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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.52 by root, Sat Dec 23 13:56:25 2006 UTC vs.
Revision 1.97 by root, Tue May 15 19:07:15 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>
29 32
30#include <sproto.h> 33#include <sproto.h>
31 34
32/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
33#include <sounds.h> 36#include <sounds.h>
34
35/* need math lib for double-precision and pow() in dragon_eat_flesh() */
36#include <math.h>
37 37
38/** 38/**
39 * 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.
40 * 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.
41 */ 41 */
64 { 64 {
65 arch_flag = 1; 65 arch_flag = 1;
66 name_flag = 1; 66 name_flag = 1;
67 race_flag = 1; 67 race_flag = 1;
68 } 68 }
69
69 /* 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,
70 * name or race that matches. 71 * name or race that matches.
71 */ 72 */
72 if ((op->race) && 73 if ((op->race) &&
73 ((!(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)) &&
74 ((!(victim->name && name_flag) || strcmp (op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
75 ((!(victim->race && race_flag) || strcmp (op->race, victim->race)))) 76 ((!(victim->race && race_flag) || op->race != victim->race)))
76 {
77 return 1; 77 return 1;
78 } 78
79 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
80 * of arch, name, or race match. 80 * of arch, name, or race match.
81 */ 81 */
82 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))) ||
83 ((victim->name && name_flag && !strcmp (op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
84 ((victim->race && race_flag && !strcmp (op->slaying, victim->race))))) 84 ((victim->race && race_flag && op->slaying == victim->race)))
85 {
86 return 1; 85 return 1;
87 } 86
88 return 0; 87 return 0;
89} 88}
90 89
91/** 90/**
92 * 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.
233 depl = present_arch_in_ob (at, op); 232 depl = present_arch_in_ob (at, op);
234 233
235 if (depl) 234 if (depl)
236 { 235 {
237 for (i = 0; i < NUM_STATS; i++) 236 for (i = 0; i < NUM_STATS; i++)
238 if (get_attr_value (&depl->stats, i)) 237 if (depl->stats.stat (i))
239 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]);
240 239
241 depl->destroy (); 240 depl->destroy ();
242 op->update_stats (); 241 op->update_stats ();
243 } 242 }
375 force->stats.food *= 10; 374 force->stats.food *= 10;
376 for (i = 0; i < NROFATTACKS; i++) 375 for (i = 0; i < NROFATTACKS; i++)
377 if (force->resist[i] > 0) 376 if (force->resist[i] > 0)
378 force->resist[i] = -force->resist[i]; /* prot => vuln */ 377 force->resist[i] = -force->resist[i]; /* prot => vuln */
379 } 378 }
379
380 force->speed_left = -1; 380 force->speed_left = -1;
381 force = insert_ob_in_ob (force, op); 381 force = insert_ob_in_ob (force, op);
382 CLEAR_FLAG (tmp, FLAG_APPLIED); 382 CLEAR_FLAG (tmp, FLAG_APPLIED);
383 SET_FLAG (force, FLAG_APPLIED); 383 SET_FLAG (force, FLAG_APPLIED);
384 change_abil (op, force); 384 change_abil (op, force);
421 int count = 0; 421 int count = 0;
422 422
423 423
424 if (item == NULL) 424 if (item == NULL)
425 return 0; 425 return 0;
426
426 op = op->below; 427 op = op->below;
427 while (op != NULL) 428 while (op != NULL)
428 { 429 {
429 if (strcmp (op->arch->name, item) == 0) 430 if (strcmp (op->arch->name, item) == 0)
430 { 431 {
435 count++; 436 count++;
436 else 437 else
437 count += op->nrof; 438 count += op->nrof;
438 } 439 }
439 } 440 }
441
440 op = op->below; 442 op = op->below;
441 } 443 }
444
442 return count; 445 return count;
443} 446}
444 447
445/** 448/**
446 * This removes 'nrof' of what item->slaying says to remove. 449 * This removes 'nrof' of what item->slaying says to remove.
762{ 765{
763 object *otmp; 766 object *otmp;
764 767
765 if (op->type != PLAYER) 768 if (op->type != PLAYER)
766 return 0; 769 return 0;
770
767 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))
768 { 772 {
769 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.");
770 return 0; 774 return 0;
771 } 775 }
776
772 otmp = find_marked_object (op); 777 otmp = find_marked_object (op);
773 if (!otmp) 778 if (!otmp)
774 { 779 {
775 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.");
776 return 0; 781 return 0;
777 } 782 }
783
778 if (otmp->type != WEAPON && otmp->type != BOW) 784 if (otmp->type != WEAPON && otmp->type != BOW)
779 { 785 {
780 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");
781 return 0; 787 return 0;
782 } 788 }
789
783 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder."); 790 new_draw_info (NDI_UNIQUE, 0, op, "Applied weapon builder.");
784 improve_weapon (op, tmp, otmp); 791 improve_weapon (op, tmp, otmp);
785 esrv_send_item (op, otmp); 792 esrv_send_item (op, otmp);
786 return 1; 793 return 1;
787} 794}
978 else 985 else
979 { 986 {
980 if (converter->other_arch == NULL) 987 if (converter->other_arch == NULL)
981 { 988 {
982 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",
983 &converter->name, converter->map->path, converter->x, converter->y); 990 &converter->name, &converter->map->path, converter->x, converter->y);
984 return -1; 991 return -1;
985 } 992 }
986 993
987 item = object_create_arch (converter->other_arch); 994 item = object_create_arch (converter->other_arch);
988 fix_generated_item (item, converter, 0, 0, GT_MINIMAL); 995 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
995 if (is_in_shop (converter)) 1002 if (is_in_shop (converter))
996 SET_FLAG (item, FLAG_UNPAID); 1003 SET_FLAG (item, FLAG_UNPAID);
997 else if (price_in < item->nrof * item->value) 1004 else if (price_in < item->nrof * item->value)
998 { 1005 {
999 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",
1000 &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);
1001 1008
1002 /** 1009 /**
1003 * 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
1004 * propably had something in mind when doing this 1011 * propably had something in mind when doing this
1005 */ 1012 */
1012 * Handle apply on containers. 1019 * Handle apply on containers.
1013 * By Eneq(@csd.uu.se). 1020 * By Eneq(@csd.uu.se).
1014 * 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]
1015 * added the alchemical cauldron to the code -b.t. 1022 * added the alchemical cauldron to the code -b.t.
1016 */ 1023 */
1017
1018int 1024int
1019apply_container (object *op, object *sack) 1025apply_container (object *op, object *sack)
1020{ 1026{
1021 char buf[MAX_BUF]; 1027 if (op->type != PLAYER || !op->contr->ns)
1022 object *tmp;
1023
1024 if (op->type != PLAYER)
1025 return 0; /* This might change */ 1028 return 0; /* This might change */
1026 1029
1027 if (sack == NULL || sack->type != CONTAINER) 1030 if (!sack || sack->type != CONTAINER)
1028 { 1031 {
1029 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]");
1030 return 0; 1033 return 0;
1031 } 1034 }
1032 1035
1033 op->contr->last_used = 0; 1036 op->contr->last_used = 0;
1034 1037
1035 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;
1036 { 1042 }
1037 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)
1038 { 1048 {
1039 new_draw_info (NDI_UNIQUE, 0, op, "You must get it first."); 1049 // open on ground or inv, so close
1050 op->close_container ();
1040 return 1; 1051 return 1;
1041 } 1052 }
1042 1053 else if (!sack->env)
1043 /* It's on the ground, the problems begin */
1044 if (op->container != sack)
1045 {
1046 /* it's closed OR some player has opened it */
1047 if (QUERY_FLAG (sack, FLAG_APPLIED))
1048 { 1054 {
1049 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
1050 if (tmp)
1051 {
1052 /* some other player have opened it */
1053 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));
1054 return 1; 1057 return 1;
1055 }
1056 }
1057 }
1058 if (QUERY_FLAG (sack, FLAG_APPLIED))
1059 { 1058 }
1060 if (op->container == NULL)
1061 {
1062 tmp = arch_to_object (sack->other_arch);
1063 /* not good, but insert_ob_in_ob() is too smart */
1064 CLEAR_FLAG (tmp, FLAG_REMOVED);
1065 tmp->x = tmp->y = 0;
1066 tmp->map = NULL;
1067 tmp->env = sack;
1068 if (sack->inv)
1069 sack->inv->above = tmp;
1070 tmp->below = sack->inv;
1071 tmp->above = NULL;
1072 sack->inv = tmp;
1073 sack->move_off = MOVE_ALL; /* trying force closing it */
1074 }
1075 else
1076 {
1077 sack->move_off = 0;
1078 tmp = sack->inv;
1079 1059
1080 if (tmp && tmp->type == CLOSE_CON) 1060 // fall through to opening it (active in inv)
1081 tmp->destroy ();
1082 }
1083 }
1084 }
1085
1086 if (QUERY_FLAG (sack, FLAG_APPLIED))
1087 { 1061 }
1062 else if (sack->env)
1063 {
1064 // it is in our env, so activate it, do not open yet
1088 if (op->container) 1065 op->close_container ();
1089 { 1066 sack->flag [FLAG_APPLIED] = 1;
1090 if (op->container != sack) 1067 esrv_update_item (UPD_FLAGS, op, sack);
1091 { 1068 new_draw_info_format (NDI_UNIQUE, 0, op, "You ready %s.", query_name (sack));
1092 tmp = op->container; 1069 return 1;
1093 apply_container (op, tmp); 1070 }
1094 sprintf (buf, "You close %s and open ", query_name (tmp)); 1071
1095 op->container = sack; 1072 // it's locked?
1096 strcat (buf, query_name (sack)); 1073 if (sack->slaying)
1097 strcat (buf, "."); 1074 {
1098 } 1075 if (object *tmp = find_key (op, op, sack))
1099 else 1076 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1100 {
1101 CLEAR_FLAG (sack, FLAG_APPLIED);
1102 op->container = NULL;
1103 sprintf (buf, "You close %s.", query_name (sack));
1104 }
1105 }
1106 else 1077 else
1107 { 1078 {
1108 CLEAR_FLAG (sack, FLAG_APPLIED);
1109 sprintf (buf, "You open %s.", query_name (sack));
1110 SET_FLAG (sack, FLAG_APPLIED);
1111 op->container = sack;
1112 }
1113 }
1114 else
1115 { /* not applied */
1116 if (sack->slaying)
1117 { /* it's locked */
1118 tmp = find_key (op, op, sack);
1119 if (tmp)
1120 {
1121 sprintf (buf, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1122 SET_FLAG (sack, FLAG_APPLIED);
1123
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 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));
1133 }
1134 else
1135 {
1136 sprintf (buf, "You readied %s.", query_name (sack));
1137 SET_FLAG (sack, FLAG_APPLIED);
1138
1139 if (sack->env == NULL)
1140 { /* if it's on ground,open it also */
1141 new_draw_info (NDI_UNIQUE, 0, op, buf);
1142 apply_container (op, sack);
1143 return 1; 1080 return 1;
1144 } 1081 }
1145 }
1146 } 1082 }
1147 1083
1148 new_draw_info (NDI_UNIQUE, 0, op, buf); 1084 op->open_container (sack);
1149
1150 if (op->contr)
1151 op->contr->ns->floorbox_update ();
1152 1085
1153 return 1; 1086 return 1;
1154} 1087}
1155
1156/**
1157 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1158 * the player has in their inventory, eg, sacks, luggages, etc.
1159 *
1160 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1161 * This version is for client/server mode.
1162 * op is the player, sack is the container the player is opening or closing.
1163 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1164 *
1165 * Reminder - there are three states for any container - closed (non applied),
1166 * applied (not open, but objects that match get tossed into it), and open
1167 * (applied flag set, and op->container points to the open container)
1168 */
1169
1170int
1171esrv_apply_container (object *op, object *sack)
1172{
1173 object *tmp = op->container;
1174
1175 if (op->type != PLAYER)
1176 return 0; /* This might change */
1177
1178 if (sack == NULL || sack->type != CONTAINER)
1179 {
1180 LOG (llevError, "esrv_apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1181 return 0;
1182 }
1183
1184 /* If we have a currently open container, then it needs to be closed in all cases
1185 * if we are opening this one up. We then fall through if appropriate for
1186 * openening the new container.
1187 */
1188
1189 if (op->container && QUERY_FLAG (sack, FLAG_APPLIED))
1190 {
1191 if (op->container->env != op)
1192 { /* if container is on the ground */
1193 op->container->move_off = 0;
1194 }
1195
1196 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op)))
1197 return 1;
1198
1199 new_draw_info_format (NDI_UNIQUE, 0, op, "You close %s.", query_name (op->container));
1200 CLEAR_FLAG (op->container, FLAG_APPLIED);
1201 op->container = NULL;
1202 esrv_update_item (UPD_FLAGS, op, tmp);
1203 if (tmp == sack)
1204 return 1;
1205 }
1206
1207
1208 /* If the player is trying to open it (which he must be doing if we got here),
1209 * and it is locked, check to see if player has the equipment to open it.
1210 */
1211
1212 if (sack->slaying)
1213 { /* it's locked */
1214 tmp = find_key (op, op, sack);
1215 if (tmp)
1216 {
1217 new_draw_info_format (NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name (sack), query_name (tmp));
1218 }
1219 else
1220 {
1221 new_draw_info_format (NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.", query_name (sack));
1222 return 0;
1223 }
1224 }
1225
1226 /* By the time we get here, we have made sure any other container has been closed and
1227 * if this is a locked container, the player they key to open it.
1228 */
1229
1230 /* There are really two cases - the sack is either on the ground, or the sack is
1231 * part of the players inventory. If on the ground, we assume that the player is
1232 * opening it, since if it was being closed, that would have been taken care of above.
1233 */
1234
1235
1236 if (sack->env != op)
1237 {
1238 /* Hypothetical case - the player is trying to open a sack that belong to someone
1239 * else. This normally should not happen, but a misbehaving client/player could
1240 * try to do it, so lets handle it gracefully.
1241 */
1242 if (sack->env)
1243 {
1244 new_draw_info_format (NDI_UNIQUE, 0, op, "You can't open %s", query_name (sack));
1245 return 0;
1246 }
1247 /* set these so when the player walks off, we can unapply the sack */
1248 sack->move_off = MOVE_ALL; /* trying force closing it */
1249
1250 CLEAR_FLAG (sack, FLAG_APPLIED);
1251 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1252 SET_FLAG (sack, FLAG_APPLIED);
1253 op->container = sack;
1254 esrv_update_item (UPD_FLAGS, op, sack);
1255 esrv_send_inventory (op, sack);
1256
1257 }
1258 else
1259 { /* sack is in players inventory */
1260 if (QUERY_FLAG (sack, FLAG_APPLIED))
1261 { /* readied sack becoming open */
1262 CLEAR_FLAG (sack, FLAG_APPLIED);
1263 new_draw_info_format (NDI_UNIQUE, 0, op, "You open %s.", query_name (sack));
1264 SET_FLAG (sack, FLAG_APPLIED);
1265 op->container = sack;
1266 esrv_update_item (UPD_FLAGS, op, sack);
1267 esrv_send_inventory (op, sack);
1268 }
1269 else
1270 {
1271 CLEAR_FLAG (sack, FLAG_APPLIED);
1272 new_draw_info_format (NDI_UNIQUE, 0, op, "You readied %s.", query_name (sack));
1273 SET_FLAG (sack, FLAG_APPLIED);
1274 esrv_update_item (UPD_FLAGS, op, sack);
1275 }
1276 }
1277 return 1;
1278}
1279
1280 1088
1281/** 1089/**
1282 * Handles dropping things on altar. 1090 * Handles dropping things on altar.
1283 * Returns true if sacrifice was accepted. 1091 * Returns true if sacrifice was accepted.
1284 */ 1092 */
1530 1338
1531 /* Just put in some sanity check. I think there is a bug in the 1339 /* Just put in some sanity check. I think there is a bug in the
1532 * above with some objects have zero speed, and thus the player 1340 * above with some objects have zero speed, and thus the player
1533 * getting permanently paralyzed. 1341 * getting permanently paralyzed.
1534 */ 1342 */
1535 if (victim->speed_left < -50.0) 1343 if (victim->speed_left < -50.f)
1536 victim->speed_left = -50.0; 1344 victim->speed_left = -50.f;
1537 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */ 1345 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1538 } 1346 }
1539 goto leave; 1347 goto leave;
1540 1348
1541 case SPINNER: 1349 case SPINNER:
1627 1435
1628 1436
1629 case CONVERTER: 1437 case CONVERTER:
1630 if (convert_item (victim, trap) < 0) 1438 if (convert_item (victim, trap) < 0)
1631 { 1439 {
1632 object *op;
1633
1634 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));
1635 1441 get_archetype ("burnout")->insert_at (trap, trap);
1636 op = get_archetype ("burnout");
1637 if (op != NULL)
1638 {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map (op, trap->map, trap, 0);
1642 } 1442 }
1643 } 1443
1644 goto leave; 1444 goto leave;
1645 1445
1646 case TRIGGER_BUTTON: 1446 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1447 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1448 case TRIGGER_ALTAR:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) 1477 if (victim->type == PLAYER && EXIT_PATH (trap))
1678 { 1478 {
1679 /* Basically, don't show exits leading to random maps the 1479 /* Basically, don't show exits leading to random maps the
1680 * players output. 1480 * players output.
1681 */ 1481 */
1682 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2) && strncmp (EXIT_PATH (trap), "/random/", 8)) 1482 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1683 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1483 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1484
1684 enter_exit (victim, trap); 1485 victim->enter_exit (trap);
1685 } 1486 }
1686 goto leave; 1487 goto leave;
1687 1488
1688 case ENCOUNTER: 1489 case ENCOUNTER:
1689 /* may be some leftovers on this */ 1490 /* may be some leftovers on this */
1704 1505
1705 apply_sign (victim, trap, 1); 1506 apply_sign (victim, trap, 1);
1706 goto leave; 1507 goto leave;
1707 1508
1708 case CONTAINER: 1509 case CONTAINER:
1709 if (victim->type == PLAYER)
1710 (void) esrv_apply_container (victim, trap);
1711 else
1712 (void) apply_container (victim, trap); 1510 apply_container (victim, trap);
1713 goto leave; 1511 goto leave;
1714 1512
1715 case RUNE: 1513 case RUNE:
1716 case TRAP: 1514 case TRAP:
1717 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) 1515 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1777 1575
1778 readable_message_type *msgType = get_readable_message_type (tmp); 1576 readable_message_type *msgType = get_readable_message_type (tmp);
1779 1577
1780 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op, 1578 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1781 msgType->message_type, msgType->message_subtype, 1579 msgType->message_type, msgType->message_subtype,
1782 "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);
1783 1582
1784 /* gain xp from reading */ 1583 /* gain xp from reading */
1785 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT)) 1584 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1786 { /* only if not read before */ 1585 { /* only if not read before */
1787 int exp_gain = calc_skill_exp (op, tmp, skill_ob); 1586 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1943 return; 1742 return;
1944 } 1743 }
1945 1744
1946 if (skop->level < int (sqrtf (spell->level) * 1.5f)) 1745 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1947 { 1746 {
1948 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]");
1949 return; 1748 return;
1950 } 1749 }
1951 1750
1952 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);
1953 1752
1976 { 1775 {
1977 spell_skill = find_skill_by_name (op, spell->skill); 1776 spell_skill = find_skill_by_name (op, spell->skill);
1978 1777
1979 if (!spell_skill) 1778 if (!spell_skill)
1980 { 1779 {
1981 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);
1982 return; 1781 return;
1983 } 1782 }
1984 1783
1985 if (spell_skill->level < spell->level) 1784 if (spell_skill->level < spell->level)
1986 { 1785 {
2020 else 1819 else
2021 { 1820 {
2022 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0); 1821 play_sound_player_only (op->contr, SOUND_FUMBLE_SPELL, 0, 0);
2023 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");
2024 } 1823 }
1824
2025 decrease_ob (tmp); 1825 decrease_ob (tmp);
2026} 1826}
2027 1827
2028/** 1828/**
2029 * Handles applying a spell scroll. 1829 * Handles applying a spell scroll.
2225 if (meal->type != FLESH || !is_dragon_pl (op)) 2025 if (meal->type != FLESH || !is_dragon_pl (op))
2226 return 0; 2026 return 0;
2227 2027
2228 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2028 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2229 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
2230 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2033 for (tmp = op->inv; tmp; tmp = tmp->below)
2231 {
2232 if (tmp->type == FORCE) 2034 if (tmp->type == FORCE)
2233 {
2234 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 2035 if (tmp->arch->name == dragon_skin_force)
2235 skin = tmp; 2036 skin = tmp;
2236 else if (strcmp (tmp->arch->name, "dragon_ability_force") == 0) 2037 else if (tmp->arch->name == dragon_ability_force)
2237 abil = tmp; 2038 abil = tmp;
2238 }
2239 }
2240 2039
2241 /* 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
2242 which is not to be considered a dragon -> bail out */ 2041 which is not to be considered a dragon -> bail out */
2243 if (skin == NULL || abil == NULL) 2042 if (skin == NULL || abil == NULL)
2244 return 0; 2043 return 0;
2285 /* doubled chance for resistance of ability-focus */ 2084 /* doubled chance for resistance of ability-focus */
2286 if (i == abil->stats.exp) 2085 if (i == abil->stats.exp)
2287 chance = MIN (100., chance * 2.); 2086 chance = MIN (100., chance * 2.);
2288 2087
2289 /* 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!) */
2290 if (RANDOM () % 10000 < (int) (chance * 100)) 2089 if (rndm (10000) < (unsigned int) (chance * 100))
2291 { 2090 {
2292 atnr_winner[winners] = i; 2091 atnr_winner[winners] = i;
2293 winners++; 2092 winners++;
2294 } 2093 }
2295 2094
2410 handle_apply_yield (tmp); 2209 handle_apply_yield (tmp);
2411 decrease_ob (tmp); 2210 decrease_ob (tmp);
2412} 2211}
2413 2212
2414/** 2213/**
2415 * 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.
2416 * A valid 2 way exit means: 2215 * A valid 2 way exit means:
2417 * -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)
2418 * -You are 2217 * -You are
2419 * ° the owner of the exit 2218 * ° the owner of the exit
2420 * ° or in the same party as the owner 2219 * ° or in the same party as the owner
2424 * 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).
2425 */ 2224 */
2426int 2225int
2427is_legal_2ways_exit (object *op, object *exit) 2226is_legal_2ways_exit (object *op, object *exit)
2428{ 2227{
2429 object *tmp;
2430 object *exit_owner;
2431 maptile *exitmap;
2432
2433 if (exit->stats.exp != 1) 2228 if (exit->stats.exp != 1)
2434 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 */
2435 2230
2231#if 0 //TODO
2436 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race) 2232 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2437 return 0; /* This is a reset town portal */ 2233 return 0; /* This is a reset town portal */
2234#endif
2438 2235
2439 /* To know if an exit has a correspondant, we look at 2236 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2440 * all the exits in destination and try to find one with same path as
2441 * the current exit's position */
2442 if (!strncmp (EXIT_PATH (exit), settings.localdir, strlen (settings.localdir)))
2443 exitmap = ready_map_name (EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2444 else
2445 exitmap = ready_map_name (EXIT_PATH (exit), 0);
2446 2237
2447 if (exitmap) 2238 if (exitmap)
2448 { 2239 {
2240 exitmap->load_sync ();
2241
2449 tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit)); 2242 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2450 2243
2451 if (!tmp) 2244 if (!tmp)
2452 return 0; 2245 return 0;
2453 2246
2454 for ((tmp = GET_MAP_OB (exitmap, EXIT_X (exit), EXIT_Y (exit))); tmp; tmp = tmp->above) 2247 for (; tmp; tmp = tmp->above)
2455 { 2248 {
2456 if (tmp->type != EXIT) 2249 if (tmp->type != EXIT)
2457 continue; /*Not an exit */ 2250 continue; /*Not an exit */
2458 2251
2459 if (!EXIT_PATH (tmp)) 2252 if (!EXIT_PATH (tmp))
2460 continue; /*Not a valid exit */ 2253 continue; /*Not a valid exit */
2461 2254
2462 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y)) 2255 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2463 continue; /*Not in the same place */ 2256 continue; /*Not in the same place */
2464 2257
2465 if (strcmp (exit->map->path, EXIT_PATH (tmp)) != 0) 2258 if (exit->map->path != EXIT_PATH (tmp))
2466 continue; /*Not in the same map */ 2259 continue; /*Not in the same map */
2467 2260
2468 /* 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
2469 * 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
2470 * town portals to prevent strangers from visiting your appartments 2263 * town portals to prevent strangers from visiting your appartments
2471 */ 2264 */
2472 if (!exit->race) 2265 if (!exit->race)
2473 return 1; /*No owner, free for all! */ 2266 return 1; /*No owner, free for all! */
2474 2267
2475 exit_owner = NULL; 2268 object *exit_owner = 0;
2476 2269
2477 for_all_players (pp) 2270 for_all_players (pp)
2478 { 2271 {
2479 if (!pp->ob) 2272 if (!pp->ob)
2480 continue; 2273 continue;
2502 } 2295 }
2503 } 2296 }
2504 2297
2505 return 0; 2298 return 0;
2506} 2299}
2507
2508 2300
2509/** 2301/**
2510 * Main apply handler. 2302 * Main apply handler.
2511 * 2303 *
2512 * Checks for unpaid items before applying. 2304 * Checks for unpaid items before applying.
2520 * being applied. 2312 * being applied.
2521 * 2313 *
2522 * aflag is special (always apply/unapply) flags. Nothing is done with 2314 * aflag is special (always apply/unapply) flags. Nothing is done with
2523 * them in this function - they are passed to apply_special 2315 * them in this function - they are passed to apply_special
2524 */ 2316 */
2525
2526int 2317int
2527manual_apply (object *op, object *tmp, int aflag) 2318manual_apply (object *op, object *tmp, int aflag)
2528{ 2319{
2529 if (tmp->head) 2320 if (tmp->head)
2530 tmp = tmp->head; 2321 tmp = tmp->head;
2559 { 2350 {
2560 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2351 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2561 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);
2562 } 2353 }
2563 else 2354 else
2564 {
2565 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.");
2566 } 2356
2567 return 1; 2357 return 1;
2568 2358
2569 case EXIT: 2359 case EXIT:
2570 if (op->type != PLAYER) 2360 if (op->type != PLAYER)
2571 return 0; 2361 return 0;
2362
2572 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp)) 2363 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2573 {
2574 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));
2575 }
2576 else 2365 else
2577 { 2366 {
2578 /* Don't display messages for random maps. */ 2367 /* Don't display messages for random maps. */
2579 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2) && strncmp (EXIT_PATH (tmp), "/random/", 8)) 2368 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2580 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2369 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2370
2581 enter_exit (op, tmp); 2371 op->enter_exit (tmp);
2582 } 2372 }
2373
2583 return 1; 2374 return 1;
2584 2375
2585 case SIGN: 2376 case SIGN:
2586 apply_sign (op, tmp, 0); 2377 apply_sign (op, tmp, 0);
2587 return 1; 2378 return 1;
2591 { 2382 {
2592 apply_book (op, tmp); 2383 apply_book (op, tmp);
2593 return 1; 2384 return 1;
2594 } 2385 }
2595 else 2386 else
2596 {
2597 return 0; 2387 return 0;
2598 }
2599 2388
2600 case SKILLSCROLL: 2389 case SKILLSCROLL:
2601 if (op->type == PLAYER) 2390 if (op->type == PLAYER)
2602 { 2391 {
2603 apply_skillscroll (op, tmp); 2392 apply_skillscroll (op, tmp);
2604 return 1; 2393 return 1;
2605 } 2394 }
2395 else
2606 return 0; 2396 return 0;
2607 2397
2608 case SPELLBOOK: 2398 case SPELLBOOK:
2609 if (op->type == PLAYER) 2399 if (op->type == PLAYER)
2610 { 2400 {
2611 apply_spellbook (op, tmp); 2401 apply_spellbook (op, tmp);
2612 return 1; 2402 return 1;
2613 } 2403 }
2404 else
2614 return 0; 2405 return 0;
2615 2406
2616 case SCROLL: 2407 case SCROLL:
2617 apply_scroll (op, tmp, 0); 2408 apply_scroll (op, tmp, 0);
2618 return 1; 2409 return 1;
2619 2410
2620 case POTION: 2411 case POTION:
2621 (void) apply_potion (op, tmp); 2412 apply_potion (op, tmp);
2622 return 1; 2413 return 1;
2623 2414
2624 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2415 /* Eneq(@csd.uu.se): Handle apply on containers. */
2416 //TODO: remove, as it is unsed?
2625 case CLOSE_CON: 2417 case CLOSE_CON:
2626 if (op->type == PLAYER)
2627 (void) esrv_apply_container (op, tmp->env);
2628 else
2629 (void) apply_container (op, tmp->env); 2418 apply_container (op, tmp->env);
2630 return 1; 2419 return 1;
2631 2420
2632 case CONTAINER: 2421 case CONTAINER:
2633 if (op->type == PLAYER)
2634 (void) esrv_apply_container (op, tmp);
2635 else
2636 (void) apply_container (op, tmp); 2422 apply_container (op, tmp);
2637 return 1; 2423 return 1;
2638 2424
2639 case TREASURE: 2425 case TREASURE:
2640 if (op->type == PLAYER) 2426 if (op->type == PLAYER)
2641 { 2427 {
2642 apply_treasure (op, tmp); 2428 apply_treasure (op, tmp);
2643 return 1; 2429 return 1;
2644 } 2430 }
2645 else 2431 else
2646 {
2647 return 0; 2432 return 0;
2648 }
2649 2433
2650 case WEAPON: 2434 case WEAPON:
2651 case ARMOUR: 2435 case ARMOUR:
2652 case BOOTS: 2436 case BOOTS:
2653 case GLOVES: 2437 case GLOVES:
2666 case LAMP: 2450 case LAMP:
2667 case BUILDER: 2451 case BUILDER:
2668 case SKILL_TOOL: 2452 case SKILL_TOOL:
2669 if (tmp->env != op) 2453 if (tmp->env != op)
2670 return 2; /* not in inventory */ 2454 return 2; /* not in inventory */
2455
2671 (void) apply_special (op, tmp, aflag); 2456 apply_special (op, tmp, aflag);
2672 return 1; 2457 return 1;
2673 2458
2674 case DRINK: 2459 case DRINK:
2675 case FOOD: 2460 case FOOD:
2676 case FLESH: 2461 case FLESH:
2692 } 2477 }
2693 else 2478 else
2694 return 0; 2479 return 0;
2695 2480
2696 case WEAPON_IMPROVER: 2481 case WEAPON_IMPROVER:
2697 (void) check_improve_weapon (op, tmp); 2482 check_improve_weapon (op, tmp);
2698 return 1; 2483 return 1;
2699 2484
2700 case CLOCK: 2485 case CLOCK:
2701 if (op->type == PLAYER) 2486 if (op->type == PLAYER)
2702 { 2487 {
2710 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0); 2495 play_sound_player_only (op->contr, SOUND_CLOCK, 0, 0);
2711 new_draw_info (NDI_UNIQUE, 0, op, buf); 2496 new_draw_info (NDI_UNIQUE, 0, op, buf);
2712 return 1; 2497 return 1;
2713 } 2498 }
2714 else 2499 else
2715 {
2716 return 0; 2500 return 0;
2717 }
2718 2501
2719 case MENU: 2502 case MENU:
2720 if (op->type == PLAYER) 2503 if (op->type == PLAYER)
2721 { 2504 {
2722 shop_listing (op); 2505 shop_listing (tmp, op);
2723 return 1; 2506 return 1;
2724 } 2507 }
2725 else 2508 else
2726 {
2727 return 0; 2509 return 0;
2728 }
2729 2510
2730 case POWER_CRYSTAL: 2511 case POWER_CRYSTAL:
2731 apply_power_crystal (op, tmp); /* see egoitem.c */ 2512 apply_power_crystal (op, tmp); /* see egoitem.c */
2732 return 1; 2513 return 1;
2733 2514
2736 { 2517 {
2737 apply_lighter (op, tmp); 2518 apply_lighter (op, tmp);
2738 return 1; 2519 return 1;
2739 } 2520 }
2740 else 2521 else
2741 {
2742 return 0; 2522 return 0;
2743 }
2744 2523
2745 case ITEM_TRANSFORMER: 2524 case ITEM_TRANSFORMER:
2746 apply_item_transformer (op, tmp); 2525 apply_item_transformer (op, tmp);
2747 return 1; 2526 return 1;
2748 2527
2801/** 2580/**
2802 * player_apply_below attempts to apply the object 'below' the player. 2581 * player_apply_below attempts to apply the object 'below' the player.
2803 * 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
2804 * we use the ground. 2583 * we use the ground.
2805 */ 2584 */
2806
2807void 2585void
2808player_apply_below (object *pl) 2586player_apply_below (object *pl)
2809{ 2587{
2810 object *tmp, *next;
2811 int floors; 2588 int floors = 0;
2812 2589
2813 /* 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
2814 * item in the container. Otherwise, use the map. 2591 * item in the container. Otherwise, use the map.
2815 */
2816 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2817
2818 /* 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
2819 * 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
2820 * 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
2821 * 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
2822 * not return a proper value. 2596 * not return a proper value.
2823 */ 2597 */
2824 for (floors = 0; tmp != NULL; tmp = next) 2598 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2825 { 2599 {
2826 next = tmp->below; 2600 next = tmp->below;
2601
2827 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2602 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2828 floors++; 2603 floors++;
2829 else if (floors > 0) 2604 else if (floors > 0)
2830 return; /* process only floor objects after first floor object */ 2605 return; /* process only floor objects after first floor object */
2831 2606
2851 * 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.
2852 */ 2627 */
2853static int 2628static int
2854unapply_special (object *who, object *op, int aflags) 2629unapply_special (object *who, object *op, int aflags)
2855{ 2630{
2856 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)))
2857 return RESULT_INT (0); 2633 return RESULT_INT (0);
2858 2634
2859 object *tmp2; 2635 object *tmp2;
2860 2636
2861 CLEAR_FLAG (op, FLAG_APPLIED); 2637 CLEAR_FLAG (op, FLAG_APPLIED);
2638
2639 if (player *pl = who->contr)
2640 {
2641 if (op == pl->ranged_ob) pl->ranged_ob = 0;
2642 if (op == pl->combat_ob) pl->combat_ob = 0;
2643 }
2644
2862 switch (op->type) 2645 switch (op->type)
2863 { 2646 {
2647 case SKILL_TOOL:
2648 // unapplying a skill tool should also unapply the skill it governs
2649 // but this is hard, as it shouldn't do so when the skill can
2650 // be used for other reasons
2651 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2652 if (tmp->skill == op->skill
2653 && tmp->type == SKILL
2654 && tmp->flag [FLAG_APPLIED]
2655 && !tmp->flag [FLAG_CAN_USE_SKILL])
2656 unapply_special (who, tmp, 0);
2657
2658 change_abil (who, op);
2659 break;
2660
2864 case WEAPON: 2661 case WEAPON:
2865 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op)); 2662 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwield %s.", query_name (op));
2866 2663
2867 (void) change_abil (who, op); 2664 change_abil (who, op);
2868 if (QUERY_FLAG (who, FLAG_READY_WEAPON))
2869 CLEAR_FLAG (who, FLAG_READY_WEAPON); 2665 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2870 clear_skill (who); 2666 clear_skill (who);
2871 break; 2667 break;
2872 2668
2873 case SKILL: /* allows objects to impart skills */
2874 case SKILL_TOOL: 2669 case SKILL:
2875 if (op != who->chosen_skill) 2670 if (op != who->chosen_skill)
2876 {
2877 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2671 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n");
2672
2673 if (who->contr)
2878 } 2674 {
2879 if (who->type == PLAYER)
2880 {
2881 if (who->contr->shoottype == range_skill)
2882 who->contr->shoottype = range_none;
2883 if (!op->invisible) 2675 if (!op->invisible)
2884 {
2885 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op)); 2676 new_draw_info_format (NDI_UNIQUE, 0, who, "You stop using the %s.", query_name (op));
2886 }
2887 else 2677 else
2888 {
2889 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill); 2678 new_draw_info_format (NDI_UNIQUE, 0, who, "You can no longer use the skill: %s.", &op->skill);
2890 } 2679 }
2891 } 2680
2892 (void) change_abil (who, op); 2681 change_abil (who, op);
2893 who->chosen_skill = NULL; 2682 who->chosen_skill = 0;
2894 CLEAR_FLAG (who, FLAG_READY_SKILL); 2683 CLEAR_FLAG (who, FLAG_READY_SKILL);
2895 break; 2684 break;
2896 2685
2897 case ARMOUR: 2686 case ARMOUR:
2898 case HELMET: 2687 case HELMET:
2903 case AMULET: 2692 case AMULET:
2904 case GIRDLE: 2693 case GIRDLE:
2905 case BRACERS: 2694 case BRACERS:
2906 case CLOAK: 2695 case CLOAK:
2907 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op)); 2696 new_draw_info_format (NDI_UNIQUE, 0, who, "You unwear %s.", query_name (op));
2908 (void) change_abil (who, op); 2697 change_abil (who, op);
2909 break; 2698 break;
2699
2910 case LAMP: 2700 case LAMP:
2911 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name); 2701 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn off your %s.", &op->name);
2912 tmp2 = arch_to_object (op->other_arch); 2702 tmp2 = arch_to_object (op->other_arch);
2913 tmp2->x = op->x; 2703 tmp2->x = op->x;
2914 tmp2->y = op->y; 2704 tmp2->y = op->y;
2919 CLEAR_FLAG (tmp2, FLAG_APPLIED); 2709 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2920 2710
2921 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 2711 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2922 SET_FLAG (tmp2, FLAG_INV_LOCKED); 2712 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2923 2713
2924 if (who->type == PLAYER) 2714 if (who->contr)
2925 esrv_del_item (who->contr, op->count); 2715 esrv_del_item (who->contr, op->count);
2926 2716
2927 op->destroy (); 2717 op->destroy ();
2928 insert_ob_in_ob (tmp2, who); 2718 insert_ob_in_ob (tmp2, who);
2929 who->update_stats (); 2719 who->update_stats ();
2720
2930 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 2721 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2931 { 2722 {
2932 if (who->type == PLAYER) 2723 if (who->contr)
2933 { 2724 {
2934 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 2725 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
2935 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 2726 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2936 } 2727 }
2937 } 2728 }
2938 if (who->type == PLAYER) 2729
2730 if (who->contr)
2939 esrv_send_item (who, tmp2); 2731 esrv_send_item (who, tmp2);
2732
2940 return 1; /* otherwise, an attempt to drop causes problems */ 2733 return 1; /* otherwise, an attempt to drop causes problems */
2941 break; 2734
2942 case BOW: 2735 case BOW:
2943 case WAND: 2736 case WAND:
2944 case ROD: 2737 case ROD:
2945 case HORN: 2738 case HORN:
2946 clear_skill (who); 2739 clear_skill (who);
2740
2741 if (who->contr)
2742 {
2947 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2743 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2948 if (who->type == PLAYER) 2744
2949 { 2745 if (who->contr->ranged_ob == op)
2950 who->contr->shoottype = range_none; 2746 who->contr->ranged_ob = 0;
2747
2748 if (who->current_weapon == op)
2749 who->current_weapon = 0;
2951 } 2750 }
2952 else 2751 else
2953 { 2752 {
2954 if (op->type == BOW) 2753 if (op->type == BOW)
2955 CLEAR_FLAG (who, FLAG_READY_BOW); 2754 CLEAR_FLAG (who, FLAG_READY_BOW);
2956 else 2755 else
2957 CLEAR_FLAG (who, FLAG_READY_RANGE); 2756 CLEAR_FLAG (who, FLAG_READY_RANGE);
2958 } 2757 }
2758
2959 break; 2759 break;
2960 2760
2961 case BUILDER: 2761 case BUILDER:
2762 if (who->contr)
2763 {
2962 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op)); 2764 new_draw_info_format (NDI_UNIQUE, 0, who, "You unready %s.", query_name (op));
2963 who->contr->shoottype = range_none; 2765
2964 who->contr->ranges[range_builder] = NULL; 2766 if (who->contr->ranged_ob == op)
2767 who->contr->ranged_ob = 0;
2768 }
2965 break; 2769 break;
2966 2770
2967 default: 2771 default:
2968 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op)); 2772 new_draw_info_format (NDI_UNIQUE, 0, who, "You unapply %s.", query_name (op));
2969 break; 2773 break;
2971 2775
2972 who->update_stats (); 2776 who->update_stats ();
2973 2777
2974 if (!(aflags & AP_NO_MERGE)) 2778 if (!(aflags & AP_NO_MERGE))
2975 { 2779 {
2976 object *tmp;
2977
2978 tmp = merge_ob (op, NULL); 2780 object *tmp = merge_ob (op, 0);
2979 if (who->type == PLAYER) 2781
2782 if (who->contr)
2980 { 2783 {
2981 if (tmp) 2784 if (tmp)
2982 { /* it was merged */ 2785 { /* it was merged */
2983 esrv_del_item (who->contr, op->count); 2786 esrv_del_item (who->contr, op->count);
2984 op = tmp; 2787 op = tmp;
2985 } 2788 }
2986 2789
2987 esrv_send_item (who, op); 2790 esrv_send_item (who, op);
2988 } 2791 }
2989 } 2792 }
2793
2990 return 0; 2794 return 0;
2991} 2795}
2992 2796
2993/** 2797/**
2994 * Returns the object that is using location 'loc'. 2798 * Returns the object that is using location 'loc'.
2995 * Note that 'start' is the first object to start examing - we 2799 * Note that 'start' is the first object to start examing - we
2996 * then go through the below of this. In this way, you can do 2800 * then go through the below of this. In this way, you can do
2997 * something like: 2801 * something like:
2998 * tmp = get_item_from_body_location(who->inv, 1); 2802 * tmp = get_next_item_from_body_location(who->inv, 1);
2999 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2803 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3000 * to find the second object that may use this location, etc. 2804 * to find the second object that may use this location, etc.
3001 * Returns NULL if no match is found. 2805 * Returns NULL if no match is found.
3002 * loc is the index into the array we are looking for a match. 2806 * loc is the index into the array we are looking for a match.
3003 * don't return invisible objects unless they are skill objects 2807 * don't return invisible objects unless they are skill objects
3004 * invisible other objects that use 2808 * invisible other objects that use
3005 * up body locations can be used as restrictions. 2809 * up body locations can be used as restrictions.
3006 */ 2810 */
3007object * 2811static object *
3008get_item_from_body_location (object *start, int loc) 2812get_next_item_from_body_location (int loc, object *start)
3009{ 2813{
3010 object *tmp;
3011
3012 if (!start)
3013 return NULL;
3014
3015 for (tmp = start; tmp; tmp = tmp->below) 2814 for (object *tmp = start; tmp; tmp = tmp->below)
3016 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->body_info[loc] && (!tmp->invisible || tmp->type == SKILL)) 2815 if (tmp->flag [FLAG_APPLIED]
2816 && tmp->slot[loc].info
2817 && (!tmp->invisible || tmp->type == SKILL))
3017 return tmp; 2818 return tmp;
3018 2819
3019 return NULL; 2820 return 0;
3020} 2821}
3021
3022
3023 2822
3024/** 2823/**
3025 * 'op' wants to apply an object, but can't because of other equipment. 2824 * 'op' wants to apply an object, but can't because of other equipment.
3026 * This should only be called when it is known 2825 * This should only be called when it is known
3027 * that there are objects to unapply. This makes pretty heavy 2826 * that there are objects to unapply. This makes pretty heavy
3033 * another function that does just that. 2832 * another function that does just that.
3034 */ 2833 */
3035int 2834int
3036unapply_for_ob (object *who, object *op, int aflags) 2835unapply_for_ob (object *who, object *op, int aflags)
3037{ 2836{
3038 int i; 2837 if (op->is_range ())
3039 object *tmp = NULL, *last;
3040
3041 /* If we are applying a shield or weapon, unapply any equipped shield
3042 * or weapons first - only allowed to use one weapon/shield at a time.
3043 */
3044 if (op->type == WEAPON || op->type == SHIELD)
3045 {
3046 for (tmp = who->inv; tmp; tmp = tmp->below) 2838 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3047 {
3048 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2839 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3049 {
3050 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))) 2840 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3051 { 2841 {
3052 if (aflags & AP_PRINT) 2842 if (aflags & AP_PRINT)
3053 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2843 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3054 else 2844 else
3055 unapply_special (who, tmp, aflags); 2845 unapply_special (who, tmp, aflags);
3056 } 2846 }
3057 else 2847 else
3058 { 2848 {
3059 /* In this case, we want to try and remove a cursed item. 2849 /* In this case, we want to try and remove a cursed item.
3060 * While we know it won't work, we want unapply_special to 2850 * While we know it won't work, we want unapply_special to
3061 * at least generate the message. 2851 * at least generate the message.
3062 */ 2852 */
3063 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (tmp)); 2853 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove the %s.", query_name (tmp));
3064 return 1; 2854 return 1;
3065 }
3066
3067 } 2855 }
3068 }
3069 }
3070 2856
3071 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 2857 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3072 { 2858 {
3073 /* this used up a slot that we need to free */ 2859 /* this used up a slot that we need to free */
3074 if (op->body_info[i]) 2860 if (op->slot[i].info)
3075 { 2861 {
3076 last = who->inv; 2862 object *last = who->inv;
3077 2863
3078 /* We do a while loop - may need to remove several items in order 2864 /* We do a while loop - may need to remove several items in order
3079 * to free up enough slots. 2865 * to free up enough slots.
3080 */ 2866 */
3081 while ((who->body_used[i] + op->body_info[i]) < 0) 2867 while ((who->slot[i].used + op->slot[i].info) < 0)
3082 { 2868 {
3083 tmp = get_item_from_body_location (last, i); 2869 object *tmp = get_next_item_from_body_location (i, last);
2870
3084 if (!tmp) 2871 if (!tmp)
3085 { 2872 {
3086#if 0 2873#if 0
3087 /* Not a bug - we'll get this if the player has cursed items 2874 /* Not a bug - we'll get this if the player has cursed items
3088 * equipped. 2875 * equipped.
3089 */ 2876 */
3090 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name); 2877 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3091#endif 2878#endif
3092 return 1; 2879 return 1;
3093 } 2880 }
2881
3094 /* If we are just printing, we don't care about cursed status */ 2882 /* If we are just printing, we don't care about cursed status */
3095 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)))) 2883 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3096 { 2884 {
3097 if (aflags & AP_PRINT) 2885 if (aflags & AP_PRINT)
3098 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp)); 2886 new_draw_info (NDI_UNIQUE, 0, who, query_name (tmp));
3106 * so it may not be critical (eg, putting on a ring and you have 2894 * so it may not be critical (eg, putting on a ring and you have
3107 * one cursed ring.) 2895 * one cursed ring.)
3108 */ 2896 */
3109 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp)); 2897 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s just won't come off", query_name (tmp));
3110 } 2898 }
2899
3111 last = tmp->below; 2900 last = tmp->below;
3112 } 2901 }
3113 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2902 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3114 * return in the !tmp would have kicked in. 2903 * return in the !tmp would have kicked in.
3115 */ 2904 */
3116 } /* if op is using this body location */ 2905 } /* if op is using this body location */
3117 } /* for body lcoations */ 2906 } /* for body lcoations */
2907
3118 return 0; 2908 return 0;
3119} 2909}
3120 2910
3121/** 2911/**
3122 * Checks to see if 'who' can apply object 'op'. 2912 * Checks to see if 'who' can apply object 'op'.
3123 * Returns 0 if apply can be done without anything special. 2913 * Returns 0 if apply can be done without anything special.
3124 * Otherwise returns a bitmask - potentially several of these may be 2914 * Otherwise returns a bitmask - potentially several of these may be
3125 * set, but largely depends on circumstance - in the future, processing 2915 * set, but largely depends on circumstance - in the future, processing
3126 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2916 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3127 * is set, do we really are what the other flags may be?) 2917 * is set, do we really care what the other flags may be?)
3128 * 2918 *
3129 * See include/define.h for detailed description of the meaning of 2919 * See include/define.h for detailed description of the meaning of
3130 * these return values. 2920 * these return values.
3131 */ 2921 */
3132int 2922int
3133can_apply_object (object *who, object *op) 2923can_apply_object (object *who, object *op)
3134{ 2924{
3135 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op))) 2925 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3136 return RESULT_INT (0); 2926 return RESULT_INT (0);
3137 2927
3138 int i, retval = 0; 2928 int retval = 0;
3139 object *tmp = NULL, *ws = NULL; 2929 object *tmp = 0, *ws = 0;
3140 2930
3141 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2931 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3142 * 2 weapons, but we don't want to let them do that. So if they are
3143 * trying to equip a weapon or shield, see if they already have one
3144 * in place and store that way.
3145 */
3146 if (op->type == WEAPON || op->type == SHIELD)
3147 { 2932 {
3148 for (tmp = who->inv; tmp && !ws; tmp = tmp->below) 2933 if (op->slot[i].info)
3149 { 2934 {
3150 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == op->type) 2935 /* Item uses more slots than we have */
2936 if (who->slot[i].info + op->slot [i].info < 0)
3151 { 2937 {
3152 retval = CAN_APPLY_UNAPPLY;
3153 ws = tmp;
3154 }
3155 }
3156 }
3157
3158
3159 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
3160 {
3161 if (op->body_info[i])
3162 {
3163 /* Item uses more slots than we have */
3164 if (FABS (op->body_info[i]) > who->body_info[i])
3165 {
3166 /* Could return now for efficiently - rest of info below isn' 2938 /* Could return now for efficiency - rest of info below isn't
3167 * really needed. 2939 * really needed.
3168 */ 2940 */
3169 retval |= CAN_APPLY_NEVER; 2941 retval |= CAN_APPLY_NEVER;
3170 } 2942 }
3171 else if ((who->body_used[i] + op->body_info[i]) < 0) 2943 else if (who->slot[i].used + op->slot[i].info < 0)
3172 { 2944 {
3173 /* in this case, equipping this would use more free spots than 2945 /* in this case, equipping this would use more free spots than
3174 * we have. 2946 * we have.
3175 */ 2947 */
3176 object *tmp1;
3177
3178 2948
3179 /* if we have an applied weapon/shield, and unapply it would free 2949 /* if we have an applied weapon/shield, and unapply it would free
3180 * enough slots to equip the new item, then just set this can 2950 * enough slots to equip the new item, then just set "can
3181 * continue. We don't care about the logic below - if you have 2951 * apply unapply". We don't care about the logic below - if you have a
3182 * shield equipped and try to equip another shield, there is only 2952 * shield equipped and try to equip another shield, there is only
3183 * one choice. However, the check for the number of body locations 2953 * one choice. However, the check for the number of body locations
3184 * does take into the account cases where what is being applied 2954 * does take into the account cases where what is being applied
3185 * may be two handed for example. 2955 * may be two handed for example.
3186 */ 2956 */
3187 if (ws) 2957 if (ws)
3188 { 2958 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3189 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >= 0)
3190 { 2959 {
3191 retval |= CAN_APPLY_UNAPPLY; 2960 retval |= CAN_APPLY_UNAPPLY;
3192 continue; 2961 continue;
3193 } 2962 }
3194 }
3195 2963
3196 tmp1 = get_item_from_body_location (who->inv, i); 2964 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3197 if (!tmp1) 2965 if (!tmp1)
3198 { 2966 {
3199#if 0 2967#if 0
3200 /* This is sort of an error, but happens a lot when old players 2968 /* This is sort of an error, but happens a lot when old players
3201 * join in with more stuff equipped than they are now allowed. 2969 * join in with more stuff equipped than they are now allowed.
3202 */ 2970 */
3203 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name); 2971 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3204#endif 2972#endif
2973 fprintf (stderr, "can apply never due to %d but %d - %d + %d\n",//D
2974 i, who->slot[i].used,ws ? ws->slot[i].info :-77,op->slot[i].info);//D
3205 retval |= CAN_APPLY_NEVER; 2975 retval |= CAN_APPLY_NEVER;
3206 } 2976 }
3207 else 2977 else
3208 { 2978 {
3209 /* need to unapply something. However, if this something 2979 /* need to unapply something. However, if this something
3210 * is different than we had found before, it means they need 2980 * is different than we had found before, it means they need
3211 * to apply multiple objects 2981 * to apply multiple objects
3212 */ 2982 */
3213 retval |= CAN_APPLY_UNAPPLY; 2983 retval |= CAN_APPLY_UNAPPLY;
2984
3214 if (!tmp) 2985 if (!tmp)
3215 tmp = tmp1; 2986 tmp = tmp1;
3216 else if (tmp != tmp1) 2987 else if (tmp != tmp1)
3217 {
3218 retval |= CAN_APPLY_UNAPPLY_MULT; 2988 retval |= CAN_APPLY_UNAPPLY_MULT;
3219 } 2989
3220 /* This object isn't using up all the slots, so there must 2990 /* This object isn't using up all the slots, so there must
3221 * be another. If so, and it the new item doesn't need all 2991 * be another. If so, and it the new item doesn't need all
3222 * the slots, the player then has a choice. 2992 * the slots, the player then has a choice.
3223 */ 2993 */
3224 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && (FABS (op->body_info[i]) < who->body_info[i])) 2994 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
2995 && abs (op->slot[i].info) < who->slot[i].info)
3225 retval |= CAN_APPLY_UNAPPLY_CHOICE; 2996 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3226 2997
3227 /* Does unequippint 'tmp1' free up enough slots for this to be 2998 /* Does unequippint 'tmp1' free up enough slots for this to be
3228 * equipped? If not, there must be something else to unapply. 2999 * equipped? If not, there must be something else to unapply.
3229 */ 3000 */
3230 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3001 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3231 retval |= CAN_APPLY_UNAPPLY_MULT; 3002 retval |= CAN_APPLY_UNAPPLY_MULT;
3232
3233 } 3003 }
3234 } /* if not enough free slots */ 3004 } /* if not enough free slots */
3235 } /* if this object uses location i */ 3005 } /* if this object uses location i */
3236 } /* for i -> num_body_locations loop */ 3006 } /* for i -> num_body_locations loop */
3237 3007
3242 * and weapons all use the same slot. Similar for horn/rod/wand - they 3012 * and weapons all use the same slot. Similar for horn/rod/wand - they
3243 * all use the same location. 3013 * all use the same location.
3244 */ 3014 */
3245 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON)) 3015 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3246 retval |= CAN_APPLY_RESTRICTION; 3016 retval |= CAN_APPLY_RESTRICTION;
3017
3247 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD)) 3018 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3248 retval |= CAN_APPLY_RESTRICTION; 3019 retval |= CAN_APPLY_RESTRICTION;
3249 3020
3250
3251 if (who->type != PLAYER) 3021 if (who->type != PLAYER)
3252 { 3022 {
3253 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE)) 3023 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3254 retval |= CAN_APPLY_RESTRICTION; 3024 retval |= CAN_APPLY_RESTRICTION;
3025
3255 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3026 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3256 retval |= CAN_APPLY_RESTRICTION; 3027 retval |= CAN_APPLY_RESTRICTION;
3028
3257 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING)) 3029 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3258 retval |= CAN_APPLY_RESTRICTION; 3030 retval |= CAN_APPLY_RESTRICTION;
3031
3259 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW)) 3032 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3260 retval |= CAN_APPLY_RESTRICTION; 3033 retval |= CAN_APPLY_RESTRICTION;
3261 } 3034 }
3035
3262 return retval; 3036 return retval;
3263} 3037}
3264
3265
3266 3038
3267/** 3039/**
3268 * who is the object using the object. It can be a monster. 3040 * who is the object using the object. It can be a monster.
3269 * op is the object they are using. op is an equipment type item, 3041 * op is the object they are using. op is an equipment type item,
3270 * eg, one which you put on and keep on for a while, and not something 3042 * eg, one which you put on and keep on for a while, and not something
3289int 3061int
3290apply_special (object *who, object *op, int aflags) 3062apply_special (object *who, object *op, int aflags)
3291{ 3063{
3292 int basic_flag = aflags & AP_BASIC_FLAGS; 3064 int basic_flag = aflags & AP_BASIC_FLAGS;
3293 object *tmp, *tmp2, *skop = NULL; 3065 object *tmp, *tmp2, *skop = NULL;
3294 int i;
3295 3066
3296 if (who == NULL) 3067 if (who == NULL)
3297 { 3068 {
3298 LOG (llevError, "apply_special() from object without environment.\n"); 3069 LOG (llevError, "apply_special() from object without environment.\n");
3299 return 1; 3070 return 1;
3309 if (basic_flag == AP_APPLY) 3080 if (basic_flag == AP_APPLY)
3310 return 0; 3081 return 0;
3311 3082
3312 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))) 3083 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3313 { 3084 {
3314 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't\nremove %s.", query_name (op)); 3085 new_draw_info_format (NDI_UNIQUE, 0, who, "No matter how hard you try, you just can't remove %s.", query_name (op));
3315 return 1; 3086 return 1;
3316 } 3087 }
3088
3317 return unapply_special (who, op, aflags); 3089 return unapply_special (who, op, aflags);
3318 } 3090 }
3319 3091
3320 if (basic_flag == AP_UNAPPLY) 3092 if (basic_flag == AP_UNAPPLY)
3321 return 0; 3093 return 0;
3322 3094
3323 i = can_apply_object (who, op); 3095 // if the item is combat/ranged, wield the relevant slot first
3096 // to resolve conflicts.
3097 if (player *pl = who->contr)
3098 switch (op->slottype ())
3099 {
3100 case slot_combat: who->change_weapon (pl->combat_ob); break;
3101 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3102 }
3324 3103
3325 /* Can't just apply this object. Lets see what not and what to do */ 3104 /* Can't just apply this object. Lets see what not and what to do */
3326 if (i) 3105 if (int i = can_apply_object (who, op))
3327 { 3106 {
3328 if (i & CAN_APPLY_NEVER) 3107 if (i & CAN_APPLY_NEVER)
3329 { 3108 {
3330 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op)); 3109 new_draw_info_format (NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name (op));
3331 return 1; 3110 return 1;
3333 else if (i & CAN_APPLY_RESTRICTION) 3112 else if (i & CAN_APPLY_RESTRICTION)
3334 { 3113 {
3335 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op)); 3114 new_draw_info_format (NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name (op));
3336 return 1; 3115 return 1;
3337 } 3116 }
3117
3338 if (who->type != PLAYER) 3118 if (who->type != PLAYER)
3339 { 3119 {
3340 /* Some error, so don't try to equip something more */ 3120 /* Some error, so don't try to equip something more */
3341 if (unapply_for_ob (who, op, aflags)) 3121 if (unapply_for_ob (who, op, aflags))
3342 return 1; 3122 return 1;
3343 } 3123 }
3344 else 3124 else
3345 { 3125 {
3346 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) 3126 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3347 { 3127 {
3348 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3128 new_draw_info (NDI_UNIQUE, 0, who, "You need to unapply some of the following item(s) or change your applymode:");
3349 unapply_for_ob (who, op, AP_PRINT); 3129 unapply_for_ob (who, op, AP_PRINT);
3350 return 1; 3130 return 1;
3351 } 3131 }
3352 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) 3132 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3353 {
3354 i = unapply_for_ob (who, op, aflags); 3133 if (unapply_for_ob (who, op, aflags))
3355 if (i)
3356 return 1; 3134 return 1;
3357 } 3135 }
3358 }
3359 } 3136 }
3137
3360 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) 3138 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3361 { 3139 {
3362 skop = find_skill_by_name (who, op->skill); 3140 skop = find_skill_by_name (who, op->skill);
3141
3363 if (!skop) 3142 if (!skop)
3364 { 3143 {
3365 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill); 3144 new_draw_info_format (NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3366 return 1; 3145 return 1;
3367 } 3146 }
3368 else 3147 else
3369 {
3370 /* While experience will be credited properly, we want to change the 3148 /* While experience will be credited properly, we want to change the
3371 * skill so that the dam and wc get updated 3149 * skill so that the dam and wc get updated
3372 */ 3150 */
3373 change_skill (who, skop, 0); 3151 change_skill (who, skop, 0);
3374 }
3375 }
3376
3377 if (who->type == PLAYER && op->item_power && (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level))
3378 { 3152 }
3379 new_draw_info (NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!"); 3153
3154 if (who->type == PLAYER
3155 && op->item_power
3156 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3157 {
3158 new_draw_info (NDI_UNIQUE, 0, who,
3159 "Equipping that combined with other items would consume your soul! "
3160 "[use the skills command to check your available item power]");
3380 return 1; 3161 return 1;
3381 } 3162 }
3382
3383 3163
3384 /* Ok. We are now at the state where we can apply the new object. 3164 /* Ok. We are now at the state where we can apply the new object.
3385 * Note that we don't have the checks for can_use_... 3165 * Note that we don't have the checks for can_use_...
3386 * below - that is already taken care of by can_apply_object. 3166 * below - that is already taken care of by can_apply_object.
3387 */ 3167 */
3388
3389
3390 if (op->nrof > 1) 3168 if (op->nrof > 1)
3391 tmp = get_split_ob (op, op->nrof - 1); 3169 tmp = get_split_ob (op, op->nrof - 1);
3392 else 3170 else
3393 tmp = NULL; 3171 tmp = 0;
3394 3172
3395 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op))) 3173 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3396 return RESULT_INT (0); 3174 return RESULT_INT (0);
3397 3175
3398 switch (op->type) 3176 switch (op->type)
3399 { 3177 {
3400 case WEAPON: 3178 case WEAPON:
3401 if (!check_weapon_power (who, op->last_eat)) 3179 if (!check_weapon_power (who, op->last_eat))
3402 { 3180 {
3403 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use."); 3181 new_draw_info (NDI_UNIQUE, 0, who, "This weapon is too powerful for you to use.\n"
3404 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3182 "It would consume your soul!.");
3183
3405 if (tmp != NULL) 3184 if (tmp)
3406 (void) insert_ob_in_ob (tmp, who); 3185 insert_ob_in_ob (tmp, who);
3186
3407 return 1; 3187 return 1;
3408 } 3188 }
3189
3190 //TODO: this obviously fails for players using a shorter prefix
3191 // i.e. "R" can use Ragnarok's sword.
3409 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3192 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3410 { 3193 {
3411 /* if the weapon does not have the name as the character, can't use it. */ 3194 /* if the weapon does not have the name as the character, can't use it. */
3412 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3413 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3196 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3197
3414 if (tmp != NULL) 3198 if (tmp)
3415 (void) insert_ob_in_ob (tmp, who); 3199 insert_ob_in_ob (tmp, who);
3200
3416 return 1; 3201 return 1;
3417 } 3202 }
3203
3204 if (!skop)
3205 {
3206 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3207 return 1;
3208 }
3209
3418 SET_FLAG (op, FLAG_APPLIED); 3210 SET_FLAG (op, FLAG_APPLIED);
3419
3420 if (skop)
3421 change_skill (who, skop, 1); 3211 change_skill (who, skop, 1);
3212
3213 if (who->contr)
3214 who->change_weapon (who->contr->combat_ob = op);
3215
3422 if (!QUERY_FLAG (who, FLAG_READY_WEAPON)) 3216 if (!QUERY_FLAG (who, FLAG_READY_WEAPON))
3423 SET_FLAG (who, FLAG_READY_WEAPON); 3217 SET_FLAG (who, FLAG_READY_WEAPON);
3424 3218
3425 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op)); 3219 new_draw_info_format (NDI_UNIQUE, 0, who, "You wield %s.", query_name (op));
3426 3220
3427 (void) change_abil (who, op); 3221 change_abil (who, op);
3428 break; 3222 break;
3429 3223
3430 case ARMOUR: 3224 case ARMOUR:
3431 case HELMET: 3225 case HELMET:
3432 case SHIELD: 3226 case SHIELD:
3437 case CLOAK: 3231 case CLOAK:
3438 case RING: 3232 case RING:
3439 case AMULET: 3233 case AMULET:
3440 SET_FLAG (op, FLAG_APPLIED); 3234 SET_FLAG (op, FLAG_APPLIED);
3441 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op)); 3235 new_draw_info_format (NDI_UNIQUE, 0, who, "You wear %s.", query_name (op));
3442 (void) change_abil (who, op); 3236 change_abil (who, op);
3443 break; 3237 break;
3238
3444 case LAMP: 3239 case LAMP:
3445 if (op->stats.food < 1) 3240 if (op->stats.food < 1)
3446 { 3241 {
3447 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of" " fuel!", &op->name); 3242 new_draw_info_format (NDI_UNIQUE, 0, who, "Your %s is out of fuel!", &op->name);
3448 return 1; 3243 return 1;
3449 } 3244 }
3245
3450 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name); 3246 new_draw_info_format (NDI_UNIQUE, 0, who, "You turn on your %s.", &op->name);
3451 tmp2 = arch_to_object (op->other_arch); 3247 tmp2 = arch_to_object (op->other_arch);
3452 tmp2->stats.food = op->stats.food; 3248 tmp2->stats.food = op->stats.food;
3453 SET_FLAG (tmp2, FLAG_APPLIED); 3249 SET_FLAG (tmp2, FLAG_APPLIED);
3250
3454 if (QUERY_FLAG (op, FLAG_INV_LOCKED)) 3251 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3455 SET_FLAG (tmp2, FLAG_INV_LOCKED); 3252 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3253
3456 insert_ob_in_ob (tmp2, who); 3254 insert_ob_in_ob (tmp2, who);
3457 3255
3458 /* Remove the old lantern */ 3256 /* Remove the old lantern */
3459 if (who->type == PLAYER) 3257 if (who->type == PLAYER)
3460 esrv_del_item (who->contr, op->count); 3258 esrv_del_item (who->contr, op->count);
3461 3259
3462 op->destroy (); 3260 op->destroy ();
3463 3261
3464 /* insert the portion that was split off */ 3262 /* insert the portion that was split off */
3465 if (tmp != NULL) 3263 if (tmp)
3466 { 3264 {
3467 (void) insert_ob_in_ob (tmp, who); 3265 insert_ob_in_ob (tmp, who);
3468 if (who->type == PLAYER) 3266 if (who->type == PLAYER)
3469 esrv_send_item (who, tmp); 3267 esrv_send_item (who, tmp);
3470 } 3268 }
3269
3471 who->update_stats (); 3270 who->update_stats ();
3271
3472 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)) 3272 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3473 {
3474 if (who->type == PLAYER) 3273 if (who->type == PLAYER)
3475 { 3274 {
3476 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3275 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3477 SET_FLAG (tmp2, FLAG_KNOWN_CURSED); 3276 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3478 } 3277 }
3479 } 3278
3480 if (who->type == PLAYER) 3279 if (who->type == PLAYER)
3481 esrv_send_item (who, tmp2); 3280 esrv_send_item (who, tmp2);
3281
3482 return 0; 3282 return 0;
3283
3284 case SKILL_TOOL:
3285 // applying a skill tool also readies the skill
3286 SET_FLAG (op, FLAG_APPLIED);
3287 skop = find_skill_by_name (who, op->skill);
3288 if (!skop->flag [FLAG_APPLIED])
3289 apply_special (who, skop, AP_APPLY);
3483 break; 3290 break;
3484 3291
3485 /* this part is needed for skill-tools */
3486 case SKILL: 3292 case SKILL:
3487 case SKILL_TOOL:
3488 if (who->chosen_skill) 3293 if (who->chosen_skill)
3489 { 3294 {
3490 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3295 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3491 return 1; 3296 return 1;
3492 } 3297 }
3493 if (who->type == PLAYER) 3298
3299 if (player *pl = who->contr)
3300 {
3301 if (IS_COMBAT_SKILL (op->subtype))
3494 { 3302 {
3495 who->contr->shoottype = range_skill; 3303 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3496 who->contr->ranges[range_skill] = op; 3304 {
3305 for (object *item = who->inv; item; item = item->below)
3306 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3307 {
3308 who->change_weapon (pl->combat_ob = item);
3309 goto found_weapon;
3310 }
3311
3312 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a melee weapon before readying this skill");
3313 return 1;
3314
3315 found_weapon:;
3316 }
3317 else
3318 who->change_weapon (pl->combat_ob = op);
3319 }
3320 else if (IS_RANGED_SKILL (op->subtype))
3321 {
3322 if (skill_flags [op->subtype] & SF_NEED_BOW)
3323 {
3324 for (object *item = who->inv; item; item = item->below)
3325 if (item->type == BOW && item->flag [FLAG_APPLIED])
3326 {
3327 who->change_weapon (pl->ranged_ob = item);
3328 goto found_bow;
3329 }
3330
3331 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a missile weapon before readying this skill");
3332 return 1;
3333
3334 found_bow:;
3335 }
3336 else if (skill_flags [op->subtype] & SF_NEED_ITEM)
3337 {
3338 for (object *item = who->inv; item; item = item->below)
3339 if (item->flag [FLAG_APPLIED]
3340 && (item->type == WAND || item->type == ROD || item->type == HORN))
3341 {
3342 who->change_weapon (pl->ranged_ob = item);
3343 goto found_item;
3344 }
3345
3346 new_draw_info (NDI_UNIQUE, 0, who, "You need to apply a magic item before readying this skill");
3347 return 1;
3348
3349 found_item:;
3350 }
3351 else
3352 who->change_weapon (pl->ranged_ob = op);
3353 }
3354
3497 if (!op->invisible) 3355 if (!op->invisible)
3498 { 3356 {
3499 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3357 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3500 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill); 3358 new_draw_info_format (NDI_UNIQUE, 0, who, "You can now use the skill: %s.", &op->skill);
3501 } 3359 }
3502 else 3360 else
3503 {
3504 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name); 3361 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.", op->skill ? &op->skill : &op->name);
3505 } 3362 }
3506 } 3363
3507 SET_FLAG (op, FLAG_APPLIED); 3364 SET_FLAG (op, FLAG_APPLIED);
3508 (void) change_abil (who, op); 3365 change_abil (who, op);
3509 who->chosen_skill = op; 3366 who->chosen_skill = op;
3510 SET_FLAG (who, FLAG_READY_SKILL); 3367 SET_FLAG (who, FLAG_READY_SKILL);
3511 break; 3368 break;
3512 3369
3513 case BOW: 3370 case BOW:
3514 if (!check_weapon_power (who, op->last_eat)) 3371 if (!check_weapon_power (who, op->last_eat))
3515 { 3372 {
3516 new_draw_info (NDI_UNIQUE, 0, who, "That item is too powerful for you to use."); 3373 new_draw_info (NDI_UNIQUE, 0, who, "That weapon is too powerful for you to use.");
3517 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!."); 3374 new_draw_info (NDI_UNIQUE, 0, who, "It would consume your soul!.");
3375
3518 if (tmp != NULL) 3376 if (tmp)
3519 (void) insert_ob_in_ob (tmp, who); 3377 insert_ob_in_ob (tmp, who);
3378
3520 return 1; 3379 return 1;
3521 } 3380 }
3381
3522 if (op->level && (strncmp (op->name, who->name, strlen (who->name)))) 3382 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3523 { 3383 {
3524 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner."); 3384 new_draw_info (NDI_UNIQUE, 0, who, "The weapon does not recognize you as its owner.");
3525 if (tmp != NULL) 3385 if (tmp)
3526 (void) insert_ob_in_ob (tmp, who); 3386 insert_ob_in_ob (tmp, who);
3387
3527 return 1; 3388 return 1;
3528 } 3389 }
3390
3529 /*FALLTHROUGH*/ case WAND: 3391 /*FALLTHROUGH*/
3392 case WAND:
3530 case ROD: 3393 case ROD:
3531 case HORN: 3394 case HORN:
3532 /* check for skill, alter player status */ 3395 /* check for skill, alter player status */
3396
3397 if (!skop)
3398 {
3399 new_draw_info_format (NDI_UNIQUE, 0, who, "The %s is broken, please report this to the dungeon master!", query_name (op));//TODO
3400 return 1;
3401 }
3402
3533 SET_FLAG (op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3534 if (skop)
3535 change_skill (who, skop, 0); 3404 change_skill (who, skop, 0);
3405
3406 if (who->contr)
3407 {
3408 who->contr->ranged_ob = op;
3409
3536 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op)); 3410 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name (op));
3537 3411
3538 if (who->type == PLAYER)
3539 {
3540 if (op->type == BOW) 3412 if (op->type == BOW)
3541 { 3413 {
3414 who->current_weapon = op;
3542 (void) change_abil (who, op); 3415 change_abil (who, op);
3543 new_draw_info_format (NDI_UNIQUE, 0, who, 3416 new_draw_info_format (NDI_UNIQUE, 0, who,
3544 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)); 3417 "You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op));
3545 who->contr->shoottype = range_bow;
3546 }
3547 else
3548 {
3549 who->contr->shoottype = range_misc;
3550 } 3418 }
3551 } 3419 }
3552 else 3420 else
3553 { 3421 {
3554 if (op->type == BOW) 3422 if (op->type == BOW)
3555 SET_FLAG (who, FLAG_READY_BOW); 3423 SET_FLAG (who, FLAG_READY_BOW);
3556 else 3424 else
3557 SET_FLAG (who, FLAG_READY_RANGE); 3425 SET_FLAG (who, FLAG_READY_RANGE);
3558 } 3426 }
3427
3559 break; 3428 break;
3560 3429
3561 case BUILDER: 3430 case BUILDER:
3562 if (who->contr->ranges[range_builder]) 3431 if (who->type == PLAYER)
3432 {
3433 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3563 unapply_special (who, who->contr->ranges[range_builder], 0); 3434 unapply_special (who, who->contr->ranged_ob, 0);
3564 who->contr->shoottype = range_builder; 3435
3565 who->contr->ranges[range_builder] = op;
3566 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op)); 3436 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready your %s.", query_name (op));
3437
3438 who->contr->ranged_ob = op;
3439 }
3567 break; 3440 break;
3568 3441
3569 default: 3442 default:
3570 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op)); 3443 new_draw_info_format (NDI_UNIQUE, 0, who, "You apply %s.", query_name (op));
3571 } /* end of switch op->type */ 3444 } /* end of switch op->type */
3572 3445
3573 SET_FLAG (op, FLAG_APPLIED); 3446 SET_FLAG (op, FLAG_APPLIED);
3574 3447
3575 if (tmp != NULL) 3448 if (tmp)
3576 tmp = insert_ob_in_ob (tmp, who); 3449 tmp = insert_ob_in_ob (tmp, who);
3577 3450
3578 who->update_stats (); 3451 who->update_stats ();
3579 3452
3580 /* We exclude spell casting objects. The fire code will set the 3453 /* We exclude spell casting objects. The fire code will set the
3590 { 3463 {
3591 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!"); 3464 new_draw_info (NDI_UNIQUE, 0, who, "Oops, it feels deadly cold!");
3592 SET_FLAG (op, FLAG_KNOWN_CURSED); 3465 SET_FLAG (op, FLAG_KNOWN_CURSED);
3593 } 3466 }
3594 } 3467 }
3468
3595 if (who->type == PLAYER) 3469 if (who->type == PLAYER)
3596 { 3470 {
3597 /* if multiple objects were applied, update both slots */ 3471 /* if multiple objects were applied, update both slots */
3598 if (tmp) 3472 if (tmp)
3599 esrv_send_item (who, tmp); 3473 esrv_send_item (who, tmp);
3474
3600 esrv_send_item (who, op); 3475 esrv_send_item (who, op);
3601 } 3476 }
3477
3602 return 0; 3478 return 0;
3603} 3479}
3604
3605 3480
3606int 3481int
3607monster_apply_special (object *who, object *op, int aflags) 3482monster_apply_special (object *who, object *op, int aflags)
3608{ 3483{
3609 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED)) 3484 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3653 3528
3654 case TREASURE: 3529 case TREASURE:
3655 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 3530 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3656 return 0; 3531 return 0;
3657 3532
3658 while ((op->stats.hp--) > 0) 3533 while (op->stats.hp-- > 0)
3659 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0, 3534 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3660 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0); 3535 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3661 3536
3662 /* If we generated an object and put it in this object inventory, 3537 /* If we generated an object and put it in this object inventory,
3663 * move it to the parent object as the current object is about 3538 * move it to the parent object as the current object is about
3680 } 3555 }
3681 return tmp ? 1 : 0; 3556 return tmp ? 1 : 0;
3682} 3557}
3683 3558
3684/** 3559/**
3685 * fix_auto_apply goes through the entire map (only the first time 3560 * fix_auto_apply goes through the entire map every time a map
3686 * when an original map is loaded) and performs special actions for 3561 * is loaded or swapped in and performs special actions for
3687 * certain objects (most initialization of chests and creation of 3562 * certain objects (most initialization of chests and creation of
3688 * treasures and stuff). Calls auto_apply if appropriate. 3563 * treasures and stuff). Calls auto_apply if appropriate.
3689 */ 3564 */
3690void 3565void
3691fix_auto_apply (maptile *m) 3566maptile::fix_auto_apply ()
3692{ 3567{
3693 object *tmp, *above = NULL; 3568 if (!spaces)
3694 int x, y;
3695
3696 if (m == NULL)
3697 return; 3569 return;
3698 3570
3699 for (x = 0; x < MAP_WIDTH (m); x++) 3571 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3700 for (y = 0; y < MAP_HEIGHT (m); y++) 3572 for (object *tmp = ms->bot; tmp; )
3701 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = above)
3702 { 3573 {
3703 above = tmp->above; 3574 object *above = tmp->above;
3704 3575
3705 if (tmp->inv) 3576 if (tmp->inv)
3706 { 3577 {
3707 object *invtmp, *invnext; 3578 object *invtmp, *invnext;
3708 3579
3709 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3580 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3710 { 3581 {
3711 invnext = invtmp->below; 3582 invnext = invtmp->below;
3712 3583
3713 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3584 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3714 auto_apply (invtmp); 3585 auto_apply (invtmp);
3715 else if (invtmp->type == TREASURE && invtmp->has_random_items ()) 3586 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3716 { 3587 {
3717 while ((invtmp->stats.hp--) > 0) 3588 while ((invtmp->stats.hp--) > 0)
3718 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3589 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3719 3590
3720 invtmp->randomitems = NULL; 3591 invtmp->randomitems = NULL;
3721 } 3592 }
3722 else if (invtmp && invtmp->arch 3593 else if (invtmp && invtmp->arch
3723 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ()) 3594 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3724 { 3595 {
3725 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3596 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3726 /* Need to clear this so that we never try to create 3597 /* Need to clear this so that we never try to create
3727 * treasure again for this object 3598 * treasure again for this object
3728 */ 3599 */
3729 invtmp->randomitems = NULL; 3600 invtmp->randomitems = NULL;
3730 } 3601 }
3731 } 3602 }
3732 /* This is really temporary - the code at the bottom will 3603 /* This is really temporary - the code at the bottom will
3733 * also set randomitems to null. The problem is there are bunches 3604 * also set randomitems to null. The problem is there are bunches
3734 * of maps/players already out there with items that have spells 3605 * of maps/players already out there with items that have spells
3735 * which haven't had the randomitems set to null yet. 3606 * which haven't had the randomitems set to null yet.
3736 * MSW 2004-05-13 3607 * MSW 2004-05-13
3737 * 3608 *
3738 * And if it's a spellbook, it's better to set randomitems to NULL too, 3609 * And if it's a spellbook, it's better to set randomitems to NULL too,
3739 * else you get two spells in the book ^_- 3610 * else you get two spells in the book ^_-
3740 * Ryo 2004-08-16 3611 * Ryo 2004-08-16
3741 */ 3612 */
3742 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3613 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3743 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK) 3614 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3744 tmp->randomitems = NULL;
3745
3746 }
3747
3748 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3749 auto_apply (tmp);
3750 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3751 {
3752 while ((tmp->stats.hp--) > 0)
3753 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3754 tmp->randomitems = NULL; 3615 tmp->randomitems = NULL;
3616
3755 } 3617 }
3618
3619 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3620 auto_apply (tmp);
3621 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3622 {
3623 while ((tmp->stats.hp--) > 0)
3624 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3625 tmp->randomitems = NULL;
3626 }
3756 else if (tmp->type == TIMED_GATE) 3627 else if (tmp->type == TIMED_GATE)
3757 { 3628 {
3758 object *head = tmp->head != NULL ? tmp->head : tmp; 3629 object *head = tmp->head != NULL ? tmp->head : tmp;
3759 3630
3760 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3631 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3761 {
3762 tmp->speed = 0; 3632 tmp->set_speed (0);
3763 update_ob_speed (tmp);
3764 }
3765 } 3633 }
3766 /* This function can be called everytime a map is loaded, even when 3634 /* This function can be called everytime a map is loaded, even when
3767 * swapping back in. As such, we don't want to create the treasure 3635 * swapping back in. As such, we don't want to create the treasure
3768 * over and ove again, so after we generate the treasure, blank out 3636 * over and ove again, so after we generate the treasure, blank out
3769 * randomitems so if it is swapped in again, it won't make anything. 3637 * randomitems so if it is swapped in again, it won't make anything.
3770 * This is a problem for the above objects, because they have counters 3638 * This is a problem for the above objects, because they have counters
3771 * which say how many times to make the treasure. 3639 * which say how many times to make the treasure.
3772 */ 3640 */
3773 else if (tmp && tmp->arch && tmp->type != PLAYER 3641 else if (tmp && tmp->arch && tmp->type != PLAYER
3774 && tmp->type != TREASURE && tmp->type != SPELL 3642 && tmp->type != TREASURE && tmp->type != SPELL
3775 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ()) 3643 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3776 { 3644 {
3777 create_treasure (tmp->randomitems, tmp, GT_APPLY, m->difficulty, 0); 3645 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3778 tmp->randomitems = NULL; 3646 tmp->randomitems = NULL;
3779 } 3647 }
3648
3649 // close all containers
3650 else if (tmp->type == CONTAINER)
3651 tmp->flag [FLAG_APPLIED] = 0;
3652
3653 tmp = above;
3780 } 3654 }
3781 3655
3782 for (x = 0; x < MAP_WIDTH (m); x++) 3656 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3783 for (y = 0; y < MAP_HEIGHT (m); y++) 3657 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3784 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
3785 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3658 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3786 check_trigger (tmp, tmp->above); 3659 check_trigger (tmp, tmp->above);
3787} 3660}
3788 3661
3789/** 3662/**
3790 * Handles player eating food that temporarily changes status (resistances, stats). 3663 * Handles player eating food that temporarily changes status (resistances, stats).
3791 * This used to call cast_change_attr(), but 3664 * This used to call cast_change_attr(), but
3792 * that doesn't work with the new spell code. Since we know what 3665 * that doesn't work with the new spell code. Since we know what
3793 * the food changes, just grab a force and use that instead. 3666 * the food changes, just grab a force and use that instead.
3794 */ 3667 */
3795
3796void 3668void
3797eat_special_food (object *who, object *food) 3669eat_special_food (object *who, object *food)
3798{ 3670{
3799 object *force; 3671 object *force;
3800 int i, did_one = 0; 3672 int i, did_one = 0;
3801 sint8 k;
3802 3673
3803 force = get_archetype (FORCE_NAME); 3674 force = get_archetype (FORCE_NAME);
3804 3675
3805 for (i = 0; i < NUM_STATS; i++) 3676 for (i = 0; i < NUM_STATS; i++)
3806 { 3677 if (sint8 k = food->stats.stat (i))
3807 k = get_attr_value (&food->stats, i);
3808 if (k)
3809 { 3678 {
3810 set_attr_value (&force->stats, i, k); 3679 force->stats.stat (i) = k;
3811 did_one = 1; 3680 did_one = 1;
3812 } 3681 }
3813 }
3814 3682
3815 /* check if we can protect the eater */ 3683 /* check if we can protect the eater */
3816 for (i = 0; i < NROFATTACKS; i++) 3684 for (i = 0; i < NROFATTACKS; i++)
3817 { 3685 {
3818 if (food->resist[i] > 0) 3686 if (food->resist[i] > 0)
3822 } 3690 }
3823 } 3691 }
3824 3692
3825 if (did_one) 3693 if (did_one)
3826 { 3694 {
3827 force->speed = 0.1; 3695 force->set_speed (0.1);
3828 update_ob_speed (force);
3829 /* bigger morsel of food = longer effect time */ 3696 /* bigger morsel of food = longer effect time */
3830 force->duration = food->stats.food / 5; 3697 force->duration = food->stats.food / 5;
3831 SET_FLAG (force, FLAG_APPLIED); 3698 SET_FLAG (force, FLAG_APPLIED);
3832 change_abil (who, force); 3699 change_abil (who, force);
3833 insert_ob_in_ob (force, who); 3700 insert_ob_in_ob (force, who);
3838 /* check for hp, sp change */ 3705 /* check for hp, sp change */
3839 if (food->stats.hp != 0) 3706 if (food->stats.hp != 0)
3840 { 3707 {
3841 if (QUERY_FLAG (food, FLAG_CURSED)) 3708 if (QUERY_FLAG (food, FLAG_CURSED))
3842 { 3709 {
3843 strcpy (who->contr->killer, food->name); 3710 assign (who->contr->killer, food->name);
3844 hit_player (who, food->stats.hp, food, AT_POISON, 1); 3711 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3845 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!"); 3712 new_draw_info (NDI_UNIQUE, 0, who, "Eck!...that was poisonous!");
3846 } 3713 }
3847 else 3714 else
3848 { 3715 {
3980 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!"); 3847 new_draw_info (NDI_UNIQUE, 0, op, "The magic recoils on you!");
3981 blind_player (op, op, power); 3848 blind_player (op, op, power);
3982 } 3849 }
3983 else if (failure <= -80) 3850 else if (failure <= -80)
3984 { /* blast the immediate area */ 3851 { /* blast the immediate area */
3985 object *tmp;
3986
3987 tmp = get_archetype (LOOSE_MANA); 3852 object *tmp = get_archetype (LOOSE_MANA);
3988 cast_magic_storm (op, tmp, power); 3853 cast_magic_storm (op, tmp, power);
3989 new_draw_info (NDI_UNIQUE, 0, op, "You unlease uncontrolled mana!"); 3854 new_draw_info (NDI_UNIQUE, 0, op, "You unleash uncontrolled mana!");
3990 tmp->destroy (); 3855 tmp->destroy ();
3991 } 3856 }
3992 } 3857 }
3993} 3858}
3994 3859
4014 */ 3879 */
4015 int i, j; 3880 int i, j;
4016 3881
4017 for (i = 0; i < NUM_STATS; i++) 3882 for (i = 0; i < NUM_STATS; i++)
4018 { 3883 {
4019 sint8 stat = get_attr_value (stats, i);
4020 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i); 3884 int race_bonus = pl->arch->clone.stats.stat (i);
3885 sint8 stat = stats->stat (i) + ns->stat (i);
4021 3886
4022 stat += get_attr_value (ns, i);
4023 if (stat > 20 + race_bonus) 3887 if (stat > 20 + race_bonus)
4024 { 3888 {
4025 excess_stat++; 3889 excess_stat++;
4026 stat = 20 + race_bonus; 3890 stat = 20 + race_bonus;
4027 } 3891 }
4028 set_attr_value (stats, i, stat); 3892
3893 stats->stat (i) = stat;
4029 } 3894 }
4030 3895
4031 for (j = 0; excess_stat > 0 && j < 100; j++) 3896 for (j = 0; excess_stat > 0 && j < 100; j++)
4032 { /* try 100 times to assign excess stats */ 3897 { /* try 100 times to assign excess stats */
4033 int i = rndm (0, 6); 3898 int i = rndm (0, 6);
4034 int stat = get_attr_value (stats, i);
4035 int race_bonus = get_attr_value (&(pl->arch->clone.stats), i);
4036 3899
4037 if (i == CHA) 3900 if (i == CHA)
4038 continue; /* exclude cha from this */ 3901 continue; /* exclude cha from this */
3902
3903 int stat = stats->stat (i);
3904 int race_bonus = pl->arch->clone.stats.stat (i);
4039 if (stat < 20 + race_bonus) 3905 if (stat < 20 + race_bonus)
4040 { 3906 {
4041 change_attr_value (stats, i, 1); 3907 change_attr_value (stats, i, 1);
4042 excess_stat--; 3908 excess_stat--;
4043 } 3909 }
4046 /* insert the randomitems from the change's treasurelist into 3912 /* insert the randomitems from the change's treasurelist into
4047 * the player ref: player.c 3913 * the player ref: player.c
4048 */ 3914 */
4049 if (change->randomitems != NULL) 3915 if (change->randomitems != NULL)
4050 give_initial_items (pl, change->randomitems); 3916 give_initial_items (pl, change->randomitems);
4051
4052 3917
4053 /* set up the face, for some races. */ 3918 /* set up the face, for some races. */
4054 3919
4055 /* first, look for the force object banning 3920 /* first, look for the force object banning
4056 * changing the face. Certain races never change face with class. 3921 * changing the face. Certain races never change face with class.

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