ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.11 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.127 by root, Fri Aug 17 21:18:01 2007 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: apply.C,v 1.11 2006/08/27 15:24:22 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
12 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
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 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,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 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
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199 36
200/** 37/**
201 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
202 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
203 */ 40 */
41int
204int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
205{ 43{
206 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
207 /* Get flags to determine what of arch, name, and race should be checked. 46 /* Get flags to determine what of arch, name, and race should be checked.
208 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
209 * the next is the name flag, and the last is the race flag. Also note, 48 * the next is the name flag, and the last is the race flag. Also note,
210 * if subtype is set to zero, that also goes to defaults of all affecting 49 * if subtype is set to zero, that also goes to defaults of all affecting
211 * it. Examples: 50 * it. Examples:
212 * subtype 1: only arch 51 * subtype 1: only arch
213 * subtype 3: arch or name 52 * subtype 3: arch or name
214 * subtype 5: arch or race 53 * subtype 5: arch or race
215 * subtype 7: all three 54 * subtype 7: all three
216 */ 55 */
217 if (op->subtype) 56 if (op->subtype)
218 { 57 {
219 arch_flag = (op->subtype & 1); 58 arch_flag = (op->subtype & 1);
220 name_flag = (op->subtype & 2); 59 name_flag = (op->subtype & 2);
221 race_flag = (op->subtype & 4); 60 race_flag = (op->subtype & 4);
222 } else { 61 }
62 else
63 {
223 arch_flag = 1; 64 arch_flag = 1;
224 name_flag = 1; 65 name_flag = 1;
225 race_flag = 1; 66 race_flag = 1;
226 } 67 }
68
227 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
228 * name or race that matches. 70 * name or race that matches.
229 */ 71 */
230 if ( (op->race) && 72 if ((op->race) &&
231 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 76 return 1;
235 } 77
236 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 79 * of arch, name, or race match.
238 */ 80 */
239 if ( (op->slaying) && (
240 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 84 return 1;
244 } 85
245 return 0; 86 return 0;
246} 87}
247 88
248/** 89/**
249 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
250 * It'll identify marked item, if none all items up to dropped money. 91 * It'll identify marked item, if none all items up to dropped money.
251 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
252 */ 93 */
94static int
253static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
254{ 96{
255 object *id, *marked; 97 dynbuf_text buf;
256 int success=0;
257 98
258 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
259 return 0; 100 return 0;
260 101
261 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
262 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
263 */ 104 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 106 return 0;
266 107
267 marked = find_marked_object (pl);
268 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
269 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
270 */ 110 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
272 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
273 { 113 {
274 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
275 identify (marked); 116 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
277 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.", long_desc (marked, pl));
278 if (marked->msg) { 119 if (marked->msg)
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\n" << marked->msg;
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
281 } 122 return !money;
282 return money == NULL; 123 }
283 }
284 } 124 }
285 125
286 for (id=pl->inv; id; id=id->below) { 126 for (object *id = pl->inv; id; id = id->below)
127 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 129 {
289 if (operate_altar(altar,&money)) { 130 if (operate_altar (altar, &money))
290 identify(id); 131 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 132 identify (id);
292 "You have %s.", long_desc(id, pl)); 133
134 buf.printf ("You have %s.", long_desc (id, pl));
293 if (id->msg) { 135 if (id->msg)
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 136 buf << "The item has a story:\n" << id->msg;
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 137
296 }
297 success=1;
298 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 139 if (!money || !check_altar_sacrifice (altar, money))
300 break; 140 break;
301 } 141 }
302 else { 142 else
143 {
303 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
304 break; 145 break;
305 } 146 }
306 } 147 }
307 } 148 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
309 return money == NULL; 150 if (buf.empty ())
151 buf << ("You have nothing that needs identifying");
152
153 pl->contr->infobox ("Identify", buf);
154
155 return !money;
310} 156}
311 157
312/** 158/**
313 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
314 * matching item. 160 * matching item.
315 **/ 161 **/
162void
316static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
317{ 164{
318 const char* yield; 165 const char *yield;
319 166
320 yield = get_ob_key_value(tmp,"on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
321 if (yield != NULL) 168 if (yield != NULL)
322 { 169 {
323 object* drop = get_archetype(yield); 170 object *drop = get_archetype (yield);
171
324 if (tmp->env) 172 if (tmp->env)
325 { 173 {
326 drop = insert_ob_in_ob(drop,tmp->env); 174 drop = insert_ob_in_ob (drop, tmp->env);
327 if (tmp->env->type == PLAYER) 175 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop); 176 esrv_send_item (tmp->env, drop);
329 } 177 }
330 else 178 else
331 { 179 {
332 drop->x = tmp->x; 180 drop->x = tmp->x;
333 drop->y = tmp->y; 181 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
335 } 183 }
336 } 184 }
337} 185}
338 186
339/** 187/**
340 * Handles applying a potion. 188 * Handles applying a potion.
341 */ 189 */
190int
342int apply_potion (object * op, object * tmp) 191apply_potion (object *op, object *tmp)
343{ 192{
344 int got_one = 0, i; 193 int got_one = 0, i;
345 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
346 195
347 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
348 197
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 199 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
354 ); 201
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 203 return 0;
357 } 204 }
358 205
359 if (op->type == PLAYER) 206 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 208 identify (tmp);
363 }
364 209
365 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
366 211
367 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 215 object *depl;
371 archetype *at; 216 archetype *at;
372 217
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 219 {
375 drain_stat (op); 220 op->drain_stat ();
376 fix_player (op); 221 op->update_stats ();
377 decrease_ob (tmp); 222 decrease_ob (tmp);
378 return 1; 223 return 1;
379 } 224 }
225
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 227 {
382 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 229 return 0;
384 } 230 }
385 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
386 if (depl != NULL) 233 if (depl)
387 { 234 {
388 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
390 { 237 op->statusmsg (restore_msg[i]);
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238
392 } 239 depl->destroy ();
393 remove_ob (depl); 240 op->update_stats ();
394 free_object (depl);
395 fix_player (op);
396 } 241 }
397 else 242 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
399 244
400 decrease_ob (tmp); 245 decrease_ob (tmp);
401 return 1; 246 return 1;
402 } 247 }
403 248
404 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
406 { 251 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
409 { 253 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 255 {
412 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
413 { 257 {
414 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
415 break; 259 break;
416 } 260 }
261
417 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
418 { 263 {
419 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
420 break; 265 break;
421 } 266 }
267
422 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
423 { 269 {
424 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
425 break; 271 break;
426 } 272 }
430 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
431 { 277 {
432 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
433 break; 279 break;
434 } 280 }
281
435 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
436 { 283 {
437 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
438 break; 285 break;
439 } 286 }
287
440 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
441 { 289 {
442 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
443 break; 291 break;
444 } 292 }
445 } 293 }
446 } 294 }
295
447 /* Just makes checking easier */ 296 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
449 got_one = 1; 298 got_one = 1;
299
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 301 {
452 if (got_one) 302 if (got_one)
453 { 303 {
454 fix_player (op); 304 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image."); 306 "a little more in their image. "
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
461 } 308 }
462 else 309 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
465 } 311 }
466 else 312 else
467 { /* cursed potion */ 313 { /* cursed potion */
468 if (got_one) 314 if (got_one)
469 { 315 {
470 fix_player (op); 316 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
473 } 318 }
474 else 319 else
475 new_draw_info (NDI_UNIQUE, 0, op, 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
476 "You are fortunate that you are so pathetic.");
477 } 321 }
322
478 decrease_ob (tmp); 323 decrease_ob (tmp);
479 return 1; 324 return 1;
480 } 325 }
481 326
482 327
489 { 334 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 { 336 {
492 object *fball; 337 object *fball;
493 338
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
495 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 345 fball->x = op->x;
502 fball->y = op->y; 346 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 347 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 348 }
505 else 349 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 351
508 decrease_ob (tmp); 352 decrease_ob (tmp);
353
509 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 356 op->update_stats ();
357
512 return 1; 358 return 1;
513 } 359 }
514 360
515 /* Deal with protection potions */ 361 /* Deal with protection potions */
516 force = NULL; 362 force = NULL;
518 { 364 {
519 if (tmp->resist[i]) 365 if (tmp->resist[i])
520 { 366 {
521 if (!force) 367 if (!force)
522 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
526 } 373 }
527 } 374 }
375
528 /* This is a protection potion */ 376 /* This is a protection potion */
529 if (force) 377 if (force)
530 { 378 {
531 /* cursed items last longer */ 379 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
534 force->stats.food *= 10; 382 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 386 }
387
539 force->speed_left = -1; 388 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 392 change_abil (op, force);
546 } 395 }
547 396
548 /* Only thing left are the stat potions */ 397 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 398 if (op->type == PLAYER)
550 { /* only for players */ 399 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 402 else
555 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
556 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
558 } 407 }
559 408
560 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 412 * up all the stats.
564 */ 413 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 415 op->update_stats ();
567 decrease_ob (tmp); 416 decrease_ob (tmp);
568 return 1; 417 return 1;
569} 418}
570 419
571/**************************************************************************** 420/****************************************************************************
573 ****************************************************************************/ 422 ****************************************************************************/
574 423
575/** 424/**
576 * This returns the sum of nrof of item (arch name). 425 * This returns the sum of nrof of item (arch name).
577 */ 426 */
427static int
578static int check_item(object *op, const char *item) 428check_item (object *op, const char *item)
579{ 429{
580 int count=0; 430 int count = 0;
581 431
432 if (!item)
433 return 0;
582 434
583 if (item==NULL) return 0; 435 for (op = op->below; op; op = op->below)
584 op=op->below; 436 {
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){ 437 if (strcmp (op->arch->archname, item) == 0)
438 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 441 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 443 count++;
592 else 444 else
593 count += op->nrof; 445 count += op->nrof;
446 }
447 }
594 } 448 }
595 } 449
596 op=op->below;
597 }
598 return count; 450 return count;
599} 451}
600 452
601/** 453/**
602 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 455 * op is typically the player, which is only
604 * really used to determine what space to look at. 456 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 457 * Modified to only eat 'nrof' of objects.
606 */ 458 */
459static void
607static void eat_item(object *op,const char *item, uint32 nrof) 460eat_item (object *op, const char *item, uint32 nrof)
608{ 461{
609 object *prev; 462 object *prev;
610 463
464 prev = op;
465 op = op->below;
466
467 while (op)
468 {
469 if (strcmp (op->arch->archname, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
482 op = prev;
483 }
484
611 prev = op; 485 prev = op;
612 op=op->below; 486 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 } 487 }
628} 488}
629 489
630/** 490/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 491 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here 492 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the 493 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 494 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
636 */ 496 */
497static int
637static int check_weapon_power(const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
638{ 499{
639/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
642 */ 503 */
643#if 1 504#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
645 else return 0; 508 return 0;
646 509
647#else 510#else
648 int level=0; 511 int level = 0;
649 512
650 /* The skill system hands out wc and dam bonuses to fighters 513 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 514 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 515 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or 517 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 518 * using normal level - it is just a matter of play balance.
656 */ 519 */
657 if(who->type==PLAYER) { 520 if (who->type == PLAYER)
521 {
658 object *wc_obj=NULL; 522 object *wc_obj = NULL;
659 523
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 526 level = wc_obj->level;
663 527
664 if (!level ) { 528 if (!level)
529 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
666 level = who->level; 535 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 536
672 return (improvs <= ((level/5)+5)); 537 return (improvs <= ((level / 5) + 5));
673#endif 538#endif
674} 539}
675 540
676/** 541/**
677 * Returns how many items of type improver->slaying there are under op. 542 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 543 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 544 */
545static int
680static int check_sacrifice(object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
681{ 547{
682 int count=0; 548 int count = 0;
683 549
684 if (improver->slaying!=NULL) { 550 if (improver->slaying)
551 {
685 count = check_item(op,improver->slaying); 552 count = check_item (op, improver->slaying);
686 if (count<1) { 553 if (count < 1)
687 char buf[200]; 554 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 556 return 0;
691 } 557 }
692 } 558 }
693 else 559 else
694 count=1; 560 count = 1;
695 561
696 return count; 562 return count;
697} 563}
698 564
699/** 565/**
700 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
701 */ 567 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 568static int
703 signed char *stat,int sacrifice_count,const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 570{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 571 stat += sacrifice_count;
708 weapon->last_eat++; 572 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op,
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver); 573 decrease_ob (improver);
712 574
713 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
714 fix_player(op); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
715 return 1; 584 return 1;
716} 585}
717 586
718/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 592#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 594#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 597#define IMPROVE_INT 10
729#define IMPROVE_POW 11 598#define IMPROVE_POW 11
730
731 599
732/** 600/**
733 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
735 */ 603 */
736 604int
737int prepare_weapon(object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
738{ 606{
739 int sacrifice_count,i; 607 int sacrifice_count, i;
740 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
741 609
742 if (weapon->level!=0) { 610 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 611 {
612 op->failmsg ("Weapon is already prepared!");
744 return 0; 613 return 0;
745 } 614 }
615
746 for (i=0; i<NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 617 if (weapon->resist[i])
618 break;
748 619
749 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 621 * improvement of items that already have protections.
751 */ 622 */
752 if (i<NROFATTACKS || 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
757 { 627 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
759 return 0; 629 return 0;
760 } 630 }
631
761 sacrifice_count=check_sacrifice(op,improver); 632 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 633 if (sacrifice_count <= 0)
763 return 0; 634 return 0;
635
764 weapon->level=isqrt(sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
767 638
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 639 op->statusmsg (format (
640 "Your sacrifice was accepted."
641 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 642 &weapon->name, weapon->level
643 ));
770 644
771 sprintf(buf,"%s's %s",op->name,weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 646 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 648 slot at once! */
776 decrease_ob(improver); 649 decrease_ob (improver);
777 weapon->last_eat=0; 650 weapon->last_eat = 0;
778 return 1; 651 return 1;
779} 652}
780 653
781 654
782/** 655/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 656 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
788 * 661 *
789 * We are hiding extra information about the weapon in the level and 662 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 663 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 664 * level == max improve last_eat == current improve
792 */ 665 */
666int
793int improve_weapon(object *op,object *improver,object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
794{ 668{
795 int sacrifice_count, sacrifice_needed=0; 669 int sacrifice_count, sacrifice_needed = 0;
796 670
797 if(improver->stats.sp==IMPROVE_PREPARE) { 671 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
799 } 673
800 if (weapon->level==0) { 674 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 675 {
676 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 677 return 0;
803 } 678 }
679
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 681 {
682 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 683 return 0;
807 } 684 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 685
809 !check_weapon_power(op, weapon->last_eat+1)) { 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 687 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 688 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 689 "powerful for you to use. Unready it if you "
813 return 0; 690 "really want to improve it.");
691 return 0;
814 } 692 }
693
815 /* This just increases damage by 5 points, no matter what. No sacrifice 694 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 695 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 696 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 697 * weapon can be improved.
819 */ 698 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 699 if (improver->stats.sp == IMPROVE_DAMAGE)
700 {
821 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam); 703 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 704 weapon->last_eat++;
826 705
827 weapon->item_power++; 706 weapon->item_power++;
828 decrease_ob(improver); 707 decrease_ob (improver);
829 return 1; 708 return 1;
830 } 709 }
710
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 711 if (improver->stats.sp == IMPROVE_WEIGHT)
712 {
832 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 714 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 715 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 716 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 717
837 (float)weapon->weight/1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 719 weapon->last_eat++;
839 weapon->item_power++; 720 weapon->item_power++;
840 decrease_ob(improver); 721 decrease_ob (improver);
841 return 1; 722 return 1;
842 } 723 }
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 724 if (improver->stats.sp == IMPROVE_ENCHANT)
725 {
844 weapon->magic++; 726 weapon->magic++;
845 weapon->last_eat++; 727 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic);
848 decrease_ob(improver); 729 decrease_ob (improver);
849 weapon->item_power++; 730 weapon->item_power++;
850 return 1; 731 return 1;
851 } 732 }
852 733
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 735 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 736
857 if (sacrifice_needed<1) 737 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 738 sacrifice_needed = 1;
859 sacrifice_needed *=2; 739 sacrifice_needed *= 2;
860 740
861 sacrifice_count = check_sacrifice(op,improver); 741 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 742 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 743 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
865 return 0; 745 return 0;
866 } 746 }
747
867 eat_item(op,improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 749 weapon->item_power++;
869 750
870 switch (improver->stats.sp) { 751 switch (improver->stats.sp)
871 case IMPROVE_STR: 752 {
872 return improve_weapon_stat(op,improver,weapon, 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 760 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
901 } 762 }
763
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 765 return 0;
904} 766}
905 767
906/** 768/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 769 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 770 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 771 * then calls improve_weapon to do the dirty work.
910 */ 772 */
773int
911int check_improve_weapon (object *op, object *tmp) 774check_improve_weapon (object *op, object *tmp)
912{ 775{
913 object *otmp; 776 object *otmp;
914 777
915 if(op->type!=PLAYER) 778 if (op->type != PLAYER)
779 return 0;
780
781 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
782 {
783 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 784 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 785 }
786
921 otmp=find_marked_object(op); 787 otmp = find_marked_object (op);
922 if(!otmp) { 788 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 789 {
790 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 791 return 0;
925 } 792 }
793
926 if (otmp->type != WEAPON && otmp->type != BOW) { 794 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 795 {
796 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 797 return 0;
929 } 798 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
931 improve_weapon(op,tmp,otmp); 802 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 803 esrv_send_item (op, otmp);
933 return 1; 804 return 1;
934} 805}
935 806
936/** 807/**
937 * This code deals with the armour improvment scrolls. 808 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 809 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 824 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 825 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 826 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 827 * changing of physical area right now.
957 */ 828 */
829int
958int improve_armour(object *op, object *improver, object *armour) 830improve_armour (object *op, object *improver, object *armour)
959{ 831{
960 object *tmp; 832 object *tmp;
961 833
962 if (armour->magic >= settings.armor_max_enchant) { 834 if (armour->magic >= settings.armor_max_enchant)
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 } 835 {
836 op->failmsg ("This armour can not be enchanted any further!");
837 return 0;
838 }
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 839 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it. 840 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour 841 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 842 * of gnarg and what not?)
970 */ 843 */
971 if (armour->title) { 844 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 845 {
975 846 op->failmsg ("This armour will not accept further enchantment.");
847 return 0;
848 }
849
976 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
978 */ 852 */
979 if(armour->nrof > 1) 853 if (armour->nrof > 1)
980 tmp = get_split_ob(armour,armour->nrof - 1); 854 tmp = get_split_ob (armour, armour->nrof - 1);
981 else 855 else
982 tmp = NULL; 856 tmp = NULL;
983 857
984 armour->magic++; 858 armour->magic++;
985 859
986 if ( !settings.armor_speed_linear ) 860 if (!settings.armor_speed_linear)
987 { 861 {
988 int base = 100; 862 int base = 100;
989 int pow = 0; 863 int pow = 0;
864
990 while ( pow < armour->magic ) 865 while (pow < armour->magic)
991 { 866 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 868 pow++;
994 } 869 }
995 870
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 872 }
998 else 873 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 875
1001 if ( !settings.armor_weight_linear ) 876 if (!settings.armor_weight_linear)
1002 { 877 {
1003 int base = 100; 878 int base = 100;
1004 int pow = 0; 879 int pow = 0;
880
1005 while ( pow < armour->magic ) 881 while (pow < armour->magic)
1006 { 882 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 884 pow++;
1009 } 885 }
1010 886
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
1012 } 888 }
1013 else 889 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 890 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 891
1016 if ( armour->weight <= 0 ) 892 if (armour->weight <= 0)
1017 { 893 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 895 armour->weight = 1;
1020 } 896 }
1021 897
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 898 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 899
1024 if (op->type == PLAYER) { 900 if (op->type == PLAYER)
901 {
1025 esrv_send_item(op, armour); 902 esrv_send_item (op, armour);
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 904 op->update_stats ();
1028 } 905 }
906
1029 decrease_ob(improver); 907 decrease_ob (improver);
908
1030 if (tmp) { 909 if (tmp)
910 {
1031 insert_ob_in_ob(tmp, op); 911 insert_ob_in_ob (tmp, op);
1032 esrv_send_item(op, tmp); 912 esrv_send_item (op, tmp);
1033 } 913 }
914
1034 return 1; 915 return 1;
1035} 916}
1036
1037 917
1038/* 918/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 919 * convert_item() returns 1 if anything was converted, 0 if the item was not
1040 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
1041 */ 921 */
1047/* Takes one items and makes another. 927/* Takes one items and makes another.
1048 * converter is the object that is doing the conversion. 928 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 929 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 930 * what the converter wants, this will not do anything.
1051 */ 931 */
932int
1052int convert_item(object *item, object *converter) { 933convert_item (object *item, object *converter)
934{
1053 int nr=0; 935 int nr = 0;
1054 object *tmp;
1055 int is_in_shop;
1056 uint32 price_in; 936 uint32 price_in;
1057 937
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1059 tmp != NULL;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065
1066 /* We make some assumptions - we assume if it takes money as it type, 938 /* We make some assumptions - we assume if it takes money as it type,
1067 * it wants some amount. We don't make change (ie, if something costs 939 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
1069 */ 941 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 942 if (CONV_FROM (converter) == shstr_money)
1071 int cost; 943 {
1072
1073 if(item->type!=MONEY) 944 if (item->type != MONEY)
1074 return 0; 945 return 0;
1075 946
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
1077 if (!nr) return 0; 948 if (!nr)
949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
1078 cost=nr*CONV_NEED(converter)/item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
1079 /* take into account rounding errors */ 954 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++; 955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957
1081 decrease_ob_nr(item, cost); 958 decrease_ob_nr (item, cost);
1082 959
1083 price_in = cost*item->value; 960 price_in = cost * item->value;
961 }
962 else
1084 } 963 {
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1088 return 0; 966 return 0;
1089 967
968 converter->play_sound (sound_find ("convert_item"));
969
1090 if(CONV_NEED(converter)) { 970 if (CONV_NEED (converter))
971 {
1091 nr=item->nrof/CONV_NEED(converter); 972 nr = item->nrof / CONV_NEED (converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
1093 price_in = nr*CONV_NEED(converter)*item->value; 974 price_in = nr * CONV_NEED (converter) * item->value;
1094 } else { 975 }
976 else
977 {
1095 price_in = item->value; 978 price_in = item->value;
1096 remove_ob(item); 979 item->destroy ();
1097 free_object(item); 980 }
1098 } 981 }
982
983 if (converter->inv)
1099 } 984 {
1100
1101 if (converter->inv != NULL) {
1102 object *ob; 985 object *ob;
1103 int i; 986 int i;
1104 object *ob_to_copy; 987 object *ob_to_copy;
1105 988
1106 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 991 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
1109 if (rndm(0, i) == 0) { 992 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 993 ob_to_copy = ob;
994
995 item = object_create_clone (ob_to_copy);
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 998 }
1112 } 999 else
1113 item = object_create_clone(ob_to_copy); 1000 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) { 1001 if (converter->other_arch == NULL)
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 1002 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y);
1119 return -1; 1005 return -1;
1120 } 1006 }
1121 1007
1122 item = object_create_arch(converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 1010 }
1125 1011
1126 if(CONV_NR(converter)) 1012 if (CONV_NR (converter))
1127 item->nrof=CONV_NR(converter); 1013 item->nrof = CONV_NR (converter);
1014
1128 if(nr) 1015 if (nr)
1129 item->nrof*=nr; 1016 item->nrof *= nr;
1130 if(is_in_shop) 1017
1018 if (is_in_shop (converter))
1131 SET_FLAG(item,FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) { 1020 else if (price_in < item->nrof * item->value)
1021 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 1022 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in, 1023 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name);
1136 /** 1024 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 1025 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1139 */ 1027 */
1140 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 1031 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 1032 return 1;
1143} 1033}
1144 1034
1145/** 1035/**
1146 * Handle apply on containers. 1036 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1038 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
1150 */ 1040 */
1151 1041int
1152int apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
1153{ 1043{
1154 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 1045 return 0; /* This might change */
1156 1046
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 1047 if (!sack || sack->type != CONTAINER)
1048 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1050 return 0;
1163 } 1051 }
1164 op->contr->last_used = NULL; 1052
1165 op->contr->last_used_id = 0; 1053 op->contr->last_used = 0;
1166 1054
1167 if (sack->env!=op) { 1055 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 1056 {
1210 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 1058 return 1;
1241 } 1059 }
1242 } else { 1060
1243 sprintf (buf, "You don't have the key to unlock %s.", 1061 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1062 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 1063 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1064 if (op->container == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1065 {
1258 return 1; 1066 // open on ground or inv, so close
1259} 1067 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296
1297 if (INVOKE_OBJECT (CLOSE, op))
1298 return 1; 1068 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1069 }
1070 else if (!sack->env)
1071 {
1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1075 }
1076
1077 // fall through to opening it (active in inv)
1078 }
1079 else if (sack->env)
1322 } 1080 {
1323 1081 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 1082 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1083 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 1086 return 1;
1371} 1087 }
1372 1088
1089 // it's locked?
1090 if (sack->slaying)
1091 {
1092 if (object *tmp = find_key (op, op, sack))
1093 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1094 else
1095 {
1096 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1097 return 1;
1098 }
1099 }
1100
1101 op->open_container (sack);
1102
1103 return 1;
1104}
1373 1105
1374/** 1106/**
1375 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1377 */ 1109 */
1110static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1111apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1112{
1380 /* Only players can make sacrifices on spell casting altars. */ 1113 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1114 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1115 return 0;
1383 1116
1384 if (operate_altar (altar, &sacrifice)) { 1117 if (operate_altar (altar, &sacrifice))
1118 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1119 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1120 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1388 */ 1122 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1123 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1124 {
1391 altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1128 * old maps.
1395 */ 1129 */
1130
1396/* push_button (altar);*/ 1131/* push_button (altar);*/
1397 } else { 1132 }
1133 else
1134 {
1398 altar->value = 1; /* works only once */ 1135 altar->value = 1; /* works only once */
1399 push_button (altar); 1136 push_button (altar);
1400 } 1137 }
1401 return sacrifice == NULL; 1138
1402 } else { 1139 return !sacrifice;
1140 }
1141 else
1403 return 0; 1142 return 0;
1404 }
1405} 1143}
1406
1407 1144
1408/** 1145/**
1409 * Handles 'movement' of shop mats. 1146 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1147 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1148 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1149 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1150 * MSW 2001-08-29
1414 */ 1151 */
1152int
1415int apply_shop_mat (object *shop_mat, object *op) 1153apply_shop_mat (object *shop_mat, object *op)
1416{ 1154{
1417 int rv = 0; 1155 int rv = 0;
1418 double opinion; 1156 double opinion;
1419 object *tmp, *next; 1157 object *tmp, *next;
1420 1158
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1423 if (op->type != PLAYER) { 1172 if (op->type != PLAYER)
1173 {
1424 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1426 * the shop. 1176 * the shop.
1427 */ 1177 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1178 for (tmp = op->inv; tmp; tmp = next)
1179 {
1429 next = tmp->below; 1180 next = tmp->below;
1181
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1184 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1185
1433 remove_ob(tmp); 1186 tmp->remove ();
1434 if (i==-1) i=0; 1187
1435 tmp->map = op->map; 1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1192 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1193 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1194 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1195 }
1440 } 1196 }
1441 1197
1442 /* Don't teleport things like spell effects */ 1198 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1199 if (QUERY_FLAG (op, FLAG_NO_PICK))
1200 return 0;
1444 1201
1445 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1447 */ 1204 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 1206 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209
1210 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212
1213 return 0;
1214 }
1215 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine.
1217 */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219 }
1220 else if (can_pay (op) && get_payment (op))
1221 {
1222 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op);
1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1232 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct,
1235 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor.
1237 */
1238 else if (!rv && !is_in_shop (op))
1239 {
1240 opinion = shopkeeper_approval (op->map, op);
1241
1242 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1246 : "The shopkeeper glares at you with contempt."
1247 );
1248 }
1249 }
1250 else
1251 {
1252 /* if we get here, a player tried to leave a shop but was not able
1253 * to afford the items he has. We try to move the player so that
1254 * they are not on the mat anymore
1255 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1256 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1257
1452 if (i != -1) { 1258 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1260 else
1497 remove_ob (op); 1261 {
1262 op->remove ();
1498 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1265 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1266 }
1502 } 1267 }
1268
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1269 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1270 return rv;
1505} 1271}
1506 1272
1507/** 1273/**
1508 * Handles applying a sign. 1274 * Handles applying a sign.
1509 */ 1275 */
1276static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1511{ 1278{
1512 readable_message_type* msgType; 1279 readable_message_type *msgType;
1513 char newbuf[HUGE_BUF]; 1280
1514 if (sign->msg == NULL) { 1281 if (!sign->msg)
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1282 {
1283 op->statusmsg ("Nothing is written on it.");
1284 return;
1285 }
1286
1287 if (sign->stats.food)
1288 {
1289 if (sign->last_eat >= sign->stats.food)
1290 {
1291 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore.");
1293
1516 return; 1294 return;
1517 } 1295 }
1518 1296
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1298 sign->last_eat++;
1528 } 1299 }
1529 1300
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1301 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if 1302 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk 1303 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1304 * to us).
1534 */ 1305 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1306 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1307 {
1537 "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1538 return; 1309 return;
1539 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1540 msgType=get_readable_message_type(sign); 1316 msgType = get_readable_message_type (sign);
1317
1318 if (ns->can_msg)
1319 ns->send_msg (NDI_NAVY, msgType->msgtype, &sign->msg);
1320 else
1321 {
1322 char newbuf[HUGE_BUF];
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1324 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg);
1325 }
1326 }
1543} 1327}
1544
1545 1328
1546/** 1329/**
1547 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1332 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1333 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1334 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1335 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1336 * However, some types of traps require an originator to function.
1554 */ 1337 */
1338void
1555void move_apply (object *trap, object *victim, object *originator) 1339move_apply (object *trap, object *victim, object *originator)
1556{ 1340{
1557 static int recursion_depth = 0; 1341 static int recursion_depth = 0;
1558 1342
1559 /* Only exits affect DMs. */ 1343 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1344 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1345 return;
1562 1346
1563 /* move_apply() is the most likely candidate for causing unwanted and 1347 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1348 * possibly unlimited recursion.
1565 */ 1349 */
1567 * maps to fail. 1) it's not an error to recurse: 1351 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1352 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1353 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1571 */ 1355 */
1572 if (recursion_depth >= 500) { 1356 if (recursion_depth >= 500)
1357 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1359 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1360 return;
1576 return;
1577 } 1361 }
1362
1578 recursion_depth++; 1363 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1364 if (trap->head)
1365 trap = trap->head;
1580 1366
1581 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1368 goto leave;
1369
1370 switch (trap->type)
1371 {
1372 case PLAYERMOVER:
1373 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1374 {
1375 if (!trap->stats.maxsp)
1376 trap->stats.maxsp = 2;
1377
1378 /* Is this correct? From the docs, it doesn't look like it
1379 * should be divided by trap->speed
1380 */
1381 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1382
1383 /* Just put in some sanity check. I think there is a bug in the
1384 * above with some objects have zero speed, and thus the player
1385 * getting permanently paralyzed.
1386 */
1387 if (victim->speed_left < -50.f)
1388 victim->speed_left = -50.f;
1389 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1390 }
1582 goto leave; 1391 goto leave;
1583 1392
1584 switch (trap->type) {
1585 case PLAYERMOVER:
1586 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1587 !should_director_abort(trap, victim)) {
1588 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1589
1590 /* Is this correct? From the docs, it doesn't look like it
1591 * should be divided by trap->speed
1592 */
1593 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1594
1595 /* Just put in some sanity check. I think there is a bug in the
1596 * above with some objects have zero speed, and thus the player
1597 * getting permanently paralyzed.
1598 */
1599 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1600 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1601 }
1602 goto leave;
1603
1604 case SPINNER: 1393 case SPINNER:
1605 if(victim->direction) { 1394 if (victim->direction)
1395 {
1606 victim->direction=absdir(victim->direction-trap->stats.sp); 1396 victim->direction = absdir (victim->direction - trap->stats.sp);
1607 update_turn_face(victim); 1397 update_turn_face (victim);
1608 } 1398 }
1609 goto leave; 1399 goto leave;
1610 1400
1611 case DIRECTOR: 1401 case DIRECTOR:
1612 if(victim->direction && !should_director_abort(trap, victim)) { 1402 if (victim->direction && !should_director_abort (trap, victim))
1403 {
1613 victim->direction=trap->stats.sp; 1404 victim->direction = trap->stats.sp;
1614 update_turn_face(victim); 1405 update_turn_face (victim);
1615 } 1406 }
1616 goto leave; 1407 goto leave;
1617 1408
1618 case BUTTON: 1409 case BUTTON:
1619 case PEDESTAL: 1410 case PEDESTAL:
1620 update_button(trap); 1411 update_button (trap);
1621 goto leave; 1412 goto leave;
1622 1413
1623 case ALTAR: 1414 case ALTAR:
1624 /* sacrifice victim on trap */ 1415 /* sacrifice victim on trap */
1625 apply_altar (trap, victim, originator); 1416 apply_altar (trap, victim, originator);
1626 goto leave; 1417 goto leave;
1627 1418
1628 case THROWN_OBJ: 1419 case THROWN_OBJ:
1629 if (trap->inv == NULL) 1420 if (trap->inv == NULL)
1630 goto leave; 1421 goto leave;
1631 /* fallthrough */ 1422 /* fallthrough */
1632 1423
1633 case ARROW: 1424 case ARROW:
1634
1635 /* bad bug: monster throw a object, make a step forwards, step on object , 1425 /* bad bug: monster throw a object, make a step forwards, step on object ,
1636 * trigger this here and get hit by own missile - and will be own enemy. 1426 * trigger this here and get hit by own missile - and will be own enemy.
1637 * Victim then is his own enemy and will start to kill herself (this is 1427 * Victim then is his own enemy and will start to kill herself (this is
1638 * removed) but we have not synced victim and his missile. To avoid senseless 1428 * removed) but we have not synced victim and his missile. To avoid senseless
1639 * action, we avoid hits here 1429 * action, we avoid hits here
1640 */ 1430 */
1641 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1431 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1642 hit_with_arrow (trap, victim); 1432 hit_with_arrow (trap, victim);
1643 goto leave; 1433 goto leave;
1644 1434
1645 case SPELL_EFFECT: 1435 case SPELL_EFFECT:
1646 apply_spell_effect(trap, victim); 1436 apply_spell_effect (trap, victim);
1647 goto leave; 1437 goto leave;
1648 1438
1649 case TRAPDOOR: 1439 case TRAPDOOR:
1650 { 1440 {
1651 int max, sound_was_played; 1441 int max, sound_was_played;
1652 object *ab, *ab_next; 1442 object *ab, *ab_next;
1443
1653 if(!trap->value) { 1444 if (!trap->value)
1654 int tot; 1445 {
1446 int tot;
1447
1655 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1656 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1657 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1658 1451
1659 if(!(trap->value=(tot>trap->weight)?1:0)) 1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1660 goto leave; 1453 goto leave;
1661 1454
1662 SET_ANIMATION(trap, trap->value); 1455 SET_ANIMATION (trap, trap->value);
1663 update_object(trap,UP_OBJ_FACE); 1456 update_object (trap, UP_OBJ_FACE);
1664 } 1457 }
1665 1458
1666 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1459 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1460 {
1667 /* need to set this up, since if we do transfer the object, 1461 /* need to set this up, since if we do transfer the object,
1668 * ab->above would be bogus 1462 * ab->above would be bogus
1669 */ 1463 */
1670 ab_next = ab->above; 1464 ab_next = ab->above;
1671 1465
1672 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1673 if ( ! sound_was_played) { 1467 {
1674 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1468 if (!sound_was_played)
1675 sound_was_played = 1; 1469 {
1676 } 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1677 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1471 sound_was_played = 1;
1472 }
1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1678 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1475 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1679 } 1476 }
1680 } 1477 }
1681 goto leave; 1478 goto leave;
1682 } 1479 }
1683 1480
1684
1685 case CONVERTER: 1481 case CONVERTER:
1686 if (convert_item (victim, trap) < 0) { 1482 if (convert_item (victim, trap) < 0)
1687 object *op; 1483 {
1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 get_archetype ("burnout")->insert_at (trap, trap);
1486 }
1688 1487
1689 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1690
1691 op = get_archetype("burnout");
1692 if (op != NULL) {
1693 op->x = trap->x;
1694 op->y = trap->y;
1695 insert_ob_in_map(op, trap->map, trap, 0);
1696 }
1697 }
1698 goto leave; 1488 goto leave;
1699 1489
1700 case TRIGGER_BUTTON: 1490 case TRIGGER_BUTTON:
1701 case TRIGGER_PEDESTAL: 1491 case TRIGGER_PEDESTAL:
1702 case TRIGGER_ALTAR: 1492 case TRIGGER_ALTAR:
1703 check_trigger (trap, victim); 1493 check_trigger (trap, victim);
1704 goto leave; 1494 goto leave;
1705 1495
1706 case DEEP_SWAMP: 1496 case DEEP_SWAMP:
1707 walk_on_deep_swamp (trap, victim); 1497 walk_on_deep_swamp (trap, victim);
1708 goto leave; 1498 goto leave;
1709 1499
1710 case CHECK_INV: 1500 case CHECK_INV:
1711 check_inv (victim, trap); 1501 check_inv (victim, trap);
1712 goto leave; 1502 goto leave;
1713 1503
1714 case HOLE: 1504 case HOLE:
1715 /* Hole not open? */ 1505 /* Hole not open? */
1716 if(trap->stats.wc > 0) 1506 if (trap->stats.wc > 0)
1717 goto leave; 1507 goto leave;
1718 1508
1719 /* Is this a multipart monster and not the head? If so, return. 1509 /* Is this a multipart monster and not the head? If so, return.
1720 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1721 */ 1511 */
1722 if (victim->head) 1512 if (victim->head)
1723 goto leave; 1513 goto leave;
1724 1514
1725 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1727 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1728 goto leave; 1518 goto leave;
1729 1519
1730 case EXIT: 1520 case EXIT:
1731 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1522 {
1732 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1733 * players output. 1524 * players output.
1734 */ 1525 */
1735 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1736 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1737 enter_exit (victim, trap); 1528
1738 } 1529 victim->enter_exit (trap);
1530 }
1739 goto leave; 1531 goto leave;
1740 1532
1741 case ENCOUNTER: 1533 case ENCOUNTER:
1742 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1743 goto leave; 1535 goto leave;
1744 1536
1745 case SHOP_MAT: 1537 case SHOP_MAT:
1746 apply_shop_mat (trap, victim); 1538 apply_shop_mat (trap, victim);
1747 goto leave; 1539 goto leave;
1748 1540
1749 /* Drop a certain amount of gold, and have one item identified */ 1541 /* Drop a certain amount of gold, and have one item identified */
1750 case IDENTIFY_ALTAR: 1542 case IDENTIFY_ALTAR:
1751 apply_id_altar (victim, trap, originator); 1543 apply_id_altar (victim, trap, originator);
1752 goto leave; 1544 goto leave;
1753 1545
1754 case SIGN: 1546 case SIGN:
1755 if (victim->type != PLAYER && trap->stats.food > 0) 1547 if (victim->type != PLAYER && trap->stats.food > 0)
1756 goto leave; /* monsters musn't apply magic_mouths with counters */ 1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1757 1549
1758 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1759 goto leave; 1551 goto leave;
1760 1552
1761 case CONTAINER: 1553 case CONTAINER:
1762 if (victim->type==PLAYER)
1763 (void) esrv_apply_container (victim, trap);
1764 else
1765 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1766 goto leave; 1555 goto leave;
1767 1556
1768 case RUNE: 1557 case RUNE:
1769 case TRAP: 1558 case TRAP:
1770 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1771 spring_trap(trap, victim); 1560 spring_trap (trap, victim);
1772 }
1773 goto leave; 1561 goto leave;
1774 1562
1775 default: 1563 default:
1776 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1564 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1777 "handled in move_apply()\n", trap->name, trap->arch->name, 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1778 trap->type);
1779 goto leave; 1566 goto leave;
1780 } 1567 }
1781 1568
1782 leave: 1569leave:
1783 recursion_depth--; 1570 recursion_depth--;
1784} 1571}
1785 1572
1786/** 1573/**
1787 * Handles reading a regular (ie not containing a spell) book. 1574 * Handles reading a regular (ie not containing a spell) book.
1788 */ 1575 */
1576static void
1789static void apply_book (object *op, object *tmp) 1577apply_book (object *op, object *tmp)
1790{ 1578{
1791 int lev_diff; 1579 int lev_diff;
1792 object *skill_ob; 1580 object *skill_ob;
1793 1581
1794 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1795 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1583 {
1584 op->failmsg ("You are unable to read while blind!");
1796 return; 1585 return;
1797 } 1586 }
1798 if(tmp->msg==NULL) { 1587
1799 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 if (!tmp->msg)
1589 {
1800 "You open the %s and find it empty.", tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1801 return; 1591 return;
1802 } 1592 }
1803 1593
1804 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1805 skill_ob = find_skill_by_name(op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1806 if ( ! skill_ob) { 1596 if (!skill_ob)
1807 new_draw_info(NDI_UNIQUE, 0,op,
1808 "You are unable to decipher the strange symbols.");
1809 return;
1810 } 1597 {
1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1599 return;
1600 }
1601
1811 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1812 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1813 if (lev_diff < 2)
1814 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1815 else if (lev_diff < 3)
1816 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1817 else if (lev_diff < 5)
1818 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1819 else if (lev_diff < 8)
1820 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1821 else if (lev_diff < 15)
1822 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1823 else
1824 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1825 return;
1826 } 1604 {
1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1610 : "This book is totally beyond your comprehension.");
1611 return;
1612 }
1827 1613
1828 readable_message_type* msgType = get_readable_message_type(tmp); 1614 readable_message_type *msgType = get_readable_message_type (tmp);
1615
1616 if (player *pl = op->contr)
1617 if (client *ns = pl->ns)
1618 if (ns->can_msg)
1619 {
1620 dynbuf_text buf;
1621 buf << long_desc (tmp, op)
1622 << "\n\n"
1623 << tmp->msg
1624 << '\0';
1625 ns->send_msg (NDI_NAVY, msgType->msgtype, buf.linearise ());
1626 }
1627 else
1829 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1830 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1831 "You open the %s and start reading.\n%s", 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1832 "%s\n%s",
1833 long_desc(tmp,op), tmp->msg); 1631 long_desc (tmp, op), &tmp->msg);
1834 1632
1835 /* gain xp from reading */ 1633 /* gain xp from reading */
1836 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1634 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1635 { /* only if not read before */
1837 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1838 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1839 /*exp_gain *= 2; because they just identified it too */ 1640 /*exp_gain *= 2; because they just identified it too */
1840 SET_FLAG(tmp,FLAG_IDENTIFIED); 1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1841 /* If in a container, update how it looks */ 1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1842 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1843 else op->contr->socket.update_look=1; 1646 else
1647 op->contr->ns->floorbox_update ();
1844 } 1648 }
1649
1845 change_exp(op,exp_gain, skill_ob->skill, 0); 1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1846 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1651 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1847 } 1652 }
1848} 1653}
1849 1654
1850/** 1655/**
1851 * Handles the applying of a skill scroll, calling learn_skill straight. 1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1852 * op is the person learning the skill, tmp is the skill scroll object 1657 * op is the person learning the skill, tmp is the skill scroll object
1853 */ 1658 */
1659static void
1854static void apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1855{ 1661{
1856 switch ((int) learn_skill (op, tmp)) { 1662 switch (learn_skill (op, tmp))
1857 case 0: 1663 {
1858 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1664 case 0:
1859 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1665 op->play_sound (sound_find ("generic_fail"));
1860 return; 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break;
1861 1668
1862 case 1: 1669 case 1:
1863 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1864 tmp->skill);
1865 new_draw_info_format(NDI_UNIQUE, 0, op,
1866 "Type 'bind ready_skill %s",tmp->skill);
1867 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1868 decrease_ob(tmp); 1670 decrease_ob (tmp);
1869 return; 1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1870 1674
1871 default: 1675 default:
1872 new_draw_info_format(NDI_UNIQUE,0,op,
1873 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1874 decrease_ob(tmp); 1676 decrease_ob (tmp);
1875 return; 1677 op->play_sound (sound_find ("generic_fail"));
1678 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1679 break;
1876 } 1680 }
1877} 1681}
1878 1682
1879/** 1683/**
1880 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1881 * Informs player of what happens. 1685 * Informs player of what happens.
1882 */ 1686 */
1687void
1883void do_learn_spell (object *op, object *spell, int special_prayer) 1688do_learn_spell (object *op, object *spell, int special_prayer)
1884{ 1689{
1885 object *tmp; 1690 object *tmp;
1886 1691
1887 if (op->type != PLAYER) { 1692 if (op->type != PLAYER)
1693 {
1888 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1889 return; 1695 return;
1890 } 1696 }
1891 1697
1892 /* Upgrade special prayers to normal prayers */ 1698 /* Upgrade special prayers to normal prayers */
1893 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1894 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1895 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1703 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1896 return; 1704 return;
1897 } 1705 }
1898 return; 1706 return;
1899 } 1707 }
1900 1708
1901 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1902 tmp = get_object(); 1710
1903 copy_object(spell, tmp); 1711 tmp = spell->clone ();
1904 insert_ob_in_ob(tmp, op); 1712 insert_ob_in_ob (tmp, op);
1905 1713
1906 if (special_prayer) { 1714 if (special_prayer)
1907 SET_FLAG(tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1908 }
1909 1716
1910 new_draw_info_format (NDI_UNIQUE, 0, op,
1911 "Type 'bind cast %s", spell->name);
1912 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1913 esrv_add_spells(op->contr, tmp); 1717 esrv_add_spells (op->contr, tmp);
1914} 1718}
1915 1719
1916/** 1720/**
1917 * Erases spell from player's inventory. 1721 * Erases spell from player's inventory.
1918 */ 1722 */
1723void
1919void do_forget_spell (object *op, const char *spell) 1724do_forget_spell (object *op, const char *spell)
1920{ 1725{
1921 object *spob; 1726 object *spob;
1922 1727
1923 if (op->type != PLAYER) { 1728 if (op->type != PLAYER)
1729 {
1924 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1925 return; 1731 return;
1926 } 1732 }
1927 if ( (spob=check_spell_known (op, spell)) == NULL) { 1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1928 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1929 return; 1736 return;
1930 }
1931 1737 }
1932 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1738
1933 "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1934 player_unready_range_ob(op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1935 esrv_remove_spell(op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1936 remove_ob(spob); 1742 spob->destroy ();
1937 free_object(spob);
1938} 1743}
1939 1744
1940/** 1745/**
1941 * Handles player applying a spellbook. 1746 * Handles player applying a spellbook.
1942 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1747 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1943 * stuff like that. Random learning failure too. 1748 * stuff like that. Random learning failure too.
1944 */ 1749 */
1750static void
1945static void apply_spellbook (object *op, object *tmp) 1751apply_spellbook (object *op, object *tmp)
1946{ 1752{
1947 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1948 1754
1949 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1950 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1951 return;
1952 } 1756 {
1757 op->failmsg ("You are unable to read while blind.");
1758 return;
1759 }
1953 1760
1954 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1955 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1956 * legacy spellbooks 1763 * legacy spellbooks
1957 */ 1764 */
1958 1765 if (tmp->slaying)
1959 if(tmp->slaying != NULL) { 1766 {
1960 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1961 if (!spell) { 1768 if (!spell)
1962 new_draw_info_format(NDI_UNIQUE, 0, op, 1769 {
1963 "The book's formula for %s is incomplete", tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1964 return; 1771 return;
1965 } 1772 }
1966 else 1773 else
1967 insert_ob_in_ob(spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1968 free_string(tmp->slaying); 1775
1969 tmp->slaying=NULL; 1776 tmp->slaying = 0;
1970 } 1777 }
1971 1778
1972 skop = find_skill_by_name(op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1973 1780
1974 /* need a literacy skill to learn spells. Also, having a literacy level 1781 /* need a literacy skill to learn spells. Also, having a literacy level
1975 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1976 if ( !skop) { 1783 if (!skop)
1977 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1978 return;
1979 } 1784 {
1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1786 return;
1787 }
1980 1788
1981 spell = tmp->inv; 1789 spell = tmp->inv;
1790
1982 if (!spell) { 1791 if (!spell)
1792 {
1983 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1793 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1984 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1794 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1985 return; 1795 return;
1986 }
1987 if (spell->level > (skop->level+10)) {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1989 return;
1990 } 1796 }
1991 1797
1992 new_draw_info_format(NDI_UNIQUE, 0, op, 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1993 "The spellbook contains the %s level spell %s.", 1799 {
1994 get_levelnumber(spell->level), spell->name); 1800 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1801 return;
1802 }
1995 1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
1996 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1997 identify(tmp); 1808 identify (tmp);
1809
1998 if (tmp->env) 1810 if (tmp->env)
1999 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2000 else 1812 else
2001 op->contr->socket.update_look=1; 1813 op->contr->ns->floorbox_update ();
2002 } 1814 }
2003 1815
2004 /* I removed the check for special_prayer_mark here - it didn't make 1816 /* I removed the check for special_prayer_mark here - it didn't make
2005 * a lot of sense - special prayers are not found in spellbooks, and 1817 * a lot of sense - special prayers are not found in spellbooks, and
2006 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
2007 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
2008 */ 1820 */
2009 if (check_spell_known (op, spell->name)) { 1821 if (check_spell_known (op, spell->name))
2010 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2011 return;
2012 } 1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1824 return;
1825 }
2013 1826
2014 if (spell->skill) { 1827 if (spell->skill)
1828 {
2015 spell_skill = find_skill_by_name(op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
2016 if (!spell_skill) { 1831 if (!spell_skill)
2017 new_draw_info_format(NDI_UNIQUE, 0, op, 1832 {
2018 "You lack the skill %s to use this spell", 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2019 spell->skill);
2020 return; 1834 return;
2021 } 1835 }
1836
2022 if (spell_skill->level < spell->level) { 1837 if (spell_skill->level < spell->level)
2023 new_draw_info_format(NDI_UNIQUE, 0, op, 1838 {
2024 "You need to be level %d in %s to learn this spell.", 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2025 spell->level, spell->skill);
2026 return; 1840 return;
2027 } 1841 }
2028 } 1842 }
2029 1843
2030 /* Logic as follows 1844 /* Logic as follows
2031 * 1845 *
2032 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2033 * 1847 *
2034 * 2- The learner's skill level in literacy adjusts the chance to learn 1848 * 2- The learner's skill level in literacy adjusts the chance to learn
2035 * a spell. 1849 * a spell.
2036 * 1850 *
2037 * 3 -Automatically fail to learn if you read while confused 1851 * 3 -Automatically fail to learn if you read while confused
2038 * 1852 *
2039 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
2040 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
2041 */ 1855 */
2042 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2043 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1857 {
1858 op->failmsg ("In your confused state you flub the wording of the text!");
2044 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1860 }
2045 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2046 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2047 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1863 {
2048 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2049 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2050 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2051 1866
2052 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2053 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2054 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2055 } else { 1870 }
2056 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1871 else
2057 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2058 } 1872 {
1873 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 }
1876
2059 decrease_ob(tmp); 1877 decrease_ob (tmp);
2060} 1878}
2061 1879
2062/** 1880/**
2063 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2064 */ 1882 */
1883void
2065void apply_scroll (object *op, object *tmp, int dir) 1884apply_scroll (object *op, object *tmp, int dir)
2066{ 1885{
2067 object *skop; 1886 object *skop;
2068 1887
2069 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2070 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2071 return;
2072 } 1889 {
1890 op->failmsg ("You are unable to read while blind.");
1891 return;
1892 }
2073 1893
2074 if (!tmp->inv || tmp->inv->type != SPELL) { 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2075 new_draw_info (NDI_UNIQUE, 0, op, 1895 {
2076 "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2077 return; 1897 return;
2078 } 1898 }
2079 1899
2080 if(op->type==PLAYER) { 1900 if (op->type == PLAYER)
1901 {
2081 /* players need a literacy skill to read stuff! */ 1902 /* players need a literacy skill to read stuff! */
2082 int exp_gain=0; 1903 int exp_gain = 0;
2083 1904
2084 /* hard code literacy - tmp->skill points to where the exp 1905 /* hard code literacy - tmp->skill points to where the exp
2085 * should go for anything killed by the spell. 1906 * should go for anything killed by the spell.
2086 */ 1907 */
2087 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2088 1909
2089 if ( ! skop) { 1910 if (!skop)
2090 new_draw_info(NDI_UNIQUE, 0,op, 1911 {
2091 "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2092 return; 1913 return;
2093 } 1914 }
2094 1915
2095 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2096 change_exp(op,exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2097 } 1918 }
2098 1919
2099 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2100 identify(tmp); 1921 identify (tmp);
2101 1922
2102 new_draw_info_format(NDI_BLACK, 0, op,
2103 "The scroll of %s turns to dust.", tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2104 1924
2105
2106 cast_spell(op,tmp,dir,tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2107 decrease_ob(tmp); 1926 decrease_ob (tmp);
2108} 1927}
2109 1928
2110/** 1929/**
2111 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
2112 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
2113 * chest. 1932 * chest.
2114 */ 1933 */
1934static void
2115static void apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2116{ 1936{
2117 object *treas;
2118 tag_t tmp_tag = tmp->count, op_tag = op->count;
2119
2120
2121 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
2122 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
2123 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
2124 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
2125 * treasure 1941 * treasure
2126 */ 1942 */
2127
2128 treas = tmp->inv; 1943 object *treas = tmp->inv;
2129 if(treas==NULL) { 1944
2130 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1945 if (!treas)
2131 decrease_ob(tmp);
2132 return;
2133 } 1946 {
2134 while (tmp->inv) { 1947 op->statusmsg ("The chest was empty.");
2135 treas = tmp->inv;
2136
2137 remove_ob(treas);
2138 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2139 query_name(treas));
2140
2141 treas->x=op->x;
2142 treas->y=op->y;
2143 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2144
2145 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2146 && QUERY_FLAG (op, FLAG_ALIVE))
2147 spring_trap (treas, op);
2148 /* If either player or container was destroyed, no need to do
2149 * further processing. I think this should be enclused with
2150 * spring trap above, as I don't think there is otherwise
2151 * any way for the treasure chest or player to get killed
2152 */
2153 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2154 break;
2155 }
2156
2157 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2158 decrease_ob (tmp); 1948 decrease_ob (tmp);
1949 return;
1950 }
2159 1951
1952 while (tmp->inv)
1953 {
1954 treas = tmp->inv;
1955 treas->remove ();
1956
1957 treas->x = op->x;
1958 treas->y = op->y;
1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1960
1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1962 spring_trap (treas, op);
1963
1964 /* If either player or container was destroyed, no need to do
1965 * further processing. I think this should be enclused with
1966 * spring trap above, as I don't think there is otherwise
1967 * any way for the treasure chest or player to get killed.
1968 */
1969 if (op->destroyed () || tmp->destroyed ())
1970 break;
1971 }
1972
1973 if (!tmp->destroyed () && !tmp->inv)
1974 decrease_ob (tmp);
2160} 1975}
2161 1976
2162/** 1977/**
2163 * op eats food. 1978 * op eats food.
2164 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2165 */ 1980 */
1981static void
2166static void apply_food (object *op, object *tmp) 1982apply_food (object *op, object *tmp)
2167{ 1983{
2168 int capacity_remaining; 1984 int capacity_remaining;
2169 1985
2170 if(op->type!=PLAYER) 1986 if (op->type != PLAYER)
2171 op->stats.hp=op->stats.maxhp; 1987 op->stats.hp = op->stats.maxhp;
2172 else { 1988 else
1989 {
2173 /* check if this is a dragon (player), eating some flesh */ 1990 /* check if this is a dragon (player), eating some flesh */
2174 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1991 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2175 ; 1992 ;
2176 else { 1993 else
1994 {
2177 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2178 if(op->stats.food+tmp->stats.food>999) { 1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
2179 if(tmp->type==FOOD || tmp->type==FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2180 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1999 op->failmsg ("You feel full, but what a waste of food!");
2181 else 2000 else
2182 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2001 op->statusmsg ("Most of the drink goes down your face not your throat!");
2183 } 2002 }
2184 2003
2185 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2186 char buf[MAX_BUF]; 2005 {
2187 2006 const char *buf;
2007
2188 if (!is_dragon_pl(op)) { 2008 if (!is_dragon_pl (op))
2009 {
2189 /* eating message for normal players*/ 2010 /* eating message for normal players */
2190 if(tmp->type==DRINK) 2011 if (tmp->type == DRINK)
2191 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2192 else 2013 else
2193 sprintf(buf,"The %s tasted %s",tmp->name, 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2194 tmp->type==FLESH?"terrible!":"good."); 2015 }
2195 } 2016 else
2196 else {
2197 /* eating message for dragon players*/ 2017 /* eating message for dragon players */
2198 sprintf(buf,"The %s tasted terrible!",tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2199 }
2200 2019
2201 new_draw_info(NDI_UNIQUE, 0,op,buf); 2020 op->statusmsg (buf);
2021
2202 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2203 op->stats.food+=tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2204 if(capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2205 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2206 else 2026 else
2207 op->stats.hp+=tmp->stats.food/50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2208 if(op->stats.hp>op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2209 op->stats.hp=op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2210 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2211 op->stats.food = 999; 2032 op->stats.food = 999;
2212 } 2033 }
2213 2034
2214 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2215 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2216 eat_special_food(op,tmp); 2037 eat_special_food (op, tmp);
2217 } 2038 }
2218 } 2039 }
2040
2219 handle_apply_yield(tmp); 2041 handle_apply_yield (tmp);
2220 decrease_ob(tmp); 2042 decrease_ob (tmp);
2221} 2043}
2222 2044
2223/** 2045/**
2224 * A dragon is eating some flesh. If the flesh contains resistances, 2046 * A dragon is eating some flesh. If the flesh contains resistances,
2225 * there is a chance for the dragon's skin to get improved. 2047 * there is a chance for the dragon's skin to get improved.
2228 * object *op the object (dragon player) eating the flesh 2050 * object *op the object (dragon player) eating the flesh
2229 * object *meal the flesh item, getting chewed in dragon's mouth 2051 * object *meal the flesh item, getting chewed in dragon's mouth
2230 * return: 2052 * return:
2231 * int 1 if eating successful, 0 if it doesn't work 2053 * int 1 if eating successful, 0 if it doesn't work
2232 */ 2054 */
2055int
2233int dragon_eat_flesh(object *op, object *meal) { 2056dragon_eat_flesh (object *op, object *meal)
2057{
2234 object *skin = NULL; /* pointer to dragon skin force*/ 2058 object *skin = NULL; /* pointer to dragon skin force */
2235 object *abil = NULL; /* pointer to dragon ability force*/ 2059 object *abil = NULL; /* pointer to dragon ability force */
2236 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2237 2061
2238 char buf[MAX_BUF]; /* tmp. string buffer */
2239 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2240 double totalchance=1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2241 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2242 double mbonus=0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2243 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2244 int winners=0; /* number of winners */ 2067 int winners = 0; /* number of winners */
2245 int i; /* index */ 2068 int i; /* index */
2246 2069
2247 /* let's make sure and doublecheck the parameters */ 2070 /* let's make sure and doublecheck the parameters */
2248 if (meal->type!=FLESH || !is_dragon_pl(op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2249 return 0; 2072 return 0;
2250 2073
2251 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2252 from the player's inventory */ 2075 from the player's inventory */
2253 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2254 if (tmp->type == FORCE) { 2077 if (tmp->type == FORCE)
2255 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2256 skin = tmp; 2079 skin = tmp;
2257 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2258 abil = tmp; 2081 abil = tmp;
2259 } 2082
2260 }
2261
2262 /* if either skin or ability are missing, this is an old player 2083 /* if either skin or ability are missing, this is an old player
2263 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2264 if (skin == NULL || abil == NULL) return 0; 2085 if (skin == NULL || abil == NULL)
2265 2086 return 0;
2087
2266 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2267 if((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2268 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2269 else 2091 else
2270 op->stats.hp += meal->stats.food/50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2271 if(op->stats.hp>op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2272 op->stats.hp=op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2273 2096
2274 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2275 2098
2276 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2277 2100
2278 /* on to the interesting part: chances for adding resistance */ 2101 /* on to the interesting part: chances for adding resistance */
2279 for (i=0; i<NROFATTACKS; i++) { 2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2280 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2281 /* got positive resistance, now calculate improvement chance (0-100) */ 2106 /* got positive resistance, now calculate improvement chance (0-100) */
2282 2107
2283 /* this bonus makes resistance increase easier at lower levels */ 2108 /* this bonus makes resistance increase easier at lower levels */
2284 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2285 if (i == abil->stats.exp) 2110 if (i == abil->stats.exp)
2286 bonus += 5; /* additional bonus for resistance of ability-focus */ 2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2287 2112
2288 /* monster bonus increases with level, because high-level 2113 /* monster bonus increases with level, because high-level
2289 flesh is too rare */ 2114 flesh is too rare */
2290 mbonus = op->level * 20. / ((double)settings.max_level); 2115 mbonus = op->level * 20. / ((double) settings.max_level);
2291 2116
2292 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2293 ((double)settings.max_level)) - skin->resist[i]; 2118 ((double) settings.max_level)) - skin->resist[i];
2294 2119
2295 if (chance >= 0.) 2120 if (chance >= 0.)
2296 chance += 1.; 2121 chance += 1.;
2297 else 2122 else
2298 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2299 2124
2300 /* chance is proportional to amount of resistance (max. 50) */ 2125 /* chance is proportional to amount of resistance (max. 50) */
2301 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2302 2127
2303 /* doubled chance for resistance of ability-focus */ 2128 /* doubled chance for resistance of ability-focus */
2304 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2305 chance = MIN(100., chance*2.); 2130 chance = MIN (100., chance * 2.);
2306 2131
2307 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2132 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2308 if (RANDOM()%10000 < (int)(chance*100)) { 2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2309 atnr_winner[winners] = i; 2135 atnr_winner[winners] = i;
2310 winners++; 2136 winners++;
2311 } 2137 }
2312 2138
2313 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2139 if (chance >= 0.01)
2314 2140 totalchance *= 1 - chance / 100;
2141
2315 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2142 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2316 } 2143 }
2317 } 2144 }
2318 2145
2319 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2320 totalchance = 100 - totalchance*100; 2147 totalchance = 100 - totalchance * 100;
2148
2321 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2322 if (totalchance > 50.) 2151 if (totalchance > 50.)
2323 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2324 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2325 sprintf(buf, "The %s tasted very good.", meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2326 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2327 sprintf(buf, "The %s tasted good.", meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2328 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2329 sprintf(buf, "The %s tasted bland.", meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2330 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2331 sprintf(buf, "The %s had a boring taste.", meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2332 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2161 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2333 sprintf(buf, "The %s tasted strange.", meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2334 else 2163 else
2335 sprintf(buf, "The %s had no taste.", meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2336 new_draw_info(NDI_UNIQUE, 0, op, buf); 2165
2337 2166 op->statusmsg (buf);
2167
2338 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2339 i = -1; 2169 i = -1;
2340 if (winners>0) 2170 if (winners > 0)
2341 i = atnr_winner[RANDOM()%winners]; 2171 i = atnr_winner[RANDOM () % winners];
2342 2172
2343 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2344 /* resistance increased! */ 2175 /* resistance increased! */
2345 skin->resist[i]++; 2176 skin->resist[i]++;
2346 fix_player(op); 2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2347 2180 }
2348 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2181
2349 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2350 }
2351
2352 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2353 into the ability_force and it will take effect on next level */ 2183 into the ability_force and it will take effect on next level */
2354 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2184 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2355 && meal->last_eat != abil->last_eat) { 2185 {
2356 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2186 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2357 2187
2358 if (meal->last_eat != abil->stats.exp) { 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2359 sprintf(buf, "Your metabolism prepares to focus on %s!", 2190 "Your metabolism prepares to focus on %s!\n"
2191 "The change will happen at level %d.",
2360 change_resist_msg[meal->last_eat]); 2192 change_resist_msg[meal->last_eat],
2361 new_draw_info(NDI_UNIQUE, 0, op, buf); 2193 abil->level + 1
2362 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2194 ));
2363 new_draw_info(NDI_UNIQUE, 0, op, buf);
2364 }
2365 else { 2195 else
2366 sprintf(buf, "Your metabolism will continue to focus on %s.", 2196 {
2367 change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2368 new_draw_info(NDI_UNIQUE, 0, op, buf);
2369 abil->last_eat = 0; 2198 abil->last_eat = 0;
2370 } 2199 }
2371 } 2200 }
2201
2372 return 1; 2202 return 1;
2373}
2374
2375static void apply_savebed (object *pl)
2376{
2377#ifndef COZY_SERVER
2378 if(!pl->contr->name_changed||!pl->stats.exp) {
2379 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2380 return;
2381 }
2382#endif
2383 /* Need to call terminate_all_pets() before we remove the player ob */
2384 terminate_all_pets(pl);
2385 remove_ob(pl);
2386 pl->direction=0;
2387 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2388 "%s leaves the game.",pl->name);
2389
2390 /* update respawn position */
2391 strcpy(pl->contr->savebed_map, pl->map->path);
2392 pl->contr->bed_x = pl->x;
2393 pl->contr->bed_y = pl->y;
2394
2395 strcpy(pl->contr->killer,"left");
2396 check_score(pl); /* Always check score */
2397 (void)save_player(pl,0);
2398 pl->map->players--;
2399#if MAP_MAXTIMEOUT
2400 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2401#endif
2402 play_again(pl);
2403 pl->speed = 0;
2404 update_ob_speed(pl);
2405} 2203}
2406 2204
2407/** 2205/**
2408 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2409 * Does some sanity checks, then calls improve_armour. 2207 * Does some sanity checks, then calls improve_armour.
2410 */ 2208 */
2209static void
2411static void apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2412{ 2211{
2413 object *armor; 2212 object *armor;
2414 2213
2415 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2214 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2416 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2417 return;
2418 } 2215 {
2419 armor=find_marked_object(op); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2420 if ( ! armor) {
2421 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2422 return; 2217 return;
2423 } 2218 }
2219
2220 armor = find_marked_object (op);
2221
2222 if (!armor)
2223 {
2224 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2225 return;
2226 }
2227
2424 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2425 && armor->type != CLOAK 2229 && armor->type != CLOAK
2426 && armor->type != BOOTS && armor->type != GLOVES 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2427 && armor->type != BRACERS && armor->type != SHIELD
2428 && armor->type != HELMET)
2429 { 2231 {
2430 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2431 return; 2233 return;
2432 } 2234 }
2433 2235
2434 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2435 improve_armour(op,tmp,armor); 2237 improve_armour (op, tmp, armor);
2436} 2238}
2437 2239
2438 2240extern void
2439extern void apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2440{ 2242{
2441 if (op->type == PLAYER) { 2243 if (op->type == PLAYER)
2442 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2244 {
2443 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2245 op->contr->play_sound (sound_find ("drink_poison"));
2246 op->failmsg ("Yech! That tasted poisonous!");
2444 strcpy(op->contr->killer,"poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2445 } 2248 }
2249
2446 if (tmp->stats.hp > 0) { 2250 if (tmp->stats.hp > 0)
2251 {
2447 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2252 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2448 tmp->stats.hp);
2449 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2450 } 2254 }
2255
2451 op->stats.food-=op->stats.food/4; 2256 op->stats.food -= op->stats.food / 4;
2452 handle_apply_yield(tmp); 2257 handle_apply_yield (tmp);
2453 decrease_ob(tmp); 2258 decrease_ob (tmp);
2454} 2259}
2455 2260
2456/** 2261/**
2457 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2262 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2458 * A valid 2 way exit means: 2263 * A valid 2 way exit means:
2459 * -You can come back (there is another exit at the other side) 2264 * -You can come back (there is another exit at the other side)
2460 * -You are 2265 * -You are
2461 * ° the owner of the exit 2266 * ° the owner of the exit
2462 * ° or in the same party as the owner 2267 * ° or in the same party as the owner
2463 * 2268 *
2464 * Note: a owner in a 2 way exit is saved as the owner's name 2269 * Note: a owner in a 2 way exit is saved as the owner's name
2465 * in the field exit->name cause the field exit->owner doesn't 2270 * in the field exit->name cause the field exit->owner doesn't
2466 * survive in the swapping (in fact the whole exit doesn't survive). 2271 * survive in the swapping (in fact the whole exit doesn't survive).
2467 */ 2272 */
2273int
2468int is_legal_2ways_exit (object* op, object *exit) 2274is_legal_2ways_exit (object *op, object *exit)
2469 { 2275{
2470 object * tmp; 2276 if (exit->stats.exp != 1)
2471 object * exit_owner; 2277 return 1; /*This is not a 2 way, so it is legal */
2472 player * pp; 2278
2473 mapstruct * exitmap; 2279#if 0 //TODO
2474 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2280 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2281 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at 2282#endif
2477 * all the exits in destination and try to find one with same path as 2283
2478 * the current exit's position */ 2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2479 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2285
2480 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2481 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2482 if (exitmap) 2286 if (exitmap)
2483 { 2287 {
2484 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2288 exitmap->load_sync ();
2485 if (!tmp) return 0; 2289
2486 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2290 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2291
2292 if (!tmp)
2293 return 0;
2294
2295 for (; tmp; tmp = tmp->above)
2487 { 2296 {
2488 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2297 if (tmp->type != EXIT)
2489 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2298 continue; /*Not an exit */
2490 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2491 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2492 2299
2300 if (!EXIT_PATH (tmp))
2301 continue; /*Not a valid exit */
2302
2303 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2304 continue; /*Not in the same place */
2305
2306 if (exit->map->path != EXIT_PATH (tmp))
2307 continue; /*Not in the same map */
2308
2493 /* From here we have found the exit is valid. However we do 2309 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the 2310 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2311 * town portals to prevent strangers from visiting your appartments
2496 */ 2312 */
2313 if (!exit->race)
2497 if (!exit->race) return 1; /*No owner, free for all!*/ 2314 return 1; /*No owner, free for all! */
2498 exit_owner=NULL; 2315
2499 for (pp=first_player;pp;pp=pp->next) 2316 object *exit_owner = 0;
2317
2318 for_all_players (pp)
2500 { 2319 {
2501 if (!pp->ob) continue; 2320 if (!pp->ob)
2321 continue;
2322
2502 if (pp->ob->name!=exit->race) continue; 2323 if (pp->ob->name != exit->race)
2324 continue;
2325
2503 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2326 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2504 break; 2327 break;
2505 } 2328 }
2506 if (!exit_owner) return 0; /* No more owner*/ 2329
2507 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2330 if (!exit_owner)
2331 return 0; /* No more owner */
2332
2333 if (exit_owner->contr == op->contr)
2334 return 1; /*It is your exit */
2335
2508 if ( exit_owner && /*There is a owner*/ 2336 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */ 2337 (op->contr) && /*A player tries to pass */
2510 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2338 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2339 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0; 2340 return 0;
2341
2513 return 1; 2342 return 1;
2514 } 2343 }
2515 } 2344 }
2345
2516 return 0; 2346 return 0;
2517 } 2347}
2518
2519 2348
2520/** 2349/**
2521 * Main apply handler. 2350 * Main apply handler.
2522 * 2351 *
2523 * Checks for unpaid items before applying. 2352 * Checks for unpaid items before applying.
2531 * being applied. 2360 * being applied.
2532 * 2361 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with 2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special 2363 * them in this function - they are passed to apply_special
2535 */ 2364 */
2536 2365int
2537int manual_apply (object *op, object *tmp, int aflag) 2366manual_apply (object *op, object *tmp, int aflag)
2538{ 2367{
2539 if (tmp->head) tmp=tmp->head; 2368 if (tmp->head)
2369 tmp = tmp->head;
2540 2370
2541 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2372 {
2542 if (op->type == PLAYER) { 2373 if (op->type == PLAYER)
2543 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2374 {
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2544 return 1; 2376 return 1;
2545 } else { 2377 }
2378 else
2546 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2547 }
2548 } 2380 }
2549 2381
2550
2551 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2552 return RESULT_INT (0); 2383 return RESULT_INT (0);
2553 2384
2554 switch (tmp->type) { 2385 switch (tmp->type)
2555 2386 {
2556 case TRANSPORT:
2557 return apply_transport(op, tmp, aflag);
2558
2559 case CF_HANDLE: 2387 case CF_HANDLE:
2560 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2388 op->play_sound (sound_find ("turn_handle"));
2561 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); 2389 op->statusmsg ("You turn the handle.");
2562 tmp->value=tmp->value?0:1; 2390 tmp->value = tmp->value ? 0 : 1;
2563 SET_ANIMATION(tmp, tmp->value); 2391 SET_ANIMATION (tmp, tmp->value);
2564 update_object(tmp,UP_OBJ_FACE); 2392 update_object (tmp, UP_OBJ_FACE);
2565 push_button(tmp); 2393 push_button (tmp);
2566 return 1; 2394 return 1;
2567 2395
2568 case TRIGGER: 2396 case TRIGGER:
2569 if (check_trigger (tmp, op)) { 2397 if (check_trigger (tmp, op))
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2398 {
2571 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2399 op->statusmsg ("You turn the handle.");
2572 } else { 2400 op->play_sound (sound_find ("turn_handle"));
2573 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2401 }
2574 } 2402 else
2403 op->failmsg ("The handle doesn't move.");
2404
2575 return 1; 2405 return 1;
2576 2406
2577 case EXIT: 2407 case EXIT:
2578 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2579 return 0; 2409 return 0;
2410
2580 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2581 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2582 query_name(tmp)); 2413 else
2583 } else { 2414 {
2584 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2585 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2586 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2587 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2418
2588 enter_exit(op,tmp); 2419 op->enter_exit (tmp);
2589 } 2420 }
2421
2590 return 1; 2422 return 1;
2591 2423
2592 case SIGN: 2424 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg);
2426 // maybe show a spell menu to chose from or something like that
2427 return 1;
2428
2429 case SIGN:
2593 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2594 return 1; 2431 return 1;
2595 2432
2596 case BOOK: 2433 case BOOK:
2597 if (op->type == PLAYER) { 2434 if (op->type == PLAYER)
2435 {
2598 apply_book (op, tmp); 2436 apply_book (op, tmp);
2599 return 1; 2437 return 1;
2600 } else { 2438 }
2601 return 0; 2439 else
2602 } 2440 return 0;
2603 2441
2604 case SKILLSCROLL: 2442 case SKILLSCROLL:
2605 if (op->type == PLAYER) { 2443 if (op->type == PLAYER)
2444 {
2606 apply_skillscroll (op, tmp); 2445 apply_skillscroll (op, tmp);
2607 return 1; 2446 return 1;
2608 } 2447 }
2448 else
2609 return 0; 2449 return 0;
2610 2450
2611 case SPELLBOOK: 2451 case SPELLBOOK:
2612 if (op->type == PLAYER) { 2452 if (op->type == PLAYER)
2453 {
2613 apply_spellbook (op, tmp); 2454 apply_spellbook (op, tmp);
2614 return 1; 2455 return 1;
2615 } 2456 }
2457 else
2616 return 0; 2458 return 0;
2617 2459
2618 case SCROLL: 2460 case SCROLL:
2619 apply_scroll (op, tmp, 0); 2461 apply_scroll (op, tmp, 0);
2620 return 1; 2462 return 1;
2621 2463
2622 case POTION: 2464 case POTION:
2623 (void) apply_potion(op, tmp); 2465 apply_potion (op, tmp);
2624 return 1; 2466 return 1;
2625 2467
2626 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2627 case CLOSE_CON: 2470 case CLOSE_CON:
2628 if (op->type==PLAYER)
2629 (void) esrv_apply_container (op, tmp->env);
2630 else
2631 (void) apply_container (op, tmp->env); 2471 apply_container (op, tmp->env);
2632 return 1; 2472 return 1;
2633 2473
2634 case CONTAINER: 2474 case CONTAINER:
2635 if (op->type==PLAYER)
2636 (void) esrv_apply_container (op, tmp);
2637 else
2638 (void) apply_container (op, tmp); 2475 apply_container (op, tmp);
2639 return 1; 2476 return 1;
2640 2477
2641 case TREASURE: 2478 case TREASURE:
2642 if (op->type == PLAYER) { 2479 if (op->type == PLAYER)
2480 {
2643 apply_treasure (op, tmp); 2481 apply_treasure (op, tmp);
2644 return 1; 2482 return 1;
2645 } else { 2483 }
2646 return 0; 2484 else
2647 } 2485 return 0;
2648 2486
2649 case WEAPON: 2487 case WEAPON:
2650 case ARMOUR: 2488 case ARMOUR:
2651 case BOOTS: 2489 case BOOTS:
2652 case GLOVES: 2490 case GLOVES:
2653 case AMULET: 2491 case AMULET:
2654 case GIRDLE: 2492 case GIRDLE:
2655 case BRACERS: 2493 case BRACERS:
2656 case SHIELD: 2494 case SHIELD:
2657 case HELMET: 2495 case HELMET:
2658 case RING: 2496 case RING:
2659 case CLOAK: 2497 case CLOAK:
2660 case WAND: 2498 case WAND:
2661 case ROD: 2499 case ROD:
2662 case HORN: 2500 case HORN:
2663 case SKILL: 2501 case SKILL:
2664 case BOW: 2502 case BOW:
2665 case LAMP: 2503 case LAMP:
2666 case BUILDER: 2504 case BUILDER:
2667 case SKILL_TOOL: 2505 case SKILL_TOOL:
2668 if (tmp->env != op) 2506 if (tmp->env != op)
2669 return 2; /* not in inventory */ 2507 return 2; /* not in inventory */
2508
2670 (void) apply_special (op, tmp, aflag); 2509 apply_special (op, tmp, aflag);
2671 return 1; 2510 return 1;
2672 2511
2673 case DRINK: 2512 case DRINK:
2674 case FOOD: 2513 case FOOD:
2675 case FLESH: 2514 case FLESH:
2676 apply_food (op, tmp); 2515 apply_food (op, tmp);
2677 return 1; 2516 return 1;
2678 2517
2679 case POISON: 2518 case POISON:
2680 apply_poison (op, tmp); 2519 apply_poison (op, tmp);
2681 return 1; 2520 return 1;
2682 2521
2683 case SAVEBED: 2522 case SAVEBED:
2523 return 1;
2524
2525 case ARMOUR_IMPROVER:
2684 if (op->type == PLAYER) { 2526 if (op->type == PLAYER)
2685 apply_savebed (op); 2527 {
2686 return 1; 2528 apply_armour_improver (op, tmp);
2687 } else { 2529 return 1;
2688 return 0; 2530 }
2689 } 2531 else
2532 return 0;
2690 2533
2691 case ARMOUR_IMPROVER: 2534 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp);
2536 return 1;
2537
2538 case CLOCK:
2692 if (op->type == PLAYER) { 2539 if (op->type == PLAYER)
2693 apply_armour_improver (op, tmp); 2540 {
2694 return 1; 2541 char buf[MAX_BUF];
2695 } else { 2542 timeofday_t tod;
2696 return 0;
2697 }
2698 2543
2699 case WEAPON_IMPROVER: 2544 get_tod (&tod);
2700 (void) check_improve_weapon(op, tmp); 2545 op->play_sound (sound_find ("sound_clock"));
2701 return 1; 2546 op->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 ));
2551 return 1;
2552 }
2553 else
2554 return 0;
2702 2555
2703 case CLOCK: 2556 case MENU:
2704 if (op->type == PLAYER) { 2557 if (op->type == PLAYER)
2705 char buf[MAX_BUF]; 2558 {
2706 timeofday_t tod; 2559 shop_listing (tmp, op);
2560 return 1;
2561 }
2562 else
2563 return 0;
2707 2564
2708 get_tod(&tod);
2709 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2710 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2711 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2712 ((tod.hour >= 14) ? "pm" : "am"));
2713 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2714 new_draw_info(NDI_UNIQUE, 0,op, buf);
2715 return 1;
2716 } else {
2717 return 0;
2718 }
2719
2720 case MENU:
2721 if (op->type == PLAYER) {
2722 shop_listing (op);
2723 return 1;
2724 } else {
2725 return 0;
2726 }
2727
2728 case POWER_CRYSTAL: 2565 case POWER_CRYSTAL:
2729 apply_power_crystal(op,tmp); /* see egoitem.c */ 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2730 return 1; 2567 return 1;
2731 2568
2732 case LIGHTER: /* for lighting torches/lanterns/etc */ 2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2733 if (op->type == PLAYER) { 2570 if (op->type == PLAYER)
2734 apply_lighter(op,tmp); 2571 {
2735 return 1; 2572 apply_lighter (op, tmp);
2736 } else { 2573 return 1;
2737 return 0; 2574 }
2738 } 2575 else
2576 return 0;
2739 2577
2740 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2741 apply_item_transformer( op, tmp ); 2579 apply_item_transformer (op, tmp);
2742 return 1; 2580 return 1;
2743 2581
2744 default: 2582 default:
2745 return 0; 2583 return 0;
2746 } 2584 }
2747} 2585}
2748 2586
2749 2587
2750/* quiet suppresses the "don't know how to apply" and "you must get it first" 2588/* quiet suppresses the "don't know how to apply" and "you must get it first"
2751 * messages as needed by player_apply_below(). But there can still be 2589 * messages as needed by player_apply_below(). But there can still be
2752 * "but you are floating high above the ground" messages. 2590 * "but you are floating high above the ground" messages.
2753 * 2591 *
2754 * Same return value as apply() function. 2592 * Same return value as apply() function.
2755 */ 2593 */
2594int
2756int player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2757{ 2596{
2758 int tmp; 2597 int tmp;
2759 2598
2760 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2600 {
2761 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2762 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2763 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2603 {
2764 "above the ground!"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2765 return 0; 2605 return 0;
2766 } 2606 }
2767 }
2768
2769 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2770 * applied.
2771 */
2772 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2773 { 2607 }
2774 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2775 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2776 "of smoke!");
2777 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2778 remove_ob (op);
2779 free_object (op);
2780 return 1;
2781 }
2782 2608
2783 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2784 pl->contr->last_used_id = op->count;
2785 2610
2786 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2787 if ( ! quiet) { 2612 if (!quiet)
2613 {
2788 if (tmp == 0) 2614 if (tmp == 0)
2789 new_draw_info_format (NDI_UNIQUE, 0, pl, 2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2790 "I don't know how to apply the %s.",
2791 query_name (op));
2792 else if (tmp == 2) 2616 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl, 2617 op->failmsg ("You must get it first!\n");
2794 "You must get it first!\n");
2795 } 2618 }
2619
2796 return tmp; 2620 return tmp;
2797} 2621}
2798 2622
2799/** 2623/**
2800 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2801 * If the player has an open container, we use that for below, otherwise 2625 * If the player has an open container, we use that for below, otherwise
2802 * we use the ground. 2626 * we use the ground.
2803 */ 2627 */
2804 2628void
2805void player_apply_below (object *pl) 2629player_apply_below (object *pl)
2806{ 2630{
2807 object *tmp, *next;
2808 int floors; 2631 int floors = 0;
2809 2632
2810 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2811 apply_transport(pl, pl->contr->transport, 0);
2812 return;
2813 }
2814
2815 /* If using a container, set the starting item to be the top 2633 /* If using a container, set the starting item to be the top
2816 * item in the container. Otherwise, use the map. 2634 * item in the container. Otherwise, use the map.
2817 */
2818 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2819
2820 /* This is perhaps more complicated. However, I want to make sure that 2635 * This is perhaps more complicated. However, I want to make sure that
2821 * we don't use a corrupt pointer for the next object, so we get the 2636 * we don't use a corrupt pointer for the next object, so we get the
2822 * next object in the stack before applying. This is can only be a 2637 * next object in the stack before applying. This is can only be a
2823 * problem if player_apply() has a bug in that it uses the object but does 2638 * problem if player_apply() has a bug in that it uses the object but does
2824 * not return a proper value. 2639 * not return a proper value.
2825 */ 2640 */
2826 for (floors = 0; tmp!=NULL; tmp=next) { 2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2642 {
2827 next = tmp->below; 2643 next = tmp->below;
2644
2828 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2829 floors++; 2646 floors++;
2830 else if (floors > 0) 2647 else if (floors > 0)
2831 return; /* process only floor objects after first floor object */ 2648 return; /* process only floor objects after first floor object */
2832 2649
2833 /* If it is visible, player can apply it. If it is applied by 2650 /* If it is visible, player can apply it. If it is applied by
2834 * person moving on it, also activate. Added code to make it 2651 * person moving on it, also activate. Added code to make it
2835 * so that at least one of players movement types be that which 2652 * so that at least one of players movement types be that which
2836 * the item needs. 2653 * the item needs.
2837 */ 2654 */
2838 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2655 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2839 if (player_apply (pl, tmp, 0, 1) == 1) 2657 if (player_apply (pl, tmp, 0, 1) == 1)
2840 return; 2658 return;
2841 } 2659 }
2842 if (floors >= 2) 2660 if (floors >= 2)
2843 return; /* process at most two floor objects */ 2661 return; /* process at most two floor objects */
2844 } 2662 }
2845} 2663}
2846 2664
2847/** 2665/**
2848 * Unapplies specified item. 2666 * Unapplies specified item.
2849 * No check done on cursed/damned. 2667 * No check done on cursed/damned.
2850 * Break this out of apply_special - this is just done 2668 * Break this out of apply_special - this is just done
2851 * to keep the size of apply_special to a more managable size. 2669 * to keep the size of apply_special to a more managable size.
2852 */ 2670 */
2671static int
2853static int unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2854{ 2673{
2855 object *tmp2; 2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 return RESULT_INT (0);
2856 2677
2857 CLEAR_FLAG(op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2679
2858 switch(op->type) { 2680 switch (op->type)
2859 case WEAPON: 2681 {
2860 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2861
2862 (void) change_abil (who,op);
2863 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2864 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2865 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2866 who->current_weapon_script = NULL;
2867 who->current_weapon = NULL;
2868 clear_skill(who);
2869 break;
2870
2871 case SKILL: /* allows objects to impart skills */
2872 case SKILL_TOOL: 2682 case SKILL_TOOL:
2873 if (op != who->chosen_skill) { 2683 // unapplying a skill tool should also unapply the skill it governs
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2684 // but this is hard, as it shouldn't do so when the skill can
2875 } 2685 // be used for other reasons
2876 if (who->type==PLAYER) { 2686 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2877 if (who->contr->shoottype == range_skill) 2687 if (tmp->skill == op->skill
2878 who->contr->shoottype = range_none; 2688 && tmp->type == SKILL
2879 if ( ! op->invisible) { 2689 && tmp->flag [FLAG_APPLIED]
2880 new_draw_info_format (NDI_UNIQUE, 0, who, 2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2881 "You stop using the %s.", query_name(op)); 2691 unapply_special (who, tmp, 0);
2882 } else {
2883 new_draw_info_format (NDI_UNIQUE, 0, who,
2884 "You can no longer use the skill: %s.",
2885 op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break;
2892 2692
2893 case ARMOUR: 2693 change_abil (who, op);
2894 case HELMET:
2895 case SHIELD:
2896 case RING:
2897 case BOOTS:
2898 case GLOVES:
2899 case AMULET:
2900 case GIRDLE:
2901 case BRACERS:
2902 case CLOAK:
2903 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2904 (void) change_abil (who,op);
2905 break;
2906 case LAMP:
2907 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2908 op->name);
2909 tmp2 = arch_to_object(op->other_arch);
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2917 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2918 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2919 if (who->type == PLAYER)
2920 esrv_del_item(who->contr, (tag_t)op->count);
2921 remove_ob(op);
2922 free_object(op);
2923 insert_ob_in_ob(tmp2, who);
2924 fix_player(who);
2925 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2926 if (who->type == PLAYER) {
2927 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2928 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2929 }
2930 }
2931 if(who->type==PLAYER)
2932 esrv_send_item(who, tmp2);
2933 return 1; /* otherwise, an attempt to drop causes problems */
2934 break;
2935 case BOW:
2936 case WAND:
2937 case ROD:
2938 case HORN:
2939 clear_skill(who);
2940 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2941 if(who->type==PLAYER) {
2942 who->contr->shoottype = range_none;
2943 } else {
2944 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else
2947 CLEAR_FLAG(who, FLAG_READY_RANGE);
2948 }
2949 break;
2950
2951 case BUILDER:
2952 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2953 who->contr->shoottype = range_none;
2954 who->contr->ranges[ range_builder ] = NULL;
2955 break; 2694 break;
2956 2695
2957 default: 2696 case WEAPON:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2697 if (player *pl = who->contr)
2959 break; 2698 if (op == pl->combat_ob)
2960 } 2699 {
2961 2700 pl->combat_ob = 0;
2962 fix_player(who); 2701 who->change_weapon (pl->ranged_ob);
2963
2964 if ( ! (aflags & AP_NO_MERGE)) {
2965 object *tmp;
2966
2967 tag_t del_tag = op->count;
2968 tmp = merge_ob (op, NULL);
2969 if (who->type == PLAYER) {
2970 if (tmp) { /* it was merged */
2971 esrv_del_item (who->contr, del_tag);
2972 op = tmp;
2973 } 2702 }
2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2706 change_abil (who, op);
2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2708 break;
2709
2710 case SKILL:
2711 if (who->contr)
2712 {
2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2715 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2717 }
2718
2719 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break;
2722
2723 case ARMOUR:
2724 case HELMET:
2725 case SHIELD:
2726 case RING:
2727 case BOOTS:
2728 case GLOVES:
2729 case AMULET:
2730 case GIRDLE:
2731 case BRACERS:
2732 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op);
2735 break;
2736
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 if (who->contr)
2754 esrv_del_item (who->contr, op->count);
2755
2756 op->destroy ();
2757 insert_ob_in_ob (tmp2, who);
2758 who->update_stats ();
2759
2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2761 {
2762 if (who->contr)
2763 {
2764 who->failmsg ("Oops, it feels deadly cold!");
2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2766 }
2767 }
2768
2769 if (who->contr)
2770 esrv_send_item (who, tmp2);
2771 }
2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2775 case BOW:
2776 case WAND:
2777 case ROD:
2778 case HORN:
2779 if (player *pl = who->contr)
2780 {
2781 if (op == pl->ranged_ob)
2782 {
2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2786
2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 }
2789 else
2790 {
2791 who->change_skill (0);
2792
2793 if (op->type == BOW)
2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2795 else
2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2797 }
2798
2799 break;
2800
2801 case BUILDER:
2802 if (who->contr)
2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 break;
2805
2806 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break;
2809 }
2810
2811 who->update_stats ();
2812
2813 if (!(aflags & AP_NO_MERGE))
2814 {
2815 object *tmp = merge_ob (op, 0);
2816
2817 if (who->contr)
2818 {
2819 if (tmp)
2820 { /* it was merged */
2821 esrv_del_item (who->contr, op->count);
2822 op = tmp;
2823 }
2824
2974 esrv_send_item (who, op); 2825 esrv_send_item (who, op);
2975 } 2826 }
2976 } 2827 }
2828
2977 return 0; 2829 return 0;
2978} 2830}
2979 2831
2980/** 2832/**
2981 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
2982 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
2983 * then go through the below of this. In this way, you can do 2835 * then go through the below of this. In this way, you can do
2984 * something like: 2836 * something like:
2985 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
2986 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2987 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
2988 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
2989 * loc is the index into the array we are looking for a match. 2841 * loc is the index into the array we are looking for a match.
2990 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
2991 * invisible other objects that use 2843 * invisible other objects that use
2992 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
2993 */ 2845 */
2994object *get_item_from_body_location(object *start, int loc) 2846static object *
2847get_next_item_from_body_location (int loc, object *start)
2995{ 2848{
2996 object *tmp;
2997
2998 if (!start) return NULL;
2999
3000 for (tmp=start; tmp; tmp=tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
3001 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2850 if (tmp->flag [FLAG_APPLIED]
3002 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2851 && tmp->slot[loc].info
2852 && (!tmp->invisible || tmp->type == SKILL))
2853 return tmp;
3003 2854
3004 return NULL; 2855 return 0;
3005} 2856}
3006
3007
3008 2857
3009/** 2858/**
3010 * 'op' wants to apply an object, but can't because of other equipment. 2859 * 'op' wants to apply an object, but can't because of other equipment.
3011 * This should only be called when it is known 2860 * This should only be called when it is known
3012 * that there are objects to unapply. This makes pretty heavy 2861 * that there are objects to unapply. This makes pretty heavy
3015 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
3016 * if aflags is AP_PRINT, we instead print out waht to unapply 2865 * if aflags is AP_PRINT, we instead print out waht to unapply
3017 * instead of doing it. This is a lot less code than having 2866 * instead of doing it. This is a lot less code than having
3018 * another function that does just that. 2867 * another function that does just that.
3019 */ 2868 */
2869
2870#define CANNOT_REMOVE_CURSED \
2871 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2872 "Praying over an altar, scrolls of remove curse/damnation, " \
2873 "priests or even other players might help.>"
2874
2875int
3020int unapply_for_ob(object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
3021{ 2877{
3022 int i; 2878 if (op->is_range ())
3023 object *tmp=NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD) {
3029 for (tmp=who->inv; tmp; tmp=tmp->below) { 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3030 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3031 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2881 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3032 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2882 {
3033 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
3034 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2884 who->failmsg (query_name (tmp));
3035 else 2885 else
3036 unapply_special(who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
3037 } 2887 }
3038 else { 2888 else
2889 {
3039 /* In this case, we want to try and remove a cursed item. 2890 /* In this case, we want to try and remove a cursed item.
3040 * While we know it won't work, we want unapply_special to 2891 * While we know it won't work, we want unapply_special to
3041 * at least generate the message. 2892 * at least generate the message.
3042 */ 2893 */
3043 new_draw_info_format(NDI_UNIQUE, 0, who, 2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3044 "No matter how hard you try, you just can't\nremove %s.", 2895 return 1;
3045 query_name(tmp)); 2896 }
3046 return 1;
3047 }
3048 2897
3049 }
3050 }
3051 }
3052
3053 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2899 {
3054 /* this used up a slot that we need to free */ 2900 /* this used up a slot that we need to free */
3055 if (op->body_info[i]) { 2901 if (op->slot[i].info)
3056 last = who->inv; 2902 {
2903 object *last = who->inv;
3057 2904
3058 /* We do a while loop - may need to remove several items in order 2905 /* We do a while loop - may need to remove several items in order
3059 * to free up enough slots. 2906 * to free up enough slots.
3060 */ 2907 */
3061 while ((who->body_used[i] + op->body_info[i]) < 0) { 2908 while ((who->slot[i].used + op->slot[i].info) < 0)
3062 tmp = get_item_from_body_location(last, i); 2909 {
3063 if (!tmp) { 2910 object *tmp = get_next_item_from_body_location (i, last);
2911
2912 if (!tmp)
2913 {
3064#if 0 2914#if 0
3065 /* Not a bug - we'll get this if the player has cursed items 2915 /* Not a bug - we'll get this if the player has cursed items
3066 * equipped. 2916 * equipped.
3067 */ 2917 */
3068 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2918 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3069 i, body_locations[i].save_name, who->name);
3070#endif 2919#endif
3071 return 1; 2920 return 1;
3072 } 2921 }
2922
3073 /* If we are just printing, we don't care about cursed status */ 2923 /* If we are just printing, we don't care about cursed status */
3074 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3075 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2925 {
3076 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
3077 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2927 who->failmsg (query_name (tmp));
3078 else 2928 else
3079 unapply_special(who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
3080 } 2930 }
3081 else { 2931 else
2932 {
3082 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
3083 * Note this could be annoying if this is just one of a few, 2934 * Note this could be annoying if this is just one of a few,
3084 * so it may not be critical (eg, putting on a ring and you have 2935 * so it may not be critical (eg, putting on a ring and you have
3085 * one cursed ring.) 2936 * one cursed ring.)
3086 */ 2937 */
3087 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3088 } 2939 }
3089 last = tmp->below; 2940
3090 } 2941 last = tmp->below;
2942 }
3091 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2943 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3092 * return in the !tmp would have kicked in. 2944 * return in the !tmp would have kicked in.
3093 */ 2945 */
3094 } /* if op is using this body location */ 2946 } /* if op is using this body location */
3095 } /* for body lcoations */ 2947 } /* for body lcoations */
2948
3096 return 0; 2949 return 0;
3097} 2950}
3098 2951
3099/** 2952/**
3100 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
3101 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
3102 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
3103 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
3104 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2957 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3105 * is set, do we really are what the other flags may be?) 2958 * is set, do we really care what the other flags may be?)
3106 * 2959 *
3107 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
3108 * these return values. 2961 * these return values.
3109 */ 2962 */
2963int
3110int can_apply_object(object *who, object *op) 2964can_apply_object (object *who, object *op)
3111{ 2965{
2966 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2967 return RESULT_INT (0);
2968
3112 int i, retval=0; 2969 int retval = 0;
3113 object *tmp=NULL, *ws=NULL; 2970 object *tmp = 0, *ws = 0;
3114 2971
3115 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3116 * 2 weapons, but we don't want to let them do that. So if they are
3117 * trying to equip a weapon or shield, see if they already have one
3118 * in place and store that way.
3119 */
3120 if (op->type == WEAPON || op->type == SHIELD) {
3121 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3122 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3123 retval = CAN_APPLY_UNAPPLY;
3124 ws = tmp;
3125 }
3126 }
3127 }
3128
3129
3130 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 if (op->body_info[i]) { 2973 {
2974 if (op->slot[i].info)
2975 {
3132 /* Item uses more slots than we have */ 2976 /* Item uses more slots than we have */
3133 if (FABS(op->body_info[i]) > who->body_info[i]) { 2977 if (who->slot[i].info + op->slot [i].info < 0)
2978 {
3134 /* Could return now for efficiently - rest of info below isn' 2979 /* Could return now for efficiency - rest of info below isn't
3135 * really needed. 2980 * really needed.
3136 */ 2981 */
3137 retval |= CAN_APPLY_NEVER; 2982 retval |= CAN_APPLY_NEVER;
3138 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2983 }
2984 else if (who->slot[i].used + op->slot[i].info < 0)
2985 {
3139 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
3140 * we have. 2987 * we have.
3141 */ 2988 */
3142 object *tmp1;
3143 2989
3144
3145 /* if we have an applied weapon/shield, and unapply it would free 2990 /* if we have an applied weapon/shield, and unapply it would free
3146 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
3147 * continue. We don't care about the logic below - if you have 2992 * apply unapply". We don't care about the logic below - if you have a
3148 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
3149 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
3150 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
3151 * may be two handed for example. 2996 * may be two handed for example.
3152 */ 2997 */
3153 if (ws) { 2998 if (ws)
3154 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2999 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3155 retval |= CAN_APPLY_UNAPPLY; 3000 {
3156 continue; 3001 retval |= CAN_APPLY_UNAPPLY;
3157 } 3002 continue;
3158 } 3003 }
3159 3004
3160 tmp1 = get_item_from_body_location(who->inv, i); 3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3161 if (!tmp1) { 3006 if (!tmp1)
3007 {
3162#if 0 3008#if 0
3163 /* This is sort of an error, but happens a lot when old players 3009 /* This is sort of an error, but happens a lot when old players
3164 * join in with more stuff equipped than they are now allowed. 3010 * join in with more stuff equipped than they are now allowed.
3165 */ 3011 */
3166 LOG(llevError,"Can't find object using location %d on %s\n", 3012 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3167 i, who->name);
3168#endif 3013#endif
3169 retval |= CAN_APPLY_NEVER; 3014 retval |= CAN_APPLY_NEVER;
3170 } else { 3015 }
3016 else
3017 {
3171 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3172 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3173 * to apply multiple objects 3020 * to apply multiple objects
3174 */ 3021 */
3175 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3176 if (!tmp) tmp = tmp1; 3023
3177 else if (tmp != tmp1) { 3024 if (!tmp)
3178 retval |= CAN_APPLY_UNAPPLY_MULT; 3025 tmp = tmp1;
3179 } 3026 else if (tmp != tmp1)
3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3028
3180 /* This object isn't using up all the slots, so there must 3029 /* This object isn't using up all the slots, so there must
3181 * be another. If so, and it the new item doesn't need all 3030 * be another. If so, and it the new item doesn't need all
3182 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3183 */ 3032 */
3184 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3033 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3185 (FABS(op->body_info[i]) < who->body_info[i])) 3034 && abs (op->slot[i].info) < who->slot[i].info)
3186 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3187 3036
3188 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3189 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3190 */ 3039 */
3191 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3040 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3193 3042 }
3194 } 3043 } /* if not enough free slots */
3195 } /* if not enough free slots */ 3044 } /* if this object uses location i */
3196 } /* if this object uses location i */
3197 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3198 3046
3199 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3047 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3200 * really be controlled by use of body locations. We do have 3048 * really be controlled by use of body locations. We do have
3201 * the weapon/shield checks, and the range checks for monsters, 3049 * the weapon/shield checks, and the range checks for monsters,
3202 * because you can't control those just by body location - bows, shields, 3050 * because you can't control those just by body location - bows, shields,
3203 * and weapons all use the same slot. Similar for horn/rod/wand - they 3051 * and weapons all use the same slot. Similar for horn/rod/wand - they
3204 * all use the same location. 3052 * all use the same location.
3205 */ 3053 */
3206 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3207 retval |= CAN_APPLY_RESTRICTION;
3208 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3209 retval |= CAN_APPLY_RESTRICTION;
3210
3211
3212 if (who->type != PLAYER) {
3213 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3214 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3215 retval |= CAN_APPLY_RESTRICTION;
3216 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3217 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3218 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3219 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3220 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3059
3060 if (who->type != PLAYER)
3061 {
3062 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION;
3067
3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3069 retval |= CAN_APPLY_RESTRICTION;
3070
3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3072 retval |= CAN_APPLY_RESTRICTION;
3222 } 3073 }
3074
3223 return retval; 3075 return retval;
3224} 3076}
3225
3226
3227 3077
3228/** 3078/**
3229 * who is the object using the object. It can be a monster. 3079 * who is the object using the object. It can be a monster.
3230 * op is the object they are using. op is an equipment type item, 3080 * op is the object they are using. op is an equipment type item,
3231 * eg, one which you put on and keep on for a while, and not something 3081 * eg, one which you put on and keep on for a while, and not something
3240 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3241 * 3091 *
3242 * Optional flags: 3092 * Optional flags:
3243 * AP_NO_MERGE: don't merge an unapplied object with other objects 3093 * AP_NO_MERGE: don't merge an unapplied object with other objects
3244 * AP_IGNORE_CURSE: unapply cursed items 3094 * AP_IGNORE_CURSE: unapply cursed items
3095 * AP_NO_READY: do not ready skills when applying skill tools
3245 * 3096 *
3246 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3247 * 3098 *
3248 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3249 */ 3100 */
3101
3102#define LACK_ITEM_POWER \
3103 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3104
3105int
3250int apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3251{ 3107{
3252 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3253 object *tmp, *tmp2, *skop=NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3254 int i;
3255 3110
3256 if(who==NULL) { 3111 if (who == NULL)
3112 {
3257 LOG(llevError,"apply_special() from object without environment.\n"); 3113 LOG (llevError, "apply_special() from object without environment.\n");
3258 return 1; 3114 return 1;
3259 } 3115 }
3260 3116
3261 if(op->env!=who) 3117 if (op->env != who)
3262 return 1; /* op is not in inventory */ 3118 return 1; /* op is not in inventory */
3263 3119
3264 /* trying to unequip op */ 3120 /* trying to unequip op */
3265 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3121 if (QUERY_FLAG (op, FLAG_APPLIED))
3122 {
3266 /* always apply, so no reason to unapply */ 3123 /* always apply, so no reason to unapply */
3267 if (basic_flag == AP_APPLY) return 0; 3124 if (basic_flag == AP_APPLY)
3125 return 0;
3268 3126
3269 if ( ! (aflags & AP_IGNORE_CURSE) 3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3270 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3128 {
3271 new_draw_info_format(NDI_UNIQUE, 0, who, 3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3272 "No matter how hard you try, you just can't\nremove %s.",
3273 query_name(op));
3274 return 1; 3130 return 1;
3275 } 3131 }
3132
3276 return unapply_special(who, op, aflags); 3133 return unapply_special (who, op, aflags);
3277 } 3134 }
3278 3135
3279 if (basic_flag == AP_UNAPPLY) return 0; 3136 if (basic_flag == AP_UNAPPLY)
3137 return 0;
3280 3138
3281 i = can_apply_object(who, op); 3139 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts.
3141 if (player *pl = who->contr)
3142 switch (op->slottype ())
3143 {
3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 }
3282 3147
3148 splay (op);
3149
3283 /* Can't just apply this object. Lets see what not and what to do */ 3150 /* Can't just apply this object. Lets see what not and what to do */
3284 if (i) { 3151 if (int i = can_apply_object (who, op))
3152 {
3285 if (i & CAN_APPLY_NEVER) { 3153 if (i & CAN_APPLY_NEVER)
3286 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3154 {
3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3287 return 1; 3156 return 1;
3157 }
3288 } else if (i & CAN_APPLY_RESTRICTION) { 3158 else if (i & CAN_APPLY_RESTRICTION)
3289 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3159 {
3160 who->failmsg (format (
3161 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op)
3164 ));
3290 return 1; 3165 return 1;
3291 } 3166 }
3167
3292 if (who->type != PLAYER) { 3168 if (who->type != PLAYER)
3169 {
3293 /* Some error, so don't try to equip something more */ 3170 /* Some error, so don't try to equip something more */
3294 if (unapply_for_ob(who, op, aflags)) return 1; 3171 if (unapply_for_ob (who, op, aflags))
3295 } else { 3172 return 1;
3296 if (who->contr->unapply == unapply_never || 3173 }
3297 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3174 else
3298 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3175 {
3176 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3177 {
3178 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3299 unapply_for_ob(who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3300 return 1; 3180 return 1;
3301 } 3181 }
3302 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3182 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3303 i = unapply_for_ob(who, op, aflags); 3183 if (unapply_for_ob (who, op, aflags))
3304 if (i) return 1; 3184 return 1;
3185 }
3305 } 3186 }
3306 } 3187
3307 }
3308 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 {
3309 skop=find_skill_by_name(who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3310 if (!skop) { 3191
3311 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3192 if (!skop)
3193 {
3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3312 return 1; 3195 return 1;
3313 } else { 3196 }
3197 else
3314 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3315 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3316 */ 3200 */
3317 change_skill(who, skop, 0); 3201 who->change_skill (skop);
3318 }
3319 } 3202 }
3320 3203
3321 if (who->type == PLAYER && op->item_power && 3204 if (who->type == PLAYER
3205 && op->item_power
3322 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3323 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3324 return 1;
3325 } 3207 {
3326 3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1;
3210 }
3327 3211
3328 /* Ok. We are now at the state where we can apply the new object. 3212 /* Ok. We are now at the state where we can apply the new object.
3329 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3330 * below - that is already taken care of by can_apply_object. 3214 * below - that is already taken care of by can_apply_object.
3331 */ 3215 */
3332
3333
3334 if(op->nrof > 1) 3216 if (op->nrof > 1)
3335 tmp = get_split_ob(op,op->nrof - 1); 3217 tmp = get_split_ob (op, op->nrof - 1);
3336 else 3218 else
3337 tmp = NULL; 3219 tmp = 0;
3338 3220
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0);
3223
3339 switch(op->type) { 3224 switch (op->type)
3225 {
3340 case WEAPON: 3226 case WEAPON:
3341 if (!check_weapon_power(who, op->last_eat)) { 3227 if (!check_weapon_power (who, op->last_eat))
3342 new_draw_info(NDI_UNIQUE, 0,who, 3228 {
3343 "That weapon is too powerful for you to use."); 3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3344 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3230
3345 if(tmp!=NULL) 3231 if (tmp)
3346 (void) insert_ob_in_ob(tmp,who); 3232 insert_ob_in_ob (tmp, who);
3347 return 1; 3233
3348 } 3234 return 1;
3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3349 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3240 {
3350 /* if the weapon does not have the name as the character, can't use it. */ 3241 /* if the weapon does not have the name as the character, can't use it. */
3351 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3352 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3353 if(tmp!=NULL)
3354 (void) insert_ob_in_ob(tmp,who);
3355 return 1;
3356 }
3357 SET_FLAG(op, FLAG_APPLIED);
3358 3244
3359 if (skop) change_skill(who, skop, 1); 3245 if (tmp)
3360 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3361 SET_FLAG(who, FLAG_READY_WEAPON);
3362
3363 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3364
3365 (void) change_abil (who,op);
3366 break;
3367
3368 case ARMOUR:
3369 case HELMET:
3370 case SHIELD:
3371 case BOOTS:
3372 case GLOVES:
3373 case GIRDLE:
3374 case BRACERS:
3375 case CLOAK:
3376 case RING:
3377 case AMULET:
3378 SET_FLAG(op, FLAG_APPLIED);
3379 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3380 (void) change_abil (who,op);
3381 break;
3382 case LAMP:
3383 if (op->stats.food < 1) {
3384 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3385 " fuel!", op->name);
3386 return 1;
3387 }
3388 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3389 op->name);
3390 tmp2 = arch_to_object(op->other_arch);
3391 tmp2->stats.food = op->stats.food;
3392 SET_FLAG(tmp2, FLAG_APPLIED);
3393 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3394 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3395 insert_ob_in_ob(tmp2, who); 3246 insert_ob_in_ob (tmp, who);
3396 3247
3397 /* Remove the old lantern */ 3248 return 1;
3398 if (who->type == PLAYER) 3249 }
3399 esrv_del_item(who->contr, (tag_t)op->count);
3400 remove_ob(op);
3401 free_object(op);
3402 3250
3403 /* insert the portion that was split off */ 3251 if (!skop)
3404 if(tmp!=NULL) { 3252 {
3405 (void) insert_ob_in_ob(tmp,who); 3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3406 if(who->type==PLAYER) 3254 return 1;
3407 esrv_send_item(who, tmp); 3255 }
3408 }
3409 fix_player(who);
3410 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3411 if (who->type == PLAYER) {
3412 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3413 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3414 }
3415 }
3416 if(who->type==PLAYER)
3417 esrv_send_item(who, tmp2);
3418 return 0;
3419 break;
3420 3256
3421 /* this part is needed for skill-tools */
3422 case SKILL:
3423 case SKILL_TOOL:
3424 if (who->chosen_skill) {
3425 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3426 return 1;
3427 }
3428 if (who->type == PLAYER) {
3429 who->contr->shoottype = range_skill;
3430 who->contr->ranges[range_skill] = op;
3431 if ( ! op->invisible) {
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3433 query_name (op));
3434 new_draw_info_format (NDI_UNIQUE, 0, who,
3435 "You can now use the skill: %s.",
3436 op->skill);
3437 } else {
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3439 op->skill? op->skill:op->name);
3440 }
3441 }
3442 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3443 (void) change_abil (who, op); 3258 who->change_skill (skop);
3444 who->chosen_skill = op;
3445 SET_FLAG (who, FLAG_READY_SKILL);
3446 break;
3447
3448 case BOW:
3449 if (!check_weapon_power(who, op->last_eat)) {
3450 new_draw_info(NDI_UNIQUE, 0, who,
3451 "That item is too powerful for you to use.");
3452 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3453 if(tmp != NULL)
3454 (void)insert_ob_in_ob(tmp,who);
3455 return 1;
3456 }
3457 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3458 new_draw_info(NDI_UNIQUE, 0, who,
3459 "The weapon does not recognize you as its owner.");
3460 if(tmp != NULL)
3461 (void)insert_ob_in_ob(tmp,who);
3462 return 1;
3463 }
3464 /*FALLTHROUGH*/
3465 case WAND:
3466 case ROD:
3467 case HORN:
3468 /* check for skill, alter player status */
3469 SET_FLAG(op, FLAG_APPLIED);
3470 if (skop) change_skill(who, skop, 0);
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3472 3259
3473 if(who->type==PLAYER) { 3260 if (who->contr)
3474 if (op->type == BOW) { 3261 who->change_weapon (who->contr->combat_ob = op);
3475 (void)change_abil(who, op); 3262
3476 new_draw_info_format (NDI_UNIQUE, 0, who, 3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3477 "You will now fire %s with %s.", 3264
3478 op->race ? op->race : "nothing", query_name(op));
3479 who->contr->shoottype = range_bow;
3480 } else {
3481 who->contr->shoottype = range_misc;
3482 }
3483 } else {
3484 if (op->type == BOW)
3485 SET_FLAG (who, FLAG_READY_BOW);
3486 else
3487 SET_FLAG (who, FLAG_READY_RANGE); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3488 } 3266 change_abil (who, op);
3489 break;
3490
3491 case BUILDER:
3492 if ( who->contr->ranges[ range_builder ] )
3493 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3494 who->contr->shoottype = range_builder;
3495 who->contr->ranges[ range_builder ] = op;
3496 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3497 break; 3267 break;
3498 3268
3499 default: 3269 case ARMOUR:
3500 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3270 case HELMET:
3501 } /* end of switch op->type */ 3271 case SHIELD:
3272 case BOOTS:
3273 case GLOVES:
3274 case GIRDLE:
3275 case BRACERS:
3276 case CLOAK:
3277 case RING:
3278 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op);
3282 break;
3502 3283
3284 case LAMP:
3285 if (op->stats.food < 1)
3286 {
3287 who->failmsg (format (
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3292 return 1;
3293 }
3294
3295 who->statusmsg (format ("You turn on your %s.", &op->name));
3296
3297 tmp2 = arch_to_object (op->other_arch);
3298 tmp2->stats.food = op->stats.food;
3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3304 insert_ob_in_ob (tmp2, who);
3305
3306 /* Remove the old lantern */
3307 if (who->type == PLAYER)
3308 esrv_del_item (who->contr, op->count);
3309
3310 op->destroy ();
3311
3312 /* insert the portion that was split off */
3313 if (tmp)
3314 {
3315 insert_ob_in_ob (tmp, who);
3316 if (who->type == PLAYER)
3317 esrv_send_item (who, tmp);
3318 }
3319
3320 who->update_stats ();
3321
3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3323 if (who->type == PLAYER)
3324 {
3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3327 }
3328
3329 if (who->type == PLAYER)
3330 esrv_send_item (who, tmp2);
3331
3332 return 0;
3333
3334 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED);
3337
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED])
3342 apply_special (who, skop, AP_APPLY);
3343 }
3344 break;
3345
3346 case SKILL:
3347 if (player *pl = who->contr)
3348 {
3349 if (IS_COMBAT_SKILL (op->subtype))
3350 {
3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3352 {
3353 for (object *item = who->inv; item; item = item->below)
3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3355 {
3356 if (item->skill == op->skill)
3357 {
3358 who->change_weapon (pl->combat_ob = item);
3359 goto found_weapon;
3360 }
3361 }
3362
3363 who->failmsg (format (
3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
3367 ));
3368 return 1;
3369
3370 found_weapon:;
3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op);
3374 }
3375 else if (IS_RANGED_SKILL (op->subtype))
3376 {
3377 if (skill_flags [op->subtype] & SF_NEED_BOW)
3378 {
3379 for (object *item = who->inv; item; item = item->below)
3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3381 {
3382 //TODO: bows should/must all have skill missile weapon right now
3383 who->change_weapon (pl->ranged_ob = item);
3384 goto found_bow;
3385 }
3386
3387 who->failmsg (
3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3391 return 1;
3392
3393 found_bow:;
3394 }
3395 else
3396 who->change_weapon (pl->ranged_ob = op);
3397 }
3398
3399 if (!op->invisible)
3400 {
3401 who->statusmsg (format (
3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3407 }
3408 else
3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3410 }
3411 else
3412 {
3413 SET_FLAG (op, FLAG_APPLIED);
3414 change_abil (who, op);
3415 who->chosen_skill = op;
3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3419 break;
3420
3421 case BOW:
3422 if (!check_weapon_power (who, op->last_eat))
3423 {
3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3425
3426 if (tmp)
3427 insert_ob_in_ob (tmp, who);
3428
3429 return 1;
3430 }
3431
3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3433 {
3434 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp)
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1;
3440 }
3441
3442 /*FALLTHROUGH*/
3443 case WAND:
3444 case ROD:
3445 case HORN:
3446 /* check for skill, alter player status */
3447
3448 if (!skop)
3449 {
3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3451 return 1;
3452 }
3453
3454 SET_FLAG (op, FLAG_APPLIED);
3455 who->change_skill (skop);
3456
3457 if (who->contr)
3458 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3462
3463 if (op->type == BOW)
3464 {
3465 who->current_weapon = op;
3466 change_abil (who, op);
3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 }
3469 }
3470 else
3471 {
3472 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW);
3474 else
3475 SET_FLAG (who, FLAG_READY_RANGE);
3476 }
3477
3478 break;
3479
3480 case BUILDER:
3481 if (who->type == PLAYER)
3482 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3485 unapply_special (who, who->contr->ranged_ob, 0);
3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488
3489 who->contr->ranged_ob = op;
3490 }
3491 break;
3492
3493 default:
3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3495 }
3496
3503 SET_FLAG(op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3504 3498
3505 if(tmp!=NULL) 3499 if (tmp)
3506 tmp = insert_ob_in_ob(tmp,who); 3500 tmp = insert_ob_in_ob (tmp, who);
3507 3501
3508 fix_player(who); 3502 who->update_stats ();
3509 3503
3510 /* We exclude spell casting objects. The fire code will set the 3504 /* We exclude spell casting objects. The fire code will set the
3511 * been applied flag when they are used - until that point, 3505 * been applied flag when they are used - until that point,
3512 * you don't know anything about them. 3506 * you don't know anything about them.
3513 */ 3507 */
3514 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3515 op->type!=ROD)
3516 SET_FLAG(op,FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3517 3510
3518 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3519 if (who->type == PLAYER) {
3520 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3521 SET_FLAG(op,FLAG_KNOWN_CURSED);
3522 }
3523 }
3524 if(who->type==PLAYER) { 3512 if (who->type == PLAYER)
3513 {
3514 who->failmsg (
3515 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3517 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 }
3520
3521 if (who->type == PLAYER)
3522 {
3525 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3526 if (tmp) 3524 if (tmp)
3527 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3526
3528 esrv_send_item(who, op); 3527 esrv_send_item (who, op);
3529 } 3528 }
3529
3530 return 0; 3530 return 0;
3531} 3531}
3532 3532
3533 3533int
3534int monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3535{ 3535{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3537 return 1; 3537 return 1;
3538
3538 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3539} 3540}
3540 3541
3541/** 3542/**
3542 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3543 * 3544 *
3544 * Generates shop floor's item, and treasures. 3545 * Generates shop floor's item, and treasures.
3545 */ 3546 */
3547int
3546int auto_apply (object *op) { 3548auto_apply (object *op)
3549{
3547 object *tmp = NULL, *tmp2; 3550 object *tmp = NULL, *tmp2;
3548 int i; 3551 int i;
3549 3552
3550 switch(op->type) { 3553 switch (op->type)
3554 {
3551 case SHOP_FLOOR: 3555 case SHOP_FLOOR:
3552 if (!HAS_RANDOM_ITEMS(op)) return 0; 3556 if (!op->has_random_items ())
3553 do { 3557 return 0;
3554 i=10; /* let's give it 10 tries */ 3558
3559 do
3560 {
3561 i = 10; /* let's give it 10 tries */
3555 while((tmp=generate_treasure(op->randomitems, 3562 while ((tmp = generate_treasure (op->randomitems,
3556 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3563 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3557 if(tmp==NULL) 3564 if (tmp == NULL)
3558 return 0; 3565 return 0;
3559 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3560 free_object(tmp); 3567 {
3561 tmp = NULL; 3568 tmp->destroy ();
3562 } 3569 tmp = NULL;
3563 } while(!tmp); 3570 }
3571 }
3572 while (!tmp);
3573
3564 tmp->x=op->x; 3574 tmp->x = op->x;
3565 tmp->y=op->y; 3575 tmp->y = op->y;
3566 SET_FLAG(tmp,FLAG_UNPAID); 3576 SET_FLAG (tmp, FLAG_UNPAID);
3567 insert_ob_in_map(tmp,op->map,NULL,0); 3577 insert_ob_in_map (tmp, op->map, NULL, 0);
3568 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3569 identify(tmp); 3579 identify (tmp);
3570 break; 3580 break;
3571 3581
3572 case TREASURE: 3582 case TREASURE:
3573 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3574 return 0; 3584 return 0;
3585
3575 while ((op->stats.hp--)>0) 3586 while (op->stats.hp-- > 0)
3576 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3577 op->stats.exp ? (int)op->stats.exp : 3588 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3578 op->map == NULL ? 14: op->map->difficulty,0);
3579 3589
3580 /* If we generated an object and put it in this object inventory, 3590 /* If we generated an object and put it in this object inventory,
3581 * move it to the parent object as the current object is about 3591 * move it to the parent object as the current object is about
3582 * to disappear. An example of this item is the random_* stuff 3592 * to disappear. An example of this item is the random_* stuff
3583 * that is put inside other objects. 3593 * that is put inside other objects.
3584 */ 3594 */
3585 for (tmp=op->inv; tmp; tmp=tmp2) { 3595 for (tmp = op->inv; tmp; tmp = tmp2)
3586 tmp2 = tmp->below; 3596 {
3587 remove_ob(tmp); 3597 tmp2 = tmp->below;
3588 if (op->env) insert_ob_in_ob(tmp, op->env); 3598 tmp->remove ();
3589 else free_object(tmp); 3599
3600 if (op->env)
3601 insert_ob_in_ob (tmp, op->env);
3602 else
3603 tmp->destroy ();
3604 }
3605
3606 op->destroy ();
3607 break;
3590 } 3608 }
3591 remove_ob(op);
3592 free_object(op);
3593 break;
3594 }
3595 return tmp ? 1 : 0; 3609 return tmp ? 1 : 0;
3596} 3610}
3597 3611
3598/** 3612/**
3599 * fix_auto_apply goes through the entire map (only the first time 3613 * fix_auto_apply goes through the entire map every time a map
3600 * when an original map is loaded) and performs special actions for 3614 * is loaded or swapped in and performs special actions for
3601 * certain objects (most initialization of chests and creation of 3615 * certain objects (most initialization of chests and creation of
3602 * treasures and stuff). Calls auto_apply if appropriate. 3616 * treasures and stuff). Calls auto_apply if appropriate.
3603 */ 3617 */
3618void
3619maptile::fix_auto_apply ()
3620{
3621 if (!spaces)
3622 return;
3604 3623
3605void fix_auto_apply(mapstruct *m) { 3624 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3606 object *tmp,*above=NULL; 3625 for (object *tmp = ms->bot; tmp; )
3607 int x,y; 3626 {
3627 object *above = tmp->above;
3608 3628
3609 if(m==NULL) return; 3629 if (tmp->inv)
3610 3630 {
3611 for(x=0;x<MAP_WIDTH(m);x++)
3612 for(y=0;y<MAP_HEIGHT(m);y++)
3613 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3614 above=tmp->above;
3615
3616 if (tmp->inv) {
3617 object *invtmp, *invnext; 3631 object *invtmp, *invnext;
3618 3632
3619 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3620 invnext = invtmp->below; 3634 {
3635 invnext = invtmp->below;
3621 3636
3622 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3623 auto_apply(invtmp); 3638 auto_apply (invtmp);
3624 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 {
3625 while ((invtmp->stats.hp--)>0) 3641 while ((invtmp->stats.hp--) > 0)
3626 create_treasure(invtmp->randomitems, invtmp, 0, 3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3627 m->difficulty,0); 3643
3628 invtmp->randomitems = NULL; 3644 invtmp->randomitems = NULL;
3629 } 3645 }
3630 else if (invtmp && invtmp->arch && 3646 else if (invtmp && invtmp->arch
3631 invtmp->type!=TREASURE && 3647 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3632 invtmp->type != SPELL && 3648 {
3633 invtmp->type != CLASS && 3649 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3634 HAS_RANDOM_ITEMS(invtmp)) {
3635 create_treasure(invtmp->randomitems, invtmp, 0,
3636 m->difficulty,0);
3637 /* Need to clear this so that we never try to create 3650 /* Need to clear this so that we never try to create
3638 * treasure again for this object 3651 * treasure again for this object
3639 */ 3652 */
3640 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3641 } 3654 }
3642 } 3655 }
3643 /* This is really temporary - the code at the bottom will 3656 /* This is really temporary - the code at the bottom will
3644 * also set randomitems to null. The problem is there are bunches 3657 * also set randomitems to null. The problem is there are bunches
3645 * of maps/players already out there with items that have spells 3658 * of maps/players already out there with items that have spells
3646 * which haven't had the randomitems set to null yet. 3659 * which haven't had the randomitems set to null yet.
3647 * MSW 2004-05-13 3660 * MSW 2004-05-13
3648 * 3661 *
3649 * And if it's a spellbook, it's better to set randomitems to NULL too, 3662 * And if it's a spellbook, it's better to set randomitems to NULL too,
3650 * else you get two spells in the book ^_- 3663 * else you get two spells in the book ^_-
3651 * Ryo 2004-08-16 3664 * Ryo 2004-08-16
3652 */ 3665 */
3653 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3654 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3667 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3655 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3656 tmp->randomitems = NULL; 3668 tmp->randomitems = NULL;
3657 3669
3658 } 3670 }
3659 3671
3660 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3661 auto_apply(tmp); 3673 auto_apply (tmp);
3662 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675 {
3663 while ((tmp->stats.hp--)>0) 3676 while ((tmp->stats.hp--) > 0)
3664 create_treasure(tmp->randomitems, tmp, 0, 3677 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3665 m->difficulty,0);
3666 tmp->randomitems = NULL; 3678 tmp->randomitems = NULL;
3667 } 3679 }
3668 else if(tmp->type==TIMED_GATE) { 3680 else if (tmp->type == TIMED_GATE)
3681 {
3669 object *head = tmp->head != NULL ? tmp->head : tmp; 3682 object *head = tmp->head != NULL ? tmp->head : tmp;
3683
3670 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3684 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3671 tmp->speed = 0; 3685 tmp->set_speed (0);
3672 update_ob_speed(tmp); 3686 }
3673 }
3674 }
3675 /* This function can be called everytime a map is loaded, even when 3687 /* This function can be called everytime a map is loaded, even when
3676 * swapping back in. As such, we don't want to create the treasure 3688 * swapping back in. As such, we don't want to create the treasure
3677 * over and ove again, so after we generate the treasure, blank out 3689 * over and ove again, so after we generate the treasure, blank out
3678 * randomitems so if it is swapped in again, it won't make anything. 3690 * randomitems so if it is swapped in again, it won't make anything.
3679 * This is a problem for the above objects, because they have counters 3691 * This is a problem for the above objects, because they have counters
3680 * which say how many times to make the treasure. 3692 * which say how many times to make the treasure.
3681 */ 3693 */
3682 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3694 else if (tmp && tmp->arch && tmp->type != PLAYER
3683 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3695 && tmp->type != TREASURE && tmp->type != SPELL
3684 HAS_RANDOM_ITEMS(tmp)) { 3696 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3697 {
3685 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3698 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3686 m->difficulty,0);
3687 tmp->randomitems = NULL; 3699 tmp->randomitems = NULL;
3688 } 3700 }
3701
3702 // close all containers
3703 else if (tmp->type == CONTAINER)
3704 tmp->flag [FLAG_APPLIED] = 0;
3705
3706 tmp = above;
3689 } 3707 }
3690 3708
3691 for(x=0;x<MAP_WIDTH(m);x++) 3709 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3692 for(y=0;y<MAP_HEIGHT(m);y++) 3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3693 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3694 if (tmp->above &&
3695 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3696 check_trigger (tmp, tmp->above); 3712 check_trigger (tmp, tmp->above);
3697} 3713}
3698 3714
3699/** 3715/**
3700 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3701 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3702 * that doesn't work with the new spell code. Since we know what 3718 * that doesn't work with the new spell code. Since we know what
3703 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3704 */ 3720 */
3705 3721void
3706void eat_special_food(object *who, object *food) { 3722eat_special_food (object *who, object *food)
3723{
3707 object *force; 3724 object *force;
3708 int i, did_one=0; 3725 int i, did_one = 0;
3709 sint8 k;
3710 3726
3711 force = get_archetype(FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3712 3728
3713 for (i=0; i < NUM_STATS; i++) { 3729 for (i = 0; i < NUM_STATS; i++)
3714 k = get_attr_value(&food->stats, i); 3730 if (sint8 k = food->stats.stat (i))
3715 if (k) { 3731 {
3716 set_attr_value(&force->stats, i, k); 3732 force->stats.stat (i) = k;
3717 did_one = 1; 3733 did_one = 1;
3718 }
3719 } 3734 }
3720 3735
3721 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3722 for (i=0; i<NROFATTACKS; i++) { 3737 for (i = 0; i < NROFATTACKS; i++)
3738 {
3723 if (food->resist[i]>0) { 3739 if (food->resist[i] > 0)
3740 {
3724 force->resist[i] = food->resist[i] / 2; 3741 force->resist[i] = food->resist[i] / 2;
3725 did_one = 1; 3742 did_one = 1;
3726 } 3743 }
3727 } 3744 }
3745
3728 if (did_one) { 3746 if (did_one)
3729 force->speed = 0.1; 3747 {
3730 update_ob_speed(force); 3748 force->set_speed (0.1);
3731 /* bigger morsel of food = longer effect time */ 3749 /* bigger morsel of food = longer effect time */
3732 force->stats.food = food->stats.food / 5; 3750 force->duration = food->stats.food / 5;
3733 SET_FLAG(force, FLAG_IS_USED_UP);
3734 SET_FLAG(force, FLAG_APPLIED); 3751 SET_FLAG (force, FLAG_APPLIED);
3735 change_abil(who, force); 3752 change_abil (who, force);
3736 insert_ob_in_ob(force, who); 3753 insert_ob_in_ob (force, who);
3737 } else {
3738 free_object(force);
3739 } 3754 }
3755 else
3756 force->destroy ();
3740 3757
3741 /* check for hp, sp change */ 3758 /* check for hp, sp change */
3742 if(food->stats.hp!=0) { 3759 if (food->stats.hp != 0)
3760 {
3743 if(QUERY_FLAG(food, FLAG_CURSED)) { 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3744 strcpy(who->contr->killer,food->name); 3762 {
3763 assign (who->contr->killer, food->name);
3745 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3746 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3747 } else { 3766 }
3767 else
3768 {
3748 if(food->stats.hp>0) 3769 if (food->stats.hp > 0)
3749 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3750 else 3771 else
3751 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3752 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3753 } 3775 }
3754 }
3755 if(food->stats.sp!=0) {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) {
3757 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3758 who->stats.sp -= food->stats.sp;
3759 if(who->stats.sp<0) who->stats.sp=0;
3760 } else {
3761 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3762 who->stats.sp += food->stats.sp;
3763 /* place limit on max sp from food? */
3764 } 3776 }
3777 if (food->stats.sp != 0)
3765 } 3778 {
3766 fix_player(who); 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3767} 3780 {
3781 who->failmsg ("You are drained of mana!");
3782 who->stats.sp -= food->stats.sp;
3783 if (who->stats.sp < 0)
3784 who->stats.sp = 0;
3785 }
3786 else
3787 {
3788 who->statusmsg ("You feel a rush of magical energy!");
3789 who->stats.sp += food->stats.sp;
3790 /* place limit on max sp from food? */
3791 }
3792 }
3768 3793
3794 who->update_stats ();
3795}
3769 3796
3770/** 3797/**
3771 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3772 * Also burns up burnable material too. First object in the inventory is 3799 * Also burns up burnable material too. First object in the inventory is
3773 * the selected object to "burn". -b.t. 3800 * the selected object to "burn". -b.t.
3774 */ 3801 */
3775 3802void
3776void apply_lighter(object *who, object *lighter) { 3803apply_lighter (object *who, object *lighter)
3804{
3777 object *item; 3805 object *item;
3778 int is_player_env=0; 3806 int is_player_env = 0;
3779 uint32 nrof;
3780 tag_t count;
3781 char item_name[MAX_BUF];
3782 3807
3783 item=find_marked_object(who); 3808 item = find_marked_object (who);
3784 if(item) { 3809 if (item)
3810 {
3785 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3786 /* Split multiple lighters if they're being used up. Otherwise * 3813 /* Split multiple lighters if they're being used up. Otherwise *
3787 * one charge from each would be used up. --DAMN */ 3814 * one charge from each would be used up. --DAMN */
3788 if(lighter->nrof > 1) { 3815 if (lighter->nrof > 1)
3789 object *oneLighter = get_object(); 3816 {
3790 copy_object(lighter, oneLighter); 3817 object *oneLighter = lighter->clone ();
3818
3791 lighter->nrof -= 1; 3819 lighter->nrof -= 1;
3792 oneLighter->nrof = 1; 3820 oneLighter->nrof = 1;
3793 oneLighter->stats.food--; 3821 oneLighter->stats.food--;
3794 esrv_send_item(who, lighter); 3822 esrv_send_item (who, lighter);
3795 oneLighter=insert_ob_in_ob(oneLighter, who); 3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3796 esrv_send_item(who, oneLighter); 3824 esrv_send_item (who, oneLighter);
3797 } else { 3825 }
3826 else
3798 lighter->stats.food--; 3827 lighter->stats.food--;
3799 } 3828 }
3800 3829 else if (lighter->last_eat)
3801 } else if(lighter->last_eat) { /* no charges left in lighter */
3802 new_draw_info_format(NDI_UNIQUE, 0,who,
3803 "You attempt to light the %s with a used up %s.",
3804 item->name, lighter->name);
3805 return;
3806 } 3830 {
3831 /* no charges left in lighter */
3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3833 return;
3834 }
3835
3807 /* Perhaps we should split what we are trying to light on fire? 3836 /* Perhaps we should split what we are trying to light on fire?
3808 * I can't see many times when you would want to light multiple 3837 * I can't see many times when you would want to light multiple
3809 * objects at once. 3838 * objects at once.
3810 */ 3839 */
3811 nrof=item->nrof;
3812 count=item->count;
3813 /* If the item is destroyed, we don't have a valid pointer to the
3814 * name object, so make a copy so the message we print out makes
3815 * some sense.
3816 */
3817 strcpy(item_name, item->name);
3818 if (who == is_player_inv(item)) is_player_env=1;
3819 3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3820 save_throw_object(item,AT_FIRE,who); 3844 save_throw_object (item, AT_FIRE, who);
3821 /* Change to check count and not freed, since the object pointer 3845
3822 * may have gotten recycled 3846 if (item->destroyed ())
3823 */ 3847 {
3824 if ((nrof != item->nrof ) || (count != item->count)) { 3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3825 new_draw_info_format(NDI_UNIQUE, 0,who,
3826 "You light the %s with the %s.",item_name,lighter->name);
3827 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3828 * gets changed. 3850 * gets changed.
3829 */ 3851 */
3830 if (is_player_env) fix_player(who); 3852 if (is_player_env)
3831 } else { 3853 who->update_stats ();
3832 new_draw_info_format(NDI_UNIQUE, 0,who, 3854 }
3855 else
3833 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3856 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3834 } 3857 }
3835 3858 else
3836 } else /* nothing to light */ 3859 who->failmsg ("You need to mark a lightable object.");
3837 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3838
3839} 3860}
3840 3861
3841/** 3862/**
3842 * op made some mistake with a scroll, this takes care of punishment. 3863 * op made some mistake with a scroll, this takes care of punishment.
3843 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3844 */ 3865 */
3866void
3845void scroll_failure(object *op, int failure, int power) 3867scroll_failure (object *op, int failure, int power)
3846{ 3868{
3847 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3869 if (abs (failure / 4) > power)
3870 power = abs (failure / 4); /* set minimum effect */
3848 3871
3849 if(failure<= -1&&failure > -15) {/* wonder */ 3872 if (failure <= -1 && failure > -15)
3873 { /* wonder */
3850 object *tmp; 3874 object *tmp;
3851 3875
3852 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3853 tmp=get_archetype(SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3854 cast_wonder(op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3855 free_object(tmp); 3879 tmp->destroy ();
3880 }
3856 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3881 else if (failure <= -15 && failure > -35)
3857 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3882 { /* drain mana */
3883 op->failmsg ("Your mana is drained!");
3858 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3859 if(op->stats.sp<0) op->stats.sp = 0; 3885 if (op->stats.sp < 0)
3886 op->stats.sp = 0;
3887 }
3860 } else if (settings.spell_failure_effects == TRUE) { 3888 else if (settings.spell_failure_effects == TRUE)
3861 if (failure <= -35&&failure > -60) { /* confusion */ 3889 {
3862 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3890 if (failure <= -35 && failure > -60)
3891 { /* confusion */
3892 op->failmsg ("The magic recoils on you!");
3863 confuse_player(op,op,power); 3893 confuse_player (op, op, power);
3864 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3894 }
3865 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3895 else if (failure <= -60 && failure > -70)
3866 "you!"); 3896 { /* paralysis */
3897 op->failmsg ("The magic recoils and paralyzes you!");
3867 paralyze_player(op,op,power); 3898 paralyze_player (op, op, power);
3899 }
3868 } else if (failure <= -70&&failure> -80) {/* blind */ 3900 else if (failure <= -70 && failure > -80)
3869 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3901 { /* blind */
3902 op->failmsg ("The magic recoils on you!");
3870 blind_player(op,op,power); 3903 blind_player (op, op, power);
3871 } else if (failure <= -80) {/* blast the immediate area */ 3904 }
3872 object *tmp; 3905 else if (failure <= -80)
3873 tmp=get_archetype(LOOSE_MANA); 3906 { /* blast the immediate area */
3907 object *tmp = get_archetype (LOOSE_MANA);
3874 cast_magic_storm(op,tmp, power); 3908 cast_magic_storm (op, tmp, power);
3875 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3876 free_object(tmp); 3910 tmp->destroy ();
3877 } 3911 }
3878 } 3912 }
3879} 3913}
3880 3914
3915void
3881void apply_changes_to_player(object *pl, object *change) { 3916apply_changes_to_player (object *pl, object *change)
3917{
3882 int excess_stat=0; /* if the stat goes over the maximum 3918 int excess_stat = 0; /* if the stat goes over the maximum
3883 for the race, put the excess stat some 3919 for the race, put the excess stat some
3884 where else. */ 3920 where else. */
3885 3921
3886 switch (change->type) { 3922 switch (change->type)
3887 case CLASS: { 3923 {
3924 case CLASS:
3925 {
3888 living *stats = &(pl->contr->orig_stats); 3926 living *stats = &(pl->contr->orig_stats);
3889 living *ns = &(change->stats); 3927 living *ns = &(change->stats);
3890 object *walk; 3928 object *walk;
3891 int flag_change_face=1; 3929 int flag_change_face = 1;
3892 3930
3893 /* the following code assigns stats up to the stat max 3931 /* the following code assigns stats up to the stat max
3894 * for the race, and if the stat max is exceeded, 3932 * for the race, and if the stat max is exceeded,
3895 * tries to randomly reassign the excess stat 3933 * tries to randomly reassign the excess stat
3896 */ 3934 */
3897 int i,j; 3935 int i, j;
3936
3898 for(i=0;i<NUM_STATS;i++) { 3937 for (i = 0; i < NUM_STATS; i++)
3899 sint8 stat=get_attr_value(stats,i); 3938 {
3900 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3939 int race_bonus = pl->arch->stats.stat (i);
3901 stat += get_attr_value(ns,i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
3902 if(stat > 20 + race_bonus) {
3903 excess_stat++;
3904 stat = 20+race_bonus;
3905 }
3906 set_attr_value(stats,i,stat);
3907 }
3908 3941
3909 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3942 if (stat > 20 + race_bonus)
3910 int i = rndm(0, 6); 3943 {
3911 int stat=get_attr_value(stats,i); 3944 excess_stat++;
3912 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3945 stat = 20 + race_bonus;
3913 if(i==CHA) continue; /* exclude cha from this */ 3946 }
3914 if( stat < 20 + race_bonus) { 3947
3948 stats->stat (i) = stat;
3949 }
3950
3951 for (j = 0; excess_stat > 0 && j < 100; j++)
3952 { /* try 100 times to assign excess stats */
3953 int i = rndm (0, 6);
3954
3955 if (i == CHA)
3956 continue; /* exclude cha from this */
3957
3958 int stat = stats->stat (i);
3959 int race_bonus = pl->arch->stats.stat (i);
3960 if (stat < 20 + race_bonus)
3961 {
3915 change_attr_value(stats,i,1); 3962 change_attr_value (stats, i, 1);
3916 excess_stat--; 3963 excess_stat--;
3917 } 3964 }
3918 } 3965 }
3919 3966
3920 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
3921 * the player ref: player.c 3968 * the player ref: player.c
3922 */ 3969 */
3923 if(change->randomitems!=NULL) 3970 if (change->randomitems != NULL)
3924 give_initial_items(pl,change->randomitems); 3971 give_initial_items (pl, change->randomitems);
3925 3972
3926
3927 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
3928 3974
3929 /* first, look for the force object banning 3975 /* first, look for the force object banning
3930 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
3931 */ 3977 */
3932 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3978 for (walk = pl->inv; walk != NULL; walk = walk->below)
3933 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3980 flag_change_face = 0;
3934 3981
3935 if(flag_change_face) { 3982 if (flag_change_face)
3983 {
3936 pl->animation_id = GET_ANIM_ID(change); 3984 pl->animation_id = GET_ANIM_ID (change);
3937 pl->face = change->face; 3985 pl->face = change->face;
3938 3986
3939 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3987 if (QUERY_FLAG (change, FLAG_ANIMATE))
3940 SET_FLAG(pl,FLAG_ANIMATE); 3988 SET_FLAG (pl, FLAG_ANIMATE);
3941 else 3989 else
3942 CLEAR_FLAG(pl,FLAG_ANIMATE); 3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3943 } 3991 }
3944 3992
3945 /* check the special case of can't use weapons */ 3993 /* check the special case of can't use weapons */
3946 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3994 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3947 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3995 if (!strcmp (change->name, "monk"))
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3948 3997
3949 break; 3998 break;
3950 } 3999 }
3951 } 4000 }
3952} 4001}
3953 4002
3954/** 4003/**
3955 * This handles items of type 'transformer'. 4004 * This handles items of type 'transformer'.
3959 * Change information is contained in the 'slaying' field of the marked item. 4008 * Change information is contained in the 'slaying' field of the marked item.
3960 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4009 * The format is as follow: transformer:[number ]yield[;transformer:...].
3961 * This way an item can be transformed in many things, and/or many objects. 4010 * This way an item can be transformed in many things, and/or many objects.
3962 * The 'slaying' field for transformer is used as verb for the action. 4011 * The 'slaying' field for transformer is used as verb for the action.
3963 */ 4012 */
4013void
3964void apply_item_transformer( object* pl, object* transformer ) 4014apply_item_transformer (object *pl, object *transformer)
3965 { 4015{
3966 object* marked; 4016 object *marked;
3967 object* new_item; 4017 object *new_item;
3968 char* find; 4018 char *find;
3969 char* separator; 4019 char *separator;
3970 int yield; 4020 int yield;
3971 char got[ MAX_BUF ]; 4021 char got[MAX_BUF];
3972 int len; 4022 int len;
3973 4023
3974 if ( !pl || !transformer ) 4024 if (!pl || !transformer)
3975 return; 4025 return;
4026
3976 marked = find_marked_object( pl ); 4027 marked = find_marked_object (pl);
4028
3977 if ( !marked ) 4029 if (!marked)
3978 { 4030 {
3979 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4031 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3980 return; 4032 return;
3981 } 4033 }
4034
3982 if ( !marked->slaying ) 4035 if (!marked->slaying)
3983 { 4036 {
3984 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4037 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3985 return; 4038 return;
3986 } 4039 }
4040
3987 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
3988 find = strstr( marked->slaying, transformer->arch->name ); 4042 find = strstr (marked->slaying, transformer->arch->archname);
3989 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3990 { 4044 {
3991 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4045 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3992 return; 4046 return;
3993 } 4047 }
4048
3994 find += strlen( transformer->arch->name ) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
3995 /* Item can be used, now find how many and what it yields */ 4050 /* Item can be used, now find how many and what it yields */
3996 if ( isdigit( *( find ) ) ) 4051 if (isdigit (*(find)))
3997 { 4052 {
3998 yield = atoi( find ); 4053 yield = atoi (find);
3999 if ( yield < 1 ) 4054 if (yield < 1)
4000 { 4055 {
4001 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4056 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4002 yield = 1; 4057 yield = 1;
4003 } 4058 }
4004 } 4059 }
4005 else 4060 else
4006 yield = 1; 4061 yield = 1;
4007 4062
4008 while ( isdigit( *find ) ) 4063 while (isdigit (*find))
4009 find++; 4064 find++;
4065
4010 while ( *find == ' ' ) 4066 while (*find == ' ')
4011 find++; 4067 find++;
4068
4012 memset( got, 0, MAX_BUF ); 4069 memset (got, 0, MAX_BUF);
4070
4013 if ( (separator = strchr( find, ';' ))!=NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
4014 {
4015 len = separator - find; 4072 len = separator - find;
4016 }
4017 else 4073 else
4018 {
4019 len = strlen(find); 4074 len = strlen (find);
4020 } 4075
4021 if ( len > MAX_BUF-1) 4076 if (len > MAX_BUF - 1)
4022 len = MAX_BUF-1; 4077 len = MAX_BUF - 1;
4078
4023 strcpy( got, find ); 4079 strcpy (got, find);
4024 got[len] = '\0'; 4080 got[len] = '\0';
4025 4081
4026 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4027 new_item = get_archetype( got ); 4083 new_item = get_archetype (got);
4028 if ( !new_item ) 4084 if (!new_item)
4029 { 4085 {
4030 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4086 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4031 return; 4087 return;
4032 } 4088 }
4089
4033 new_item->nrof = yield; 4090 new_item->nrof = yield;
4034 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4091
4092 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4093
4035 insert_ob_in_ob( new_item, pl ); 4094 insert_ob_in_ob (new_item, pl);
4036 esrv_send_inventory( pl, pl ); 4095 esrv_send_inventory (pl, pl);
4037 /* Eat up one item */ 4096 /* Eat up one item */
4038 decrease_ob_nr( marked, 1 ); 4097 decrease_ob_nr (marked, 1);
4098
4039 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4040 if ( transformer->stats.food ) 4100 if (transformer->stats.food)
4041 if ( --transformer->stats.food == 0 ) 4101 if (--transformer->stats.food == 0)
4042 decrease_ob_nr( transformer, 1 ); 4102 decrease_ob_nr (transformer, 1);
4043 } 4103}
4104

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines