_...
3375 * below - that is already taken care of by can_apply_object. 3169 * below - that is already taken care of by can_apply_object.
3376 */ 3170 */
3377
3378
3379 if (op->nrof > 1) 3171 if (op->nrof > 1)
3380 tmp = get_split_ob (op, op->nrof - 1); 3172 tmp = get_split_ob (op, op->nrof - 1);
3381 else 3173 else
3382 tmp = NULL; 3174 tmp = 0;
3383 3175
3384 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)))
3385 return RESULT_INT (0); 3177 return RESULT_INT (0);
3386 3178
3387 switch (op->type) 3179 switch (op->type)
3388 { 3180 {
3389 case WEAPON: 3181 case WEAPON:
3390 if (!check_weapon_power (who, op->last_eat)) 3182 if (!check_weapon_power (who, op->last_eat))
3391 { 3183 {
3392 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"
3393 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3185 "It would consume your soul!.");
3186
3394 if (tmp != NULL) 3187 if (tmp)
3395 (void) insert_ob_in_ob (tmp, who); 3188 insert_ob_in_ob (tmp, who);
3189
3396 return 1; 3190 return 1;
3397 } 3191 }
3398 3192
3399 //TODO: this obviously fails for players using a shiorter prefix 3193 //TODO: this obviously fails for players using a shorter prefix
3400 // i.e. "R" can use Ragnarok's swors. 3194 // i.e. "R" can use Ragnarok's sword.
3401 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3195 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3402 { 3196 {
3403 /* 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. */
3404 /* (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) */
3405 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.");
3408 insert_ob_in_ob (tmp, who); 3202 insert_ob_in_ob (tmp, who);
3409 3203
3410 return 1; 3204 return 1;
3411 } 3205 }
3412 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
3413 SET_FLAG (op, FLAG_APPLIED); 3213 SET_FLAG (op, FLAG_APPLIED);
3414
3415 if (skop)
3416 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
3417 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3219 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3418 SET_FLAG (who, FLAG_READY_WEAPON); 3220 SET_FLAG (who, FLAG_READY_WEAPON);
3419 3221
3420 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));
3421 3223
3422 (void) change_abil (who, op); 3224 change_abil (who, op);
3423 break; 3225 break;
3424 3226
3425 case ARMOUR: 3227 case ARMOUR:
3426 case HELMET: 3228 case HELMET:
3427 case SHIELD: 3229 case SHIELD:
3432 case CLOAK: 3234 case CLOAK:
3433 case RING: 3235 case RING:
3434 case AMULET: 3236 case AMULET:
3435 SET_FLAG (op, FLAG_APPLIED); 3237 SET_FLAG (op, FLAG_APPLIED);
3436 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));
3437 (void) change_abil (who, op); 3239 change_abil (who, op);
3438 break; 3240 break;
3241
3439 case LAMP: 3242 case LAMP:
3440 if (op->stats.food < 1) 3243 if (op->stats.food < 1)
3441 { 3244 {
3442 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);
3443 return 1; 3246 return 1;
3444 } 3247 }
3248
3445 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);
3446 tmp2 = arch_to_object (op->other_arch); 3250 tmp2 = arch_to_object (op->other_arch);
3447 tmp2->stats.food = op->stats.food; 3251 tmp2->stats.food = op->stats.food;
3448 SET_FLAG (tmp2, FLAG_APPLIED); 3252 SET_FLAG (tmp2, FLAG_APPLIED);
3253
3449 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3254 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3450 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3255 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3256
3451 insert_ob_in_ob (tmp2, who); 3257 insert_ob_in_ob (tmp2, who);
3452 3258
3453 /* Remove the old lantern */ 3259 /* Remove the old lantern */
3454 if (who->type == PLAYER) 3260 if (who->type == PLAYER)
3455 esrv_del_item (who->contr, op->count); 3261 esrv_del_item (who->contr, op->count);
3456 3262
3457 op->destroy (); 3263 op->destroy ();
3458 3264
3459 /* insert the portion that was split off */ 3265 /* insert the portion that was split off */
3460 if (tmp != NULL) 3266 if (tmp)
3461 { 3267 {
3462 (void) insert_ob_in_ob (tmp, who); 3268 insert_ob_in_ob (tmp, who);
3463 if (who->type == PLAYER) 3269 if (who->type == PLAYER)
3464 esrv_send_item (who, tmp); 3270 esrv_send_item (who, tmp);
3465 } 3271 }
3272
3466 who->update_stats (); 3273 who->update_stats ();
3274
3467 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3275 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3468 {
3469 if (who->type == PLAYER) 3276 if (who->type == PLAYER)
3470 { 3277 {
3471 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!");
3472 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3279 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3473 } 3280 }
3474 } 3281
3475 if (who->type == PLAYER) 3282 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp2); 3283 esrv_send_item (who, tmp2);
3284
3477 return 0; 3285 return 0;
3478 break;
3479 3286
3480 /* this part is needed for skill-tools */ 3287 /* this part is needed for skill-tools */
3481 case SKILL: 3288 case SKILL:
3482 case SKILL_TOOL: 3289 case SKILL_TOOL:
3483 if (who->chosen_skill) 3290 if (who->chosen_skill)
3484 { 3291 {
3485 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3292 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3486 return 1; 3293 return 1;
3487 } 3294 }
3488 if (who->type == PLAYER) 3295
3296 if (player *pl = who->contr)
3297 {
3298 if (IS_COMBAT_SKILL (op->subtype))
3489 { 3299 {
3490 who->contr->shoottype = range_skill; 3300 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3491 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
3492 if (!op->invisible) 3352 if (!op->invisible)
3493 { 3353 {
3494 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));
3495 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);
3496 } 3356 }
3497 else 3357 else
3498 {
3499 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);
3500 } 3359 }
3501 } 3360
3502 SET_FLAG (op, FLAG_APPLIED); 3361 SET_FLAG (op, FLAG_APPLIED);
3503 (void) change_abil (who, op); 3362 change_abil (who, op);
3504 who->chosen_skill = op; 3363 who->chosen_skill = op;
3505 SET_FLAG (who, FLAG_READY_SKILL); 3364 SET_FLAG (who, FLAG_READY_SKILL);
3506 break; 3365 break;
3507 3366
3508 case BOW: 3367 case BOW:
3509 if (!check_weapon_power (who, op->last_eat)) 3368 if (!check_weapon_power (who, op->last_eat))
3510 { 3369 {
3511 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.");
3512 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
3513 if (tmp != NULL) 3373 if (tmp)
3514 (void) insert_ob_in_ob (tmp, who); 3374 insert_ob_in_ob (tmp, who);
3375
3515 return 1; 3376 return 1;
3516 } 3377 }
3378
3517 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3379 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3518 { 3380 {
3519 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.");
3520 if (tmp != NULL) 3382 if (tmp)
3521 (void) insert_ob_in_ob (tmp, who); 3383 insert_ob_in_ob (tmp, who);
3384
3522 return 1; 3385 return 1;
3523 } 3386 }
3387
3524 /*FALLTHROUGH*/ case WAND: 3388 /*FALLTHROUGH*/
3389 case WAND:
3525 case ROD: 3390 case ROD:
3526 case HORN: 3391 case HORN:
3527 /* 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
3528 SET_FLAG (op, FLAG_APPLIED); 3400 SET_FLAG (op, FLAG_APPLIED);
3529 if (skop)
3530 change_skill (who, skop, 0); 3401 change_skill (who, skop, 0);
3402
3403 if (who->contr)
3404 {
3405 who->contr->ranged_ob = op;
3406
3531 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));
3532 3408
3533 if (who->type == PLAYER)
3534 {
3535 if (op->type == BOW) 3409 if (op->type == BOW)
3536 { 3410 {
3411 who->current_weapon = op;
3537 (void) change_abil (who, op); 3412 change_abil (who, op);
3538 new_draw_info_format (NDI_UNIQUE, 0, who, 3413 new_draw_info_format (NDI_UNIQUE, 0, who,
3539 "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));
3540 who->contr->shoottype = range_bow;
3541 }
3542 else
3543 {
3544 who->contr->shoottype = range_misc;
3545 } 3415 }
3546 } 3416 }
3547 else 3417 else
3548 { 3418 {
3549 if (op->type == BOW) 3419 if (op->type == BOW)
3550 SET_FLAG (who, FLAG_READY_BOW); 3420 SET_FLAG (who, FLAG_READY_BOW);
3551 else 3421 else
3552 SET_FLAG (who, FLAG_READY_RANGE); 3422 SET_FLAG (who, FLAG_READY_RANGE);
3553 } 3423 }
3424
3554 break; 3425 break;
3555 3426
3556 case BUILDER: 3427 case BUILDER:
3557 if (who->contr->ranges[range_builder]) 3428 if (who->type == PLAYER)
3429 {
3430 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3558 unapply_special (who, who->contr->ranges[range_builder], 0); 3431 unapply_special (who, who->contr->ranged_ob, 0);
3559 who->contr->shoottype = range_builder; 3432
3560 who->contr->ranges[range_builder] = op;
3561 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 }
3562 break; 3437 break;
3563 3438
3564 default: 3439 default:
3565 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));
3566 } /* end of switch op->type */ 3441 } /* end of switch op->type */
3567 3442
3568 SET_FLAG (op, FLAG_APPLIED); 3443 SET_FLAG (op, FLAG_APPLIED);
3569 3444
3570 if (tmp != NULL) 3445 if (tmp)
3571 tmp = insert_ob_in_ob (tmp, who); 3446 tmp = insert_ob_in_ob (tmp, who);
3572 3447
3573 who->update_stats (); 3448 who->update_stats ();
3574 3449
3575 /* We exclude spell casting objects. The fire code will set the 3450 /* We exclude spell casting objects. The fire code will set the
3585 { 3460 {
3586 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!");
3587 SET_FLAG (op, FLAG_KNOWN_CURSED); 3462 SET_FLAG (op, FLAG_KNOWN_CURSED);
3588 } 3463 }
3589 } 3464 }
3465
3590 if (who->type == PLAYER) 3466 if (who->type == PLAYER)
3591 { 3467 {
3592 /* if multiple objects were applied, update both slots */ 3468 /* if multiple objects were applied, update both slots */
3593 if (tmp) 3469 if (tmp)
3594 esrv_send_item (who, tmp); 3470 esrv_send_item (who, tmp);
3471
3595 esrv_send_item (who, op); 3472 esrv_send_item (who, op);
3596 } 3473 }
3474
3597 return 0; 3475 return 0;
3598} 3476}
3599
3600 3477
3601int 3478int
3602monster_apply_special (object *who, object *op, int aflags) 3479monster_apply_special (object *who, object *op, int aflags)
3603{ 3480{
3604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3481 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3648 3525
3649 case TREASURE: 3526 case TREASURE:
3650 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3527 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3651 return 0; 3528 return 0;
3652 3529
3653 while ((op->stats.hp--) > 0) 3530 while (op->stats.hp-- > 0)
3654 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3531 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3655 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);
3656 3533
3657 /* 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,
3658 * 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
3675 } 3552 }
3676 return tmp ? 1 : 0; 3553 return tmp ? 1 : 0;
3677} 3554}
3678 3555
3679/** 3556/**
3680 * 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
3681 * when an original map is loaded) and performs special actions for 3558 * is loaded or swapped in and performs special actions for
3682 * certain objects (most initialization of chests and creation of 3559 * certain objects (most initialization of chests and creation of
3683 * treasures and stuff). Calls auto_apply if appropriate. 3560 * treasures and stuff). Calls auto_apply if appropriate.
3684 */ 3561 */
3685void 3562void
3686maptile::fix_auto_apply () 3563maptile::fix_auto_apply ()
3764 { 3641 {
3765 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0); 3642 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3766 tmp->randomitems = NULL; 3643 tmp->randomitems = NULL;
3767 } 3644 }
3768 3645
3646 // close all containers
3647 else if (tmp->type == CONTAINER)
3648 tmp->flag [FLAG_APPLIED] = 0;
3649
3769 tmp = above; 3650 tmp = above;
3770 } 3651 }
3771 3652
3772 for (mapspace *ms = spaces + size (); ms-- > spaces; ) 3653 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3773 for (object *tmp = ms->bot; tmp; tmp = tmp->above) 3654 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3779 * Handles player eating food that temporarily changes status (resistances, stats). 3660 * Handles player eating food that temporarily changes status (resistances, stats).
3780 * This used to call cast_change_attr(), but 3661 * This used to call cast_change_attr(), but
3781 * 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
3782 * the food changes, just grab a force and use that instead. 3663 * the food changes, just grab a force and use that instead.
3783 */ 3664 */
3784
3785void 3665void
3786eat_special_food (object *who, object *food) 3666eat_special_food (object *who, object *food)
3787{ 3667{
3788 object *force; 3668 object *force;
3789 int i, did_one = 0; 3669 int i, did_one = 0;
3790 sint8 k;
3791 3670
3792 force = get_archetype (FORCE_NAME); 3671 force = get_archetype (FORCE_NAME);
3793 3672
3794 for (i = 0; i < NUM_STATS; i++) 3673 for (i = 0; i < NUM_STATS; i++)
3795 { 3674 if (sint8 k = food->stats.stat (i))
3796 k = get_attr_value (&food->stats, i);
3797 if (k)
3798 { 3675 {
3799 set_attr_value (&force->stats, i, k); 3676 force->stats.stat (i) = k;
3800 did_one = 1; 3677 did_one = 1;
3801 } 3678 }
3802 }
3803 3679
3804 /* check if we can protect the eater */ 3680 /* check if we can protect the eater */
3805 for (i = 0; i < NROFATTACKS; i++) 3681 for (i = 0; i < NROFATTACKS; i++)
3806 { 3682 {
3807 if (food->resist[i] > 0) 3683 if (food->resist[i] > 0)
3968 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!");
3969 blind_player (op, op, power); 3845 blind_player (op, op, power);
3970 } 3846 }
3971 else if (failure <= -80) 3847 else if (failure <= -80)
3972 { /* blast the immediate area */ 3848 { /* blast the immediate area */
3973 object *tmp;
3974
3975 tmp = get_archetype (LOOSE_MANA); 3849 object *tmp = get_archetype (LOOSE_MANA);
3976 cast_magic_storm (op, tmp, power); 3850 cast_magic_storm (op, tmp, power);
3977 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3851 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3978 tmp->destroy (); 3852 tmp->destroy ();
3979 } 3853 }
3980 } 3854 }
3981} 3855}
3982 3856
4002 */ 3876 */
4003 int i, j; 3877 int i, j;
4004 3878
4005 for (i = 0; i < NUM_STATS; i++) 3879 for (i = 0; i < NUM_STATS; i++)
4006 { 3880 {
4007 sint8 stat = get_attr_value (stats, i);
4008 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);
4009 3883
4010 stat += get_attr_value (ns, i);
4011 if (stat > 20 + race_bonus) 3884 if (stat > 20 + race_bonus)
4012 { 3885 {
4013 excess_stat++; 3886 excess_stat++;
4014 stat = 20 + race_bonus; 3887 stat = 20 + race_bonus;
4015 } 3888 }
4016 set_attr_value (stats, i, stat); 3889
3890 stats->stat (i) = stat;
4017 } 3891 }
4018 3892
4019 for (j = 0; excess_stat > 0 && j < 100; j++) 3893 for (j = 0; excess_stat > 0 && j < 100; j++)
4020 { /* try 100 times to assign excess stats */ 3894 { /* try 100 times to assign excess stats */
4021 int i = rndm (0, 6); 3895 int i = rndm (0, 6);
4022 int stat = get_attr_value (stats, i);
4023 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4024 3896
4025 if (i == CHA) 3897 if (i == CHA)
4026 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);
4027 if (stat < 20 + race_bonus) 3902 if (stat < 20 + race_bonus)
4028 { 3903 {
4029 change_attr_value (stats, i, 1); 3904 change_attr_value (stats, i, 1);
4030 excess_stat--; 3905 excess_stat--;
4031 } 3906 }
4034 /* insert the randomitems from the change's treasurelist into 3909 /* insert the randomitems from the change's treasurelist into
4035 * the player ref: player.c 3910 * the player ref: player.c
4036 */ 3911 */
4037 if (change->randomitems != NULL) 3912 if (change->randomitems != NULL)
4038 give_initial_items (pl, change->randomitems); 3913 give_initial_items (pl, change->randomitems);
4039
4040 3914
4041 /* set up the face, for some races. */ 3915 /* set up the face, for some races. */
4042 3916
4043 /* first, look for the force object banning 3917 /* first, look for the force object banning
4044 * 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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