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 1.15 by elmex, Tue Aug 29 10:51:43 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 1.15 2006/08/29 10:51:43 elmex 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 36
44/** 37/**
45 * 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.
46 * 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.
47 */ 40 */
41int
48int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
49{ 43{
50 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
51 /* 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.
52 * 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,
53 * 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,
54 * 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
55 * it. Examples: 50 * it. Examples:
56 * subtype 1: only arch 51 * subtype 1: only arch
57 * subtype 3: arch or name 52 * subtype 3: arch or name
58 * subtype 5: arch or race 53 * subtype 5: arch or race
59 * subtype 7: all three 54 * subtype 7: all three
60 */ 55 */
61 if (op->subtype) 56 if (op->subtype)
62 { 57 {
63 arch_flag = (op->subtype & 1); 58 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 59 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 60 race_flag = (op->subtype & 4);
66 } else { 61 }
62 else
63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* 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,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ( (op->race) && 72 if ((op->race) &&
75 ((!(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)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ( (op->slaying) && (
84 ((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))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * 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.
94 * 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.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
94static int
97static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success=0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* 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
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* 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
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
116 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 113 {
118 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
121 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.", long_desc (marked, pl));
122 if (marked->msg) { 119 if (marked->msg)
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\n" << marked->msg;
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n" << id->msg;
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
125 } 141 }
126 return money == NULL; 142 else
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 143 {
146 else {
147 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");
148 break; 145 break;
149 } 146 }
150 } 147 }
151 } 148 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
153 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;
154} 156}
155 157
156/** 158/**
157 * 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
158 * matching item. 160 * matching item.
159 **/ 161 **/
162void
160static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
161{ 164{
162 const char* yield; 165 const char *yield;
163 166
164 yield = get_ob_key_value(tmp,"on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 168 if (yield != NULL)
166 { 169 {
167 object* drop = get_archetype(yield); 170 object *drop = get_archetype (yield);
171
168 if (tmp->env) 172 if (tmp->env)
169 { 173 {
170 drop = insert_ob_in_ob(drop,tmp->env); 174 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 175 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 176 esrv_send_item (tmp->env, drop);
173 } 177 }
174 else 178 else
175 { 179 {
176 drop->x = tmp->x; 180 drop->x = tmp->x;
177 drop->y = tmp->y; 181 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 183 }
180 } 184 }
181} 185}
182 186
183/** 187/**
184 * Handles applying a potion. 188 * Handles applying a potion.
185 */ 189 */
190int
186int apply_potion (object * op, object * tmp) 191apply_potion (object *op, object *tmp)
187{ 192{
188 int got_one = 0, i; 193 int got_one = 0, i;
189 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
190 195
191 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
192 197
193 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)
194 { 199 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "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!");
198 ); 201
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 203 return 0;
201 } 204 }
202 205
203 if (op->type == PLAYER) 206 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 208 identify (tmp);
207 }
208 209
209 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
210 211
211 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 215 object *depl;
215 archetype *at; 216 archetype *at;
216 217
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 219 {
219 drain_stat (op); 220 op->drain_stat ();
220 fix_player (op); 221 op->update_stats ();
221 decrease_ob (tmp); 222 decrease_ob (tmp);
222 return 1; 223 return 1;
223 } 224 }
225
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 227 {
226 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 229 return 0;
228 } 230 }
229 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
230 if (depl != NULL) 233 if (depl)
231 { 234 {
232 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
234 { 237 op->statusmsg (restore_msg[i]);
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238
236 } 239 depl->destroy ();
237 remove_ob (depl); 240 op->update_stats ();
238 free_object (depl);
239 fix_player (op);
240 } 241 }
241 else 242 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
243 244
244 decrease_ob (tmp); 245 decrease_ob (tmp);
245 return 1; 246 return 1;
246 } 247 }
247 248
248 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
250 { 251 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
253 { 253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 255 {
256 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
257 { 257 {
258 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
259 break; 259 break;
260 } 260 }
261
261 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
262 { 263 {
263 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
264 break; 265 break;
265 } 266 }
267
266 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
267 { 269 {
268 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
269 break; 271 break;
270 } 272 }
274 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
275 { 277 {
276 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
277 break; 279 break;
278 } 280 }
281
279 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
280 { 283 {
281 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
282 break; 285 break;
283 } 286 }
287
284 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
285 { 289 {
286 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
287 break; 291 break;
288 } 292 }
289 } 293 }
290 } 294 }
295
291 /* Just makes checking easier */ 296 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
293 got_one = 1; 298 got_one = 1;
299
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 301 {
296 if (got_one) 302 if (got_one)
297 { 303 {
298 fix_player (op); 304 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image."); 306 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
305 } 308 }
306 else 309 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 311 }
310 else 312 else
311 { /* cursed potion */ 313 { /* cursed potion */
312 if (got_one) 314 if (got_one)
313 { 315 {
314 fix_player (op); 316 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
317 } 318 }
318 else 319 else
319 new_draw_info (NDI_UNIQUE, 0, op, 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 "You are fortunate that you are so pathetic.");
321 } 321 }
322
322 decrease_ob (tmp); 323 decrease_ob (tmp);
323 return 1; 324 return 1;
324 } 325 }
325 326
326 327
333 { 334 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 336 {
336 object *fball; 337 object *fball;
337 338
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
339 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 345 fball->x = op->x;
346 fball->y = op->y; 346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 348 }
349 else 349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 351
352 decrease_ob (tmp); 352 decrease_ob (tmp);
353
353 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 356 op->update_stats ();
357
356 return 1; 358 return 1;
357 } 359 }
358 360
359 /* Deal with protection potions */ 361 /* Deal with protection potions */
360 force = NULL; 362 force = NULL;
362 { 364 {
363 if (tmp->resist[i]) 365 if (tmp->resist[i])
364 { 366 {
365 if (!force) 367 if (!force)
366 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
369 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 */
370 } 373 }
371 } 374 }
375
372 /* This is a protection potion */ 376 /* This is a protection potion */
373 if (force) 377 if (force)
374 { 378 {
375 /* cursed items last longer */ 379 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
378 force->stats.food *= 10; 382 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 386 }
387
383 force->speed_left = -1; 388 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 392 change_abil (op, force);
390 } 395 }
391 396
392 /* Only thing left are the stat potions */ 397 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 398 if (op->type == PLAYER)
394 { /* only for players */ 399 { /* only for players */
395 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)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 402 else
399 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
400 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
402 } 407 }
403 408
404 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 412 * up all the stats.
408 */ 413 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 415 op->update_stats ();
411 decrease_ob (tmp); 416 decrease_ob (tmp);
412 return 1; 417 return 1;
413} 418}
414 419
415/**************************************************************************** 420/****************************************************************************
417 ****************************************************************************/ 422 ****************************************************************************/
418 423
419/** 424/**
420 * This returns the sum of nrof of item (arch name). 425 * This returns the sum of nrof of item (arch name).
421 */ 426 */
427static int
422static int check_item(object *op, const char *item) 428check_item (object *op, const char *item)
423{ 429{
424 int count=0; 430 int count = 0;
425 431
432 if (!item)
433 return 0;
426 434
427 if (item==NULL) return 0; 435 for (op = op->below; op; op = op->below)
428 op=op->below; 436 {
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){ 437 if (strcmp (op->arch->archname, item) == 0)
438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 441 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440 op=op->below;
441 } 448 }
449
442 return count; 450 return count;
443} 451}
444 452
445/** 453/**
446 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 455 * op is typically the player, which is only
448 * really used to determine what space to look at. 456 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 457 * Modified to only eat 'nrof' of objects.
450 */ 458 */
459static void
451static void eat_item(object *op,const char *item, uint32 nrof) 460eat_item (object *op, const char *item, uint32 nrof)
452{ 461{
453 object *prev; 462 object *prev;
454 463
455 prev = op; 464 prev = op;
456 op=op->below; 465 op = op->below;
457 466
458 while(op!=NULL) { 467 while (op)
468 {
459 if (strcmp(op->arch->name,item)==0) { 469 if (strcmp (op->arch->archname, item) == 0)
470 {
460 if (op->nrof >= nrof) { 471 if (op->nrof >= nrof)
472 {
461 decrease_ob_nr(op,nrof); 473 decrease_ob_nr (op, nrof);
462 return; 474 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
467 op=prev; 482 op = prev;
468 } 483 }
484
469 prev = op; 485 prev = op;
470 op=op->below; 486 op = op->below;
471 } 487 }
472} 488}
473 489
474/** 490/**
475 * 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
476 * with improvs improvements (typically last_eat). We take an int here 492 * with improvs improvements (typically last_eat). We take an int here
477 * 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
478 * increased value to see if the object is usuable. 494 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
480 */ 496 */
497static int
481static int check_weapon_power(const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
482{ 499{
483/* 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
484 * 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
485 * 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.
486 */ 503 */
487#if 1 504#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
489 else return 0; 508 return 0;
490 509
491#else 510#else
492 int level=0; 511 int level = 0;
493 512
494 /* The skill system hands out wc and dam bonuses to fighters 513 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 514 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 515 * we need to curtail the power of player enchanted weapons.
497 * 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.
498 * 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
499 * using normal level - it is just a matter of play balance. 518 * using normal level - it is just a matter of play balance.
500 */ 519 */
501 if(who->type==PLAYER) { 520 if (who->type == PLAYER)
521 {
502 object *wc_obj=NULL; 522 object *wc_obj = NULL;
503 523
504 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)
505 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)
506 level = wc_obj->level; 526 level = wc_obj->level;
507 527
508 if (!level ) { 528 if (!level)
529 {
509 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);
510 level = who->level; 531 level = who->level;
511 } 532 }
512 } 533 }
513 else 534 else
514 level=who->level; 535 level = who->level;
515 536
516 return (improvs <= ((level/5)+5)); 537 return (improvs <= ((level / 5) + 5));
517#endif 538#endif
518} 539}
519 540
520/** 541/**
521 * 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.
522 * 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.
523 */ 544 */
545static int
524static int check_sacrifice(object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
525{ 547{
526 int count=0; 548 int count = 0;
527 549
528 if (improver->slaying!=NULL) { 550 if (improver->slaying)
551 {
529 count = check_item(op,improver->slaying); 552 count = check_item (op, improver->slaying);
530 if (count<1) { 553 if (count < 1)
531 char buf[200]; 554 {
532 sprintf(buf,"The gods want more %ss",improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 556 return 0;
535 } 557 }
536 } 558 }
537 else 559 else
538 count=1; 560 count = 1;
539 561
540 return count; 562 return count;
541} 563}
542 564
543/** 565/**
544 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
545 */ 567 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 568static int
547 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)
548{ 570{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 571 stat += sacrifice_count;
552 weapon->last_eat++; 572 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op,
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 573 decrease_ob (improver);
556 574
557 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
558 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
559 return 1; 584 return 1;
560} 585}
561 586
562/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 592#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 594#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 597#define IMPROVE_INT 10
573#define IMPROVE_POW 11 598#define IMPROVE_POW 11
574
575 599
576/** 600/**
577 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
579 */ 603 */
580 604int
581int prepare_weapon(object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
582{ 606{
583 int sacrifice_count,i; 607 int sacrifice_count, i;
584 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
585 609
586 if (weapon->level!=0) { 610 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 611 {
612 op->failmsg ("Weapon is already prepared!");
588 return 0; 613 return 0;
589 } 614 }
615
590 for (i=0; i<NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 617 if (weapon->resist[i])
618 break;
592 619
593 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 621 * improvement of items that already have protections.
595 */ 622 */
596 if (i<NROFATTACKS || 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
601 { 627 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
603 return 0; 629 return 0;
604 } 630 }
631
605 sacrifice_count=check_sacrifice(op,improver); 632 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 633 if (sacrifice_count <= 0)
607 return 0; 634 return 0;
635
608 weapon->level=isqrt(sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
611 638
612 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.",
613 weapon->name,weapon->level); 642 &weapon->name, weapon->level
643 ));
614 644
615 sprintf(buf,"%s's %s",op->name,weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 646 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 648 slot at once! */
620 decrease_ob(improver); 649 decrease_ob (improver);
621 weapon->last_eat=0; 650 weapon->last_eat = 0;
622 return 1; 651 return 1;
623} 652}
624 653
625 654
626/** 655/**
627 * 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.
632 * 661 *
633 * 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
634 * 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 ??
635 * level == max improve last_eat == current improve 664 * level == max improve last_eat == current improve
636 */ 665 */
666int
637int improve_weapon(object *op,object *improver,object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
638{ 668{
639 int sacrifice_count, sacrifice_needed=0; 669 int sacrifice_count, sacrifice_needed = 0;
640 670
641 if(improver->stats.sp==IMPROVE_PREPARE) { 671 if (improver->stats.sp == IMPROVE_PREPARE)
642 return prepare_weapon(op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
643 } 673
644 if (weapon->level==0) { 674 if (weapon->level == 0)
645 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.>");
646 return 0; 677 return 0;
647 } 678 }
679
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 681 {
650 return 0; 682 op->failmsg ("This weapon cannot be improved any more.");
651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0; 683 return 0;
658 } 684 }
685
686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
687 {
688 op->failmsg ("Improving the weapon will make it too "
689 "powerful for you to use. Unready it if you "
690 "really want to improve it.");
691 return 0;
692 }
693
659 /* 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
660 * 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,
661 * 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
662 * weapon can be improved. 697 * weapon can be improved.
663 */ 698 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 699 if (improver->stats.sp == IMPROVE_DAMAGE)
700 {
665 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "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));
669 weapon->last_eat++; 704 weapon->last_eat++;
670 705
671 weapon->item_power++; 706 weapon->item_power++;
672 decrease_ob(improver); 707 decrease_ob (improver);
673 return 1; 708 return 1;
674 } 709 }
710
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 711 if (improver->stats.sp == IMPROVE_WEIGHT)
712 {
676 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 714 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 715 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 716 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 717
681 (float)weapon->weight/1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
682 weapon->last_eat++; 719 weapon->last_eat++;
683 weapon->item_power++; 720 weapon->item_power++;
684 decrease_ob(improver); 721 decrease_ob (improver);
685 return 1; 722 return 1;
686 } 723 }
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 724 if (improver->stats.sp == IMPROVE_ENCHANT)
725 {
688 weapon->magic++; 726 weapon->magic++;
689 weapon->last_eat++; 727 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
691 ,"Weapon magic increased to %d",weapon->magic);
692 decrease_ob(improver); 729 decrease_ob (improver);
693 weapon->item_power++; 730 weapon->item_power++;
694 return 1; 731 return 1;
695 } 732 }
696 733
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 735 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 736
701 if (sacrifice_needed<1) 737 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 738 sacrifice_needed = 1;
703 sacrifice_needed *=2; 739 sacrifice_needed *= 2;
704 740
705 sacrifice_count = check_sacrifice(op,improver); 741 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 742 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 743 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
709 return 0; 745 return 0;
710 } 746 }
747
711 eat_item(op,improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 749 weapon->item_power++;
713 750
714 switch (improver->stats.sp) { 751 switch (improver->stats.sp)
715 case IMPROVE_STR: 752 {
716 return improve_weapon_stat(op,improver,weapon, 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
717 (signed char *) &(weapon->stats.Str), 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
718 1, "strength"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
719 case IMPROVE_DEX: 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
720 return improve_weapon_stat(op,improver,weapon, 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
721 (signed char *) &(weapon->stats.Dex), 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
722 1, "dexterity"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 760 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
745 } 762 }
763
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 765 return 0;
748} 766}
749 767
750/** 768/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 769 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * 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, ...),
753 * then calls improve_weapon to do the dirty work. 771 * then calls improve_weapon to do the dirty work.
754 */ 772 */
773int
755int check_improve_weapon (object *op, object *tmp) 774check_improve_weapon (object *op, object *tmp)
756{ 775{
757 object *otmp; 776 object *otmp;
758 777
759 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!");
760 return 0; 784 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 785 }
786
765 otmp=find_marked_object(op); 787 otmp = find_marked_object (op);
766 if(!otmp) { 788 if (!otmp)
767 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.>");
768 return 0; 791 return 0;
769 } 792 }
793
770 if (otmp->type != WEAPON && otmp->type != BOW) { 794 if (otmp->type != WEAPON && otmp->type != BOW)
771 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!");
772 return 0; 797 return 0;
773 } 798 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
775 improve_weapon(op,tmp,otmp); 802 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 803 esrv_send_item (op, otmp);
777 return 1; 804 return 1;
778} 805}
779 806
780/** 807/**
781 * This code deals with the armour improvment scrolls. 808 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 809 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 824 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 825 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 826 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 827 * changing of physical area right now.
801 */ 828 */
829int
802int improve_armour(object *op, object *improver, object *armour) 830improve_armour (object *op, object *improver, object *armour)
803{ 831{
804 object *tmp; 832 object *tmp;
805 833
806 if (armour->magic >= settings.armor_max_enchant) { 834 if (armour->magic >= settings.armor_max_enchant)
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 835 {
836 op->failmsg ("This armour can not be enchanted any further!");
808 return 0; 837 return 0;
809 } 838 }
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 842 * of gnarg and what not?)
814 */ 843 */
815 if (armour->title) { 844 if (armour->title)
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 845 {
846 op->failmsg ("This armour will not accept further enchantment.");
817 return 0; 847 return 0;
818 } 848 }
819 849
820 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
822 */ 852 */
823 if(armour->nrof > 1) 853 if (armour->nrof > 1)
824 tmp = get_split_ob(armour,armour->nrof - 1); 854 tmp = get_split_ob (armour, armour->nrof - 1);
825 else 855 else
826 tmp = NULL; 856 tmp = NULL;
827 857
828 armour->magic++; 858 armour->magic++;
829 859
830 if ( !settings.armor_speed_linear ) 860 if (!settings.armor_speed_linear)
831 { 861 {
832 int base = 100; 862 int base = 100;
833 int pow = 0; 863 int pow = 0;
864
834 while ( pow < armour->magic ) 865 while (pow < armour->magic)
835 { 866 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 868 pow++;
838 } 869 }
839 870
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
841 } 872 }
842 else 873 else
843 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;
844 875
845 if ( !settings.armor_weight_linear ) 876 if (!settings.armor_weight_linear)
846 { 877 {
847 int base = 100; 878 int base = 100;
848 int pow = 0; 879 int pow = 0;
880
849 while ( pow < armour->magic ) 881 while (pow < armour->magic)
850 { 882 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 884 pow++;
853 } 885 }
854 886
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
856 } 888 }
857 else 889 else
858 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;
859 891
860 if ( armour->weight <= 0 ) 892 if (armour->weight <= 0)
861 { 893 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 895 armour->weight = 1;
864 } 896 }
865 897
866 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);
867 899
868 if (op->type == PLAYER) { 900 if (op->type == PLAYER)
901 {
869 esrv_send_item(op, armour); 902 esrv_send_item (op, armour);
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 904 op->update_stats ();
872 } 905 }
906
873 decrease_ob(improver); 907 decrease_ob (improver);
908
874 if (tmp) { 909 if (tmp)
910 {
875 insert_ob_in_ob(tmp, op); 911 insert_ob_in_ob (tmp, op);
876 esrv_send_item(op, tmp); 912 esrv_send_item (op, tmp);
877 } 913 }
914
878 return 1; 915 return 1;
879} 916}
880
881 917
882/* 918/*
883 * 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
884 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
885 */ 921 */
891/* Takes one items and makes another. 927/* Takes one items and makes another.
892 * converter is the object that is doing the conversion. 928 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 930 * what the converter wants, this will not do anything.
895 */ 931 */
932int
896int convert_item(object *item, object *converter) { 933convert_item (object *item, object *converter)
934{
897 int nr=0; 935 int nr = 0;
898 object *tmp;
899 uint32 price_in; 936 uint32 price_in;
900 937
901 /* 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,
902 * 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
903 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
904 */ 941 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 942 if (CONV_FROM (converter) == shstr_money)
906 int cost; 943 {
907
908 if(item->type!=MONEY) 944 if (item->type != MONEY)
909 return 0; 945 return 0;
910 946
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
948 if (!nr)
912 if (!nr) return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
913 cost=nr*CONV_NEED(converter)/item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
914 /* take into account rounding errors */ 954 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++; 955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957
916 decrease_ob_nr(item, cost); 958 decrease_ob_nr (item, cost);
917 959
918 price_in = cost*item->value; 960 price_in = cost * item->value;
961 }
962 else
919 } 963 {
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
923 return 0; 966 return 0;
924 967
968 converter->play_sound (sound_find ("convert_item"));
969
925 if(CONV_NEED(converter)) { 970 if (CONV_NEED (converter))
971 {
926 nr=item->nrof/CONV_NEED(converter); 972 nr = item->nrof / CONV_NEED (converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
928 price_in = nr*CONV_NEED(converter)*item->value; 974 price_in = nr * CONV_NEED (converter) * item->value;
975 }
929 } else { 976 else
977 {
930 price_in = item->value; 978 price_in = item->value;
931 remove_ob(item); 979 item->destroy ();
932 free_object(item);
933 } 980 }
981 }
982
983 if (converter->inv)
934 } 984 {
935
936 if (converter->inv != NULL) {
937 object *ob; 985 object *ob;
938 int i; 986 int i;
939 object *ob_to_copy; 987 object *ob_to_copy;
940 988
941 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
943 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++)
944 if (rndm(0, i) == 0) { 992 if (rndm (0, i) == 0)
945 ob_to_copy = ob; 993 ob_to_copy = ob;
946 } 994
947 }
948 item = object_create_clone(ob_to_copy); 995 item = object_create_clone (ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 998 }
999 else
1000 {
952 if (converter->other_arch == NULL) { 1001 if (converter->other_arch == NULL)
953 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);
954 return -1; 1005 return -1;
955 } 1006 }
956 1007
957 item = object_create_arch(converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 1010 }
960 1011
961 if(CONV_NR(converter)) 1012 if (CONV_NR (converter))
962 item->nrof=CONV_NR(converter); 1013 item->nrof = CONV_NR (converter);
1014
963 if(nr) 1015 if (nr)
964 item->nrof*=nr; 1016 item->nrof *= nr;
1017
965 if(is_in_shop (converter)) 1018 if (is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) { 1020 else if (price_in < item->nrof * item->value)
1021 {
968 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",
969 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);
970 item->nrof*item->value, item->name);
971 /** 1024 /**
972 * 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
973 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
974 */ 1027 */
975 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
976 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);
977 return 1; 1032 return 1;
978} 1033}
979 1034
980/** 1035/**
981 * Handle apply on containers. 1036 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
985 */ 1040 */
986 1041int
987int apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
988{ 1043{
989 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 1045 return 0; /* This might change */
994 1046
995 if (sack==NULL || sack->type != CONTAINER) { 1047 if (!sack || sack->type != CONTAINER)
1048 {
996 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]");
997 return 0; 1050 return 0;
998 } 1051 }
999 op->contr->last_used = NULL; 1052
1000 op->contr->last_used_id = 0; 1053 op->contr->last_used = 0;
1001 1054
1002 if (sack->env!=op) { 1055 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1056 {
1045 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1058 return 1;
1094} 1059 }
1095 1060
1096/** 1061 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1062 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 } 1063 {
1121 1064 if (op->container == sack)
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 } 1065 {
1131 1066 // open on ground or inv, so close
1132 if (INVOKE_OBJECT (CLOSE, op)) 1067 op->close_container ();
1133 return 1; 1068 return 1;
1134
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED);
1138 op->container=NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1;
1141 }
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack);
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1152 } else {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1154 query_name(sack));
1155 return 0;
1156 } 1069 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) { 1070 else if (!sack->env)
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1071 {
1176 query_name(sack)); 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)));
1177 return 0; 1074 return 1;
1178 } 1075 }
1179 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1181 1076
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 1077 // fall through to opening it (active in inv)
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1078 }
1184 SET_FLAG (sack, FLAG_APPLIED); 1079 else if (sack->env)
1185 op->container = sack; 1080 {
1081 // it is in our env, so activate it, do not open yet
1082 op->close_container ();
1083 sack->flag [FLAG_APPLIED] = 1;
1186 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197 }
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack);
1203 }
1204 }
1205 return 1; 1086 return 1;
1206} 1087 }
1207 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}
1208 1105
1209/** 1106/**
1210 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1212 */ 1109 */
1110static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1111apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1112{
1215 /* Only players can make sacrifices on spell casting altars. */ 1113 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1114 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1115 return 0;
1218 1116
1219 if (operate_altar (altar, &sacrifice)) { 1117 if (operate_altar (altar, &sacrifice))
1118 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1119 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * 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
1222 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1223 */ 1122 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1123 if (altar->inv && altar->inv->type == SPELL)
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1124 {
1226 altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1128 * old maps.
1230 */ 1129 */
1130
1231/* push_button (altar);*/ 1131/* push_button (altar);*/
1132 }
1232 } else { 1133 else
1134 {
1233 altar->value = 1; /* works only once */ 1135 altar->value = 1; /* works only once */
1234 push_button (altar); 1136 push_button (altar);
1235 } 1137 }
1138
1236 return sacrifice == NULL; 1139 return !sacrifice;
1237 } else { 1140 }
1141 else
1238 return 0; 1142 return 0;
1239 }
1240} 1143}
1241
1242 1144
1243/** 1145/**
1244 * Handles 'movement' of shop mats. 1146 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1147 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1148 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1149 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1150 * MSW 2001-08-29
1249 */ 1151 */
1152int
1250int apply_shop_mat (object * shop_mat, object * op) 1153apply_shop_mat (object *shop_mat, object *op)
1251{ 1154{
1252 int rv = 0; 1155 int rv = 0;
1253 double opinion; 1156 double opinion;
1254 object *tmp, *next; 1157 object *tmp, *next;
1255 1158
1256 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
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 }
1257 1171
1258 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1259 { 1173 {
1260 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1261 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1262 * the shop. 1176 * the shop.
1263 */ 1177 */
1264 for (tmp = op->inv; tmp; tmp = next) 1178 for (tmp = op->inv; tmp; tmp = next)
1265 { 1179 {
1266 next = tmp->below; 1180 next = tmp->below;
1181
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1183 {
1269 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);
1270 1185
1271 remove_ob (tmp); 1186 tmp->remove ();
1187
1272 if (i == -1) 1188 if (i == -1)
1273 i = 0; 1189 i = 0;
1190
1274 tmp->map = op->map; 1191 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i]; 1192 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i]; 1193 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0); 1194 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1195 }
1285 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1286 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1287 */ 1204 */
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1206 {
1290
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209
1293 if (i != -1) 1210 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 1212
1298 }
1299 return 0; 1213 return 0;
1300 } 1214 }
1301 /* Removed code that checked for multipart objects - it appears that 1215 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1216 * the teleport function should be able to handle this just fine.
1303 */ 1217 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1218 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1219 }
1306 /* immediate block below is only used for players */ 1220 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1221 {
1309 get_payment (op, op->inv); 1222 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1311 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
1312 if (shop_mat->msg) 1232 if (shop_mat->msg)
1313 { 1233 op->statusmsg (shop_mat->msg);
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 1234 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 1235 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 1236 * actually the shop floor.
1319 */ 1237 */
1320 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1321 { 1239 {
1322 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1323 if (opinion > 0.9) 1241
1324 new_draw_info (NDI_UNIQUE, 0, op, 1242 op->statusmsg (
1325 "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1326 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1328 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else
1331 new_draw_info (NDI_UNIQUE, 0, op,
1332 "The shopkeeper glares at you with contempt."); 1246 : "The shopkeeper glares at you with contempt."
1247 );
1333 } 1248 }
1334 } 1249 }
1335 else 1250 else
1336 { 1251 {
1337 /* if we get here, a player tried to leave a shop but was not able 1252 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 1253 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 1254 * they are not on the mat anymore
1340 */ 1255 */
1341
1342 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
1343 if (i == -1) 1258 if (i == -1)
1344 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1346 }
1347 else 1260 else
1348 { 1261 {
1349 remove_ob (op); 1262 op->remove ();
1350 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1352 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;
1353 } 1266 }
1354 } 1267 }
1268
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1269 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1270 return rv;
1357} 1271}
1358 1272
1359/** 1273/**
1360 * Handles applying a sign. 1274 * Handles applying a sign.
1361 */ 1275 */
1276static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1363{ 1278{
1364 readable_message_type* msgType; 1279 readable_message_type *msgType;
1365 char newbuf[HUGE_BUF]; 1280
1366 if (sign->msg == NULL) { 1281 if (!sign->msg)
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1282 {
1283 op->statusmsg ("Nothing is written on it.");
1368 return; 1284 return;
1369 } 1285 }
1370 1286
1371 if (sign->stats.food) { 1287 if (sign->stats.food)
1288 {
1372 if (sign->last_eat >= sign->stats.food) { 1289 if (sign->last_eat >= sign->stats.food)
1290 {
1373 if (!sign->move_on) 1291 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1375 return; 1294 return;
1376 } 1295 }
1377 1296
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1298 sign->last_eat++;
1380 } 1299 }
1381 1300
1382 /* 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?
1383 * 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
1384 * 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
1385 * to us). 1304 * to us).
1386 */ 1305 */
1387 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)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1307 {
1389 "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1390 return; 1309 return;
1391 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1392 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];
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1394 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 }
1395} 1327}
1396
1397 1328
1398/** 1329/**
1399 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1401 * 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.
1402 * 1333 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1334 * originator: Player, monster or other object that caused 'victim' to move
1404 * 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.
1405 * However, some types of traps require an originator to function. 1336 * However, some types of traps require an originator to function.
1406 */ 1337 */
1338void
1407void move_apply (object *trap, object *victim, object *originator) 1339move_apply (object *trap, object *victim, object *originator)
1408{ 1340{
1409 static int recursion_depth = 0; 1341 static int recursion_depth = 0;
1410 1342
1411 /* Only exits affect DMs. */ 1343 /* Only exits affect DMs. */
1412 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)
1413 return; 1345 return;
1414 1346
1415 /* move_apply() is the most likely candidate for causing unwanted and 1347 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1348 * possibly unlimited recursion.
1417 */ 1349 */
1419 * maps to fail. 1) it's not an error to recurse: 1351 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1352 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1353 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1423 */ 1355 */
1424 if (recursion_depth >= 500) { 1356 if (recursion_depth >= 500)
1357 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[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);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1360 return;
1429 } 1361 }
1362
1430 recursion_depth++; 1363 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1364 if (trap->head)
1365 trap = trap->head;
1432 1366
1433 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 }
1434 goto leave; 1391 goto leave;
1435 1392
1436 switch (trap->type) { 1393 case SPINNER:
1437 case PLAYERMOVER: 1394 if (victim->direction)
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1395 {
1439 !should_director_abort(trap, victim)) { 1396 victim->direction = absdir (victim->direction - trap->stats.sp);
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1397 update_turn_face (victim);
1398 }
1399 goto leave;
1441 1400
1442 /* Is this correct? From the docs, it doesn't look like it 1401 case DIRECTOR:
1443 * should be divided by trap->speed 1402 if (victim->direction && !should_director_abort (trap, victim))
1403 {
1404 victim->direction = trap->stats.sp;
1405 update_turn_face (victim);
1406 }
1407 goto leave;
1408
1409 case BUTTON:
1410 case PEDESTAL:
1411 update_button (trap);
1412 goto leave;
1413
1414 case ALTAR:
1415 /* sacrifice victim on trap */
1416 apply_altar (trap, victim, originator);
1417 goto leave;
1418
1419 case THROWN_OBJ:
1420 if (trap->inv == NULL)
1421 goto leave;
1422 /* fallthrough */
1423
1424 case ARROW:
1425 /* bad bug: monster throw a object, make a step forwards, step on object ,
1426 * trigger this here and get hit by own missile - and will be own enemy.
1427 * Victim then is his own enemy and will start to kill herself (this is
1428 * removed) but we have not synced victim and his missile. To avoid senseless
1429 * action, we avoid hits here
1430 */
1431 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1432 hit_with_arrow (trap, victim);
1433 goto leave;
1434
1435 case SPELL_EFFECT:
1436 apply_spell_effect (trap, victim);
1437 goto leave;
1438
1439 case TRAPDOOR:
1440 {
1441 int max, sound_was_played;
1442 object *ab, *ab_next;
1443
1444 if (!trap->value)
1444 */ 1445 {
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1446 int tot;
1446 1447
1447 /* Just put in some sanity check. I think there is a bug in the 1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1448 * above with some objects have zero speed, and thus the player 1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 * getting permanently paralyzed. 1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1450 */ 1451
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1453 goto leave;
1454
1455 SET_ANIMATION (trap, trap->value);
1456 update_object (trap, UP_OBJ_FACE);
1453 } 1457 }
1454 goto leave;
1455 1458
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 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 {
1519 /* 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,
1520 * ab->above would be bogus 1462 * ab->above would be bogus
1521 */ 1463 */
1522 ab_next = ab->above; 1464 ab_next = ab->above;
1523 1465
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 {
1525 if ( ! sound_was_played) { 1468 if (!sound_was_played)
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1469 {
1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1527 sound_was_played = 1; 1471 sound_was_played = 1;
1528 } 1472 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1530 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);
1531 } 1476 }
1532 } 1477 }
1533 goto leave; 1478 goto leave;
1534 } 1479 }
1535 1480
1536
1537 case CONVERTER: 1481 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) { 1482 if (convert_item (victim, trap) < 0)
1539 object *op; 1483 {
1540 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1485 get_archetype ("burnout")->insert_at (trap, trap);
1542
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 } 1486 }
1487
1550 goto leave; 1488 goto leave;
1551 1489
1552 case TRIGGER_BUTTON: 1490 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1491 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1492 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1493 check_trigger (trap, victim);
1556 goto leave; 1494 goto leave;
1557 1495
1558 case DEEP_SWAMP: 1496 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1497 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1498 goto leave;
1561 1499
1562 case CHECK_INV: 1500 case CHECK_INV:
1563 check_inv (victim, trap); 1501 check_inv (victim, trap);
1502 goto leave;
1503
1504 case HOLE:
1505 /* Hole not open? */
1506 if (trap->stats.wc > 0)
1564 goto leave; 1507 goto leave;
1565 1508
1566 case HOLE:
1567 /* Hole not open? */
1568 if(trap->stats.wc > 0)
1569 goto leave;
1570
1571 /* 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.
1572 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1511 */
1512 if (victim->head)
1513 goto leave;
1514
1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1518 goto leave;
1519
1520 case EXIT:
1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1522 {
1523 /* Basically, don't show exits leading to random maps the
1524 * players output.
1573 */ 1525 */
1574 if (victim->head) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1575 goto leave; 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1576 1528
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589 enter_exit (victim, trap); 1529 victim->enter_exit (trap);
1590 } 1530 }
1591 goto leave; 1531 goto leave;
1592 1532
1593 case ENCOUNTER: 1533 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1595 goto leave; 1535 goto leave;
1596 1536
1597 case SHOP_MAT: 1537 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1538 apply_shop_mat (trap, victim);
1599 goto leave; 1539 goto leave;
1600 1540
1601 /* Drop a certain amount of gold, and have one item identified */ 1541 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1542 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1543 apply_id_altar (victim, trap, originator);
1604 goto leave; 1544 goto leave;
1605 1545
1606 case SIGN: 1546 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1547 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1609 1549
1610 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1611 goto leave; 1551 goto leave;
1612 1552
1613 case CONTAINER: 1553 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1618 goto leave; 1555 goto leave;
1619 1556
1620 case RUNE: 1557 case RUNE:
1621 case TRAP: 1558 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1623 spring_trap(trap, victim); 1560 spring_trap (trap, victim);
1624 }
1625 goto leave; 1561 goto leave;
1626 1562
1627 default: 1563 default:
1628 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 "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1630 trap->type);
1631 goto leave; 1566 goto leave;
1632 } 1567 }
1633 1568
1634 leave: 1569leave:
1635 recursion_depth--; 1570 recursion_depth--;
1636} 1571}
1637 1572
1638/** 1573/**
1639 * Handles reading a regular (ie not containing a spell) book. 1574 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1575 */
1576static void
1641static void apply_book (object *op, object *tmp) 1577apply_book (object *op, object *tmp)
1642{ 1578{
1643 int lev_diff; 1579 int lev_diff;
1644 object *skill_ob; 1580 object *skill_ob;
1645 1581
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1647 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!");
1648 return; 1585 return;
1649 } 1586 }
1650 if(tmp->msg==NULL) { 1587
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 if (!tmp->msg)
1589 {
1652 "You open the %s and find it empty.", tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1653 return; 1591 return;
1654 } 1592 }
1655 1593
1656 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1596 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1597 {
1660 "You are unable to decipher the strange symbols."); 1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1661 return; 1599 return;
1662 } 1600 }
1601
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1665 if (lev_diff < 2) 1604 {
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1667 else if (lev_diff < 3) 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1669 else if (lev_diff < 5) 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1671 else if (lev_diff < 8) 1610 : "This book is totally beyond your comprehension.");
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1675 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1677 return; 1611 return;
1678 } 1612 }
1679 1613
1680 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
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s", 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg); 1631 long_desc (tmp, op), &tmp->msg);
1686 1632
1687 /* gain xp from reading */ 1633 /* gain xp from reading */
1688 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 */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1691 /*exp_gain *= 2; because they just identified it too */ 1640 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1693 /* If in a container, update how it looks */ 1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1695 else op->contr->socket.update_look=1; 1646 else
1647 op->contr->ns->floorbox_update ();
1696 } 1648 }
1649
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 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 */
1699 } 1652 }
1700} 1653}
1701 1654
1702/** 1655/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * 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
1705 */ 1658 */
1659static void
1706static void apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1707{ 1661{
1708 switch ((int) learn_skill (op, tmp)) { 1662 switch (learn_skill (op, tmp))
1663 {
1709 case 0: 1664 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1712 return; 1667 break;
1713 1668
1714 case 1: 1669 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1716 tmp->skill);
1717 new_draw_info_format(NDI_UNIQUE, 0, op,
1718 "Type 'bind ready_skill %s",tmp->skill);
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp); 1670 decrease_ob (tmp);
1721 return; 1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1722 1674
1723 default: 1675 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op,
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1726 decrease_ob(tmp); 1676 decrease_ob (tmp);
1727 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;
1728 } 1680 }
1729} 1681}
1730 1682
1731/** 1683/**
1732 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1733 * Informs player of what happens. 1685 * Informs player of what happens.
1734 */ 1686 */
1687void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1688do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1689{
1737 object *tmp; 1690 object *tmp;
1738 1691
1739 if (op->type != PLAYER) { 1692 if (op->type != PLAYER)
1693 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1695 return;
1742 } 1696 }
1743 1697
1744 /* Upgrade special prayers to normal prayers */ 1698 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1747 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");
1748 return; 1704 return;
1749 } 1705 }
1750 return; 1706 return;
1751 } 1707 }
1752 1708
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1754 tmp = get_object(); 1710
1755 copy_object(spell, tmp); 1711 tmp = spell->clone ();
1756 insert_ob_in_ob(tmp, op); 1712 insert_ob_in_ob (tmp, op);
1757 1713
1758 if (special_prayer) { 1714 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1716
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1717 esrv_add_spells (op->contr, tmp);
1766} 1718}
1767 1719
1768/** 1720/**
1769 * Erases spell from player's inventory. 1721 * Erases spell from player's inventory.
1770 */ 1722 */
1723void
1771void do_forget_spell (object *op, const char *spell) 1724do_forget_spell (object *op, const char *spell)
1772{ 1725{
1773 object *spob; 1726 object *spob;
1774 1727
1775 if (op->type != PLAYER) { 1728 if (op->type != PLAYER)
1729 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1731 return;
1778 } 1732 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1736 return;
1782 }
1783 1737 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1738
1785 "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1786 player_unready_range_ob(op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1742 spob->destroy ();
1789 free_object(spob);
1790} 1743}
1791 1744
1792/** 1745/**
1793 * Handles player applying a spellbook. 1746 * Handles player applying a spellbook.
1794 * 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,
1795 * stuff like that. Random learning failure too. 1748 * stuff like that. Random learning failure too.
1796 */ 1749 */
1750static void
1797static void apply_spellbook (object *op, object *tmp) 1751apply_spellbook (object *op, object *tmp)
1798{ 1752{
1799 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1800 1754
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1756 {
1757 op->failmsg ("You are unable to read while blind.");
1803 return; 1758 return;
1804 } 1759 }
1805 1760
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1763 * legacy spellbooks
1809 */ 1764 */
1810 1765 if (tmp->slaying)
1811 if(tmp->slaying != NULL) { 1766 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1813 if (!spell) { 1768 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1769 {
1815 "The book's formula for %s is incomplete", tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1816 return; 1771 return;
1817 } 1772 }
1818 else 1773 else
1819 insert_ob_in_ob(spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying); 1775
1821 tmp->slaying=NULL; 1776 tmp->slaying = 0;
1822 } 1777 }
1823 1778
1824 skop = find_skill_by_name(op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1825 1780
1826 /* 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
1827 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1783 if (!skop)
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1784 {
1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1830 return; 1786 return;
1831 } 1787 }
1832 1788
1833 spell = tmp->inv; 1789 spell = tmp->inv;
1790
1834 if (!spell) { 1791 if (!spell)
1792 {
1835 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);
1836 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!");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1795 return;
1842 } 1796 }
1843 1797
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1845 "The spellbook contains the %s level spell %s.", 1799 {
1846 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 }
1847 1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1849 identify(tmp); 1808 identify (tmp);
1809
1850 if (tmp->env) 1810 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1852 else 1812 else
1853 op->contr->socket.update_look=1; 1813 op->contr->ns->floorbox_update ();
1854 } 1814 }
1855 1815
1856 /* 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
1857 * 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
1858 * 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
1859 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1860 */ 1820 */
1861 if (check_spell_known (op, spell->name)) { 1821 if (check_spell_known (op, spell->name))
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 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");
1863 return; 1824 return;
1864 } 1825 }
1865 1826
1866 if (spell->skill) { 1827 if (spell->skill)
1828 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1868 if (!spell_skill) { 1831 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1832 {
1870 "You lack the skill %s to use this spell", 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1871 spell->skill);
1872 return; 1834 return;
1873 } 1835 }
1836
1874 if (spell_skill->level < spell->level) { 1837 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1838 {
1876 "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));
1877 spell->level, spell->skill);
1878 return; 1840 return;
1879 } 1841 }
1880 } 1842 }
1881 1843
1882 /* Logic as follows 1844 /* Logic as follows
1883 * 1845 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1847 *
1886 * 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
1887 * a spell. 1849 * a spell.
1888 * 1850 *
1889 * 3 -Automatically fail to learn if you read while confused 1851 * 3 -Automatically fail to learn if you read while confused
1890 * 1852 *
1891 * 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
1892 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1893 */ 1855 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1896 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 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (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])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1863 {
1900 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1903 1866
1904 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 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);
1907 } else { 1870 }
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1871 else
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1910 } 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
1911 decrease_ob(tmp); 1877 decrease_ob (tmp);
1912} 1878}
1913 1879
1914/** 1880/**
1915 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1916 */ 1882 */
1883void
1917void apply_scroll (object *op, object *tmp, int dir) 1884apply_scroll (object *op, object *tmp, int dir)
1918{ 1885{
1919 object *skop; 1886 object *skop;
1920 1887
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1889 {
1890 op->failmsg ("You are unable to read while blind.");
1923 return; 1891 return;
1924 } 1892 }
1925 1893
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 1895 {
1928 "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1929 return; 1897 return;
1930 } 1898 }
1931 1899
1932 if(op->type==PLAYER) { 1900 if (op->type == PLAYER)
1901 {
1933 /* players need a literacy skill to read stuff! */ 1902 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 1903 int exp_gain = 0;
1935 1904
1936 /* hard code literacy - tmp->skill points to where the exp 1905 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 1906 * should go for anything killed by the spell.
1938 */ 1907 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 1909
1941 if ( ! skop) { 1910 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 1911 {
1943 "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]));
1944 return; 1913 return;
1945 } 1914 }
1946 1915
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1949 } 1918 }
1950 1919
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 1921 identify (tmp);
1953 1922
1954 new_draw_info_format(NDI_BLACK, 0, op, 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 1924
1957
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 1926 decrease_ob (tmp);
1960} 1927}
1961 1928
1962/** 1929/**
1963 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1965 * chest. 1932 * chest.
1966 */ 1933 */
1934static void
1967static void apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1968{ 1936{
1969 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971
1972
1973 /* 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
1974 * 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
1975 * 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
1976 * 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
1977 * treasure 1941 * treasure
1978 */ 1942 */
1979
1980 treas = tmp->inv; 1943 object *treas = tmp->inv;
1981 if(treas==NULL) { 1944
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1945 if (!treas)
1983 decrease_ob(tmp);
1984 return;
1985 } 1946 {
1986 while (tmp->inv) { 1947 op->statusmsg ("The chest was empty.");
1987 treas = tmp->inv;
1988
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x;
1994 treas->y=op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1996
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op);
2000 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed
2004 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2006 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp); 1948 decrease_ob (tmp);
1949 return;
1950 }
2011 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);
2012} 1975}
2013 1976
2014/** 1977/**
2015 * op eats food. 1978 * op eats food.
2016 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2017 */ 1980 */
1981static void
2018static void apply_food (object *op, object *tmp) 1982apply_food (object *op, object *tmp)
2019{ 1983{
2020 int capacity_remaining; 1984 int capacity_remaining;
2021 1985
2022 if(op->type!=PLAYER) 1986 if (op->type != PLAYER)
2023 op->stats.hp=op->stats.maxhp; 1987 op->stats.hp = op->stats.maxhp;
2024 else { 1988 else
1989 {
2025 /* check if this is a dragon (player), eating some flesh */ 1990 /* check if this is a dragon (player), eating some flesh */
2026 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))
2027 ; 1992 ;
2028 else { 1993 else
1994 {
2029 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) { 1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
2031 if(tmp->type==FOOD || tmp->type==FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2032 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!");
2033 else 2000 else
2034 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!");
2035 } 2002 }
2036 2003
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2038 char buf[MAX_BUF];
2039 2005 {
2006 const char *buf;
2007
2040 if (!is_dragon_pl(op)) { 2008 if (!is_dragon_pl (op))
2009 {
2041 /* eating message for normal players*/ 2010 /* eating message for normal players */
2042 if(tmp->type==DRINK) 2011 if (tmp->type == DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2013 else
2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2015 }
2044 else 2016 else
2045 sprintf(buf,"The %s tasted %s",tmp->name,
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/ 2017 /* eating message for dragon players */
2050 sprintf(buf,"The %s tasted terrible!",tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2051 }
2052 2019
2053 new_draw_info(NDI_UNIQUE, 0,op,buf); 2020 op->statusmsg (buf);
2021
2054 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2058 else 2026 else
2059 op->stats.hp+=tmp->stats.food/50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2060 if(op->stats.hp>op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2062 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2063 op->stats.food = 999; 2032 op->stats.food = 999;
2064 } 2033 }
2065 2034
2066 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2068 eat_special_food(op,tmp); 2037 eat_special_food (op, tmp);
2069 } 2038 }
2070 } 2039 }
2040
2071 handle_apply_yield(tmp); 2041 handle_apply_yield (tmp);
2072 decrease_ob(tmp); 2042 decrease_ob (tmp);
2073} 2043}
2074 2044
2075/** 2045/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 2046 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * 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.
2080 * object *op the object (dragon player) eating the flesh 2050 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 2051 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 2052 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 2053 * int 1 if eating successful, 0 if it doesn't work
2084 */ 2054 */
2055int
2085int dragon_eat_flesh(object *op, object *meal) { 2056dragon_eat_flesh (object *op, object *meal)
2057{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 2058 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 2059 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2089 2061
2090 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 2067 int winners = 0; /* number of winners */
2097 int i; /* index */ 2068 int i; /* index */
2098 2069
2099 /* let's make sure and doublecheck the parameters */ 2070 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2101 return 0; 2072 return 0;
2102 2073
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */ 2075 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2106 if (tmp->type == FORCE) { 2077 if (tmp->type == FORCE)
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2108 skin = tmp; 2079 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2110 abil = tmp; 2081 abil = tmp;
2111 } 2082
2112 }
2113
2114 /* 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
2115 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2085 if (skin == NULL || abil == NULL)
2117 2086 return 0;
2087
2118 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2091 else
2122 op->stats.hp += meal->stats.food/50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2123 if(op->stats.hp>op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2125 2096
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2127 2098
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2100
2130 /* on to the interesting part: chances for adding resistance */ 2101 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2106 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2107
2135 /* this bonus makes resistance increase easier at lower levels */ 2108 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2110 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2112
2140 /* monster bonus increases with level, because high-level 2113 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2114 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2115 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2116
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2118 ((double) settings.max_level)) - skin->resist[i];
2146 2119
2147 if (chance >= 0.) 2120 if (chance >= 0.)
2148 chance += 1.; 2121 chance += 1.;
2149 else 2122 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2124
2152 /* chance is proportional to amount of resistance (max. 50) */ 2125 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2154 2127
2155 /* doubled chance for resistance of ability-focus */ 2128 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2130 chance = MIN (100., chance * 2.);
2158 2131
2159 /* 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!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2161 atnr_winner[winners] = i; 2135 atnr_winner[winners] = i;
2162 winners++; 2136 winners++;
2163 } 2137 }
2164 2138
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2139 if (chance >= 0.01)
2166 2140 totalchance *= 1 - chance / 100;
2141
2167 /*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); */
2168 } 2143 }
2169 } 2144 }
2170 2145
2171 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2147 totalchance = 100 - totalchance * 100;
2148
2173 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2174 if (totalchance > 50.) 2151 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2184 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))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2186 else 2163 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2165
2189 2166 op->statusmsg (buf);
2167
2190 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2191 i = -1; 2169 i = -1;
2192 if (winners>0) 2170 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2171 i = atnr_winner[RANDOM () % winners];
2194 2172
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2196 /* resistance increased! */ 2175 /* resistance increased! */
2197 skin->resist[i]++; 2176 skin->resist[i]++;
2198 fix_player(op); 2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2199 2180 }
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2181
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2202 }
2203
2204 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2205 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 */
2206 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)
2207 && meal->last_eat != abil->last_eat) { 2185 {
2208 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> */
2209 2187
2210 if (meal->last_eat != abil->stats.exp) { 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2211 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.",
2212 change_resist_msg[meal->last_eat]); 2192 change_resist_msg[meal->last_eat],
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2193 abil->level + 1
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2194 ));
2215 new_draw_info(NDI_UNIQUE, 0, op, buf);
2216 }
2217 else { 2195 else
2218 sprintf(buf, "Your metabolism will continue to focus on %s.", 2196 {
2219 change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2220 new_draw_info(NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2198 abil->last_eat = 0;
2222 } 2199 }
2223 } 2200 }
2201
2224 return 1; 2202 return 1;
2225}
2226
2227static void apply_savebed (object *pl)
2228{
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 /* Need to call terminate_all_pets() before we remove the player ob */
2236 terminate_all_pets(pl);
2237 remove_ob(pl);
2238 pl->direction=0;
2239 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2240 "%s leaves the game.",pl->name);
2241
2242 /* update respawn position */
2243 strcpy(pl->contr->savebed_map, pl->map->path);
2244 pl->contr->bed_x = pl->x;
2245 pl->contr->bed_y = pl->y;
2246
2247 strcpy(pl->contr->killer,"left");
2248 check_score(pl); /* Always check score */
2249 (void)save_player(pl,0);
2250 pl->map->players--;
2251#if MAP_MAXTIMEOUT
2252 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2253#endif
2254 play_again(pl);
2255 pl->speed = 0;
2256 update_ob_speed(pl);
2257} 2203}
2258 2204
2259/** 2205/**
2260 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2261 * Does some sanity checks, then calls improve_armour. 2207 * Does some sanity checks, then calls improve_armour.
2262 */ 2208 */
2209static void
2263static void apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2264{ 2211{
2265 object *armor; 2212 object *armor;
2266 2213
2267 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))
2268 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2269 return;
2270 } 2215 {
2271 armor=find_marked_object(op); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2272 if ( ! armor) {
2273 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2274 return; 2217 return;
2275 } 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
2276 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2277 && armor->type != CLOAK 2229 && armor->type != CLOAK
2278 && armor->type != BOOTS && armor->type != GLOVES 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2279 && armor->type != BRACERS && armor->type != SHIELD
2280 && armor->type != HELMET)
2281 { 2231 {
2282 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2283 return; 2233 return;
2284 } 2234 }
2285 2235
2286 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2287 improve_armour(op,tmp,armor); 2237 improve_armour (op, tmp, armor);
2288} 2238}
2289 2239
2290 2240extern void
2291extern void apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2292{ 2242{
2293 if (op->type == PLAYER) { 2243 if (op->type == PLAYER)
2294 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2244 {
2295 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!");
2296 strcpy(op->contr->killer,"poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2297 } 2248 }
2249
2298 if (tmp->stats.hp > 0) { 2250 if (tmp->stats.hp > 0)
2251 {
2299 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);
2300 tmp->stats.hp);
2301 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2302 } 2254 }
2255
2303 op->stats.food-=op->stats.food/4; 2256 op->stats.food -= op->stats.food / 4;
2304 handle_apply_yield(tmp); 2257 handle_apply_yield (tmp);
2305 decrease_ob(tmp); 2258 decrease_ob (tmp);
2306} 2259}
2307 2260
2308/** 2261/**
2309 * 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.
2310 * A valid 2 way exit means: 2263 * A valid 2 way exit means:
2311 * -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)
2312 * -You are 2265 * -You are
2313 * ° the owner of the exit 2266 * ° the owner of the exit
2314 * ° or in the same party as the owner 2267 * ° or in the same party as the owner
2315 * 2268 *
2316 * 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
2317 * 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
2318 * 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).
2319 */ 2272 */
2273int
2320int is_legal_2ways_exit (object* op, object *exit) 2274is_legal_2ways_exit (object *op, object *exit)
2321 { 2275{
2322 object * tmp; 2276 if (exit->stats.exp != 1)
2323 object * exit_owner; 2277 return 1; /*This is not a 2 way, so it is legal */
2324 player * pp; 2278
2325 mapstruct * exitmap; 2279#if 0 //TODO
2326 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)
2327 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 */
2328 /* To know if an exit has a correspondant, we look at 2282#endif
2329 * all the exits in destination and try to find one with same path as 2283
2330 * the current exit's position */ 2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2331 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2285
2332 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2333 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2334 if (exitmap) 2286 if (exitmap)
2335 { 2287 {
2336 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2288 exitmap->load_sync ();
2337 if (!tmp) return 0; 2289
2338 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)
2339 { 2296 {
2340 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2297 if (tmp->type != EXIT)
2341 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2298 continue; /*Not an exit */
2342 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2343 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2344 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
2345 /* 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
2346 * 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
2347 * town portals to prevent strangers from visiting your appartments 2311 * town portals to prevent strangers from visiting your appartments
2348 */ 2312 */
2313 if (!exit->race)
2349 if (!exit->race) return 1; /*No owner, free for all!*/ 2314 return 1; /*No owner, free for all! */
2350 exit_owner=NULL; 2315
2351 for (pp=first_player;pp;pp=pp->next) 2316 object *exit_owner = 0;
2317
2318 for_all_players (pp)
2352 { 2319 {
2353 if (!pp->ob) continue; 2320 if (!pp->ob)
2321 continue;
2322
2354 if (pp->ob->name!=exit->race) continue; 2323 if (pp->ob->name != exit->race)
2324 continue;
2325
2355 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 */
2356 break; 2327 break;
2357 } 2328 }
2358 if (!exit_owner) return 0; /* No more owner*/ 2329
2359 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
2360 if ( exit_owner && /*There is a owner*/ 2336 if (exit_owner && /*There is a owner */
2361 (op->contr) && /*A player tries to pass */ 2337 (op->contr) && /*A player tries to pass */
2362 ( (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 */
2363 (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 */
2364 return 0; 2340 return 0;
2341
2365 return 1; 2342 return 1;
2366 } 2343 }
2367 } 2344 }
2345
2368 return 0; 2346 return 0;
2369 } 2347}
2370
2371 2348
2372/** 2349/**
2373 * Main apply handler. 2350 * Main apply handler.
2374 * 2351 *
2375 * Checks for unpaid items before applying. 2352 * Checks for unpaid items before applying.
2383 * being applied. 2360 * being applied.
2384 * 2361 *
2385 * aflag is special (always apply/unapply) flags. Nothing is done with 2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2386 * them in this function - they are passed to apply_special 2363 * them in this function - they are passed to apply_special
2387 */ 2364 */
2388 2365int
2389int manual_apply (object *op, object *tmp, int aflag) 2366manual_apply (object *op, object *tmp, int aflag)
2390{ 2367{
2391 if (tmp->head) tmp=tmp->head; 2368 if (tmp->head)
2369 tmp = tmp->head;
2392 2370
2393 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2372 {
2373 if (op->type == PLAYER)
2374 {
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2376 return 1;
2377 }
2378 else
2379 return 0; /* monsters just skip unpaid items */
2380 }
2381
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2383 return RESULT_INT (0);
2384
2385 switch (tmp->type)
2386 {
2387 case CF_HANDLE:
2388 op->play_sound (sound_find ("turn_handle"));
2389 op->statusmsg ("You turn the handle.");
2390 tmp->value = tmp->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value);
2392 update_object (tmp, UP_OBJ_FACE);
2393 push_button (tmp);
2394 return 1;
2395
2396 case TRIGGER:
2397 if (check_trigger (tmp, op))
2398 {
2399 op->statusmsg ("You turn the handle.");
2400 op->play_sound (sound_find ("turn_handle"));
2401 }
2402 else
2403 op->failmsg ("The handle doesn't move.");
2404
2405 return 1;
2406
2407 case EXIT:
2408 if (op->type != PLAYER)
2409 return 0;
2410
2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2413 else
2414 {
2415 /* Don't display messages for random maps. */
2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2417 op->statusmsg (tmp->msg, NDI_NAVY);
2418
2419 op->enter_exit (tmp);
2420 }
2421
2422 return 1;
2423
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:
2430 apply_sign (op, tmp, 0);
2431 return 1;
2432
2433 case BOOK:
2394 if (op->type == PLAYER) { 2434 if (op->type == PLAYER)
2395 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2435 {
2436 apply_book (op, tmp);
2396 return 1; 2437 return 1;
2397 } else {
2398 return 0; /* monsters just skip unpaid items */
2399 } 2438 }
2400 } 2439 else
2440 return 0;
2401 2441
2402 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2442 case SKILLSCROLL:
2403 return RESULT_INT (0); 2443 if (op->type == PLAYER)
2404 2444 {
2405 switch (tmp->type) { 2445 apply_skillscroll (op, tmp);
2406
2407 case CF_HANDLE:
2408 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2409 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2410 tmp->value=tmp->value?0:1;
2411 SET_ANIMATION(tmp, tmp->value);
2412 update_object(tmp,UP_OBJ_FACE);
2413 push_button(tmp);
2414 return 1; 2446 return 1;
2415
2416 case TRIGGER:
2417 if (check_trigger (tmp, op)) {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2419 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2420 } else {
2421 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2422 } 2447 }
2448 else
2449 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER)
2453 {
2454 apply_spellbook (op, tmp);
2423 return 1; 2455 return 1;
2424
2425 case EXIT:
2426 if (op->type != PLAYER)
2427 return 0;
2428 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2429 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2430 query_name(tmp));
2431 } else {
2432 /* Don't display messages for random maps. */
2433 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2434 strncmp(EXIT_PATH(tmp), "/random/", 8))
2435 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2436 enter_exit(op,tmp);
2437 } 2456 }
2457 else
2458 return 0;
2459
2460 case SCROLL:
2461 apply_scroll (op, tmp, 0);
2462 return 1;
2463
2464 case POTION:
2465 apply_potion (op, tmp);
2466 return 1;
2467
2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2470 case CLOSE_CON:
2471 apply_container (op, tmp->env);
2472 return 1;
2473
2474 case CONTAINER:
2475 apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER)
2480 {
2481 apply_treasure (op, tmp);
2438 return 1; 2482 return 1;
2483 }
2484 else
2485 return 0;
2439 2486
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2440 case SIGN: 2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508
2509 apply_special (op, tmp, aflag);
2510 return 1;
2511
2512 case DRINK:
2513 case FOOD:
2514 case FLESH:
2515 apply_food (op, tmp);
2516 return 1;
2517
2518 case POISON:
2441 apply_sign (op, tmp, 0); 2519 apply_poison (op, tmp);
2520 return 1;
2521
2522 case SAVEBED:
2523 return 1;
2524
2525 case ARMOUR_IMPROVER:
2526 if (op->type == PLAYER)
2527 {
2528 apply_armour_improver (op, tmp);
2442 return 1; 2529 return 1;
2443
2444 case BOOK:
2445 if (op->type == PLAYER) {
2446 apply_book (op, tmp);
2447 return 1;
2448 } else {
2449 return 0;
2450 } 2530 }
2451 2531 else
2452 case SKILLSCROLL:
2453 if (op->type == PLAYER) {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 return 0; 2532 return 0;
2458 2533
2534 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp);
2536 return 1;
2537
2459 case SPELLBOOK: 2538 case CLOCK:
2460 if (op->type == PLAYER) { 2539 if (op->type == PLAYER)
2461 apply_spellbook (op, tmp); 2540 {
2462 return 1; 2541 char buf[MAX_BUF];
2542 timeofday_t tod;
2543
2544 get_tod (&tod);
2545 op->play_sound (sound_find ("sound_clock"));
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")
2463 } 2550 ));
2464 return 0;
2465
2466 case SCROLL:
2467 apply_scroll (op, tmp, 0);
2468 return 1; 2551 return 1;
2552 }
2553 else
2554 return 0;
2469 2555
2470 case POTION: 2556 case MENU:
2471 (void) apply_potion(op, tmp); 2557 if (op->type == PLAYER)
2558 {
2559 shop_listing (tmp, op);
2472 return 1; 2560 return 1;
2561 }
2562 else
2563 return 0;
2473 2564
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2565 case POWER_CRYSTAL:
2475 case CLOSE_CON: 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2476 if (op->type==PLAYER) 2570 if (op->type == PLAYER)
2477 (void) esrv_apply_container (op, tmp->env); 2571 {
2478 else 2572 apply_lighter (op, tmp);
2479 (void) apply_container (op, tmp->env);
2480 return 1; 2573 return 1;
2481
2482 case CONTAINER:
2483 if (op->type==PLAYER)
2484 (void) esrv_apply_container (op, tmp);
2485 else
2486 (void) apply_container (op, tmp);
2487 return 1;
2488
2489 case TREASURE:
2490 if (op->type == PLAYER) {
2491 apply_treasure (op, tmp);
2492 return 1;
2493 } else {
2494 return 0;
2495 } 2574 }
2496 2575 else
2497 case WEAPON:
2498 case ARMOUR:
2499 case BOOTS:
2500 case GLOVES:
2501 case AMULET:
2502 case GIRDLE:
2503 case BRACERS:
2504 case SHIELD:
2505 case HELMET:
2506 case RING:
2507 case CLOAK:
2508 case WAND:
2509 case ROD:
2510 case HORN:
2511 case SKILL:
2512 case BOW:
2513 case LAMP:
2514 case BUILDER:
2515 case SKILL_TOOL:
2516 if (tmp->env != op)
2517 return 2; /* not in inventory */
2518 (void) apply_special (op, tmp, aflag);
2519 return 1; 2576 return 0;
2520 2577
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 if (op->type == PLAYER) {
2533 apply_savebed (op);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case ARMOUR_IMPROVER:
2540 if (op->type == PLAYER) {
2541 apply_armour_improver (op, tmp);
2542 return 1;
2543 } else {
2544 return 0;
2545 }
2546
2547 case WEAPON_IMPROVER:
2548 (void) check_improve_weapon(op, tmp);
2549 return 1;
2550
2551 case CLOCK:
2552 if (op->type == PLAYER) {
2553 char buf[MAX_BUF];
2554 timeofday_t tod;
2555
2556 get_tod(&tod);
2557 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2560 ((tod.hour >= 14) ? "pm" : "am"));
2561 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2562 new_draw_info(NDI_UNIQUE, 0,op, buf);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case MENU:
2569 if (op->type == PLAYER) {
2570 shop_listing (op);
2571 return 1;
2572 } else {
2573 return 0;
2574 }
2575
2576 case POWER_CRYSTAL:
2577 apply_power_crystal(op,tmp); /* see egoitem.c */
2578 return 1;
2579
2580 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER) {
2582 apply_lighter(op,tmp);
2583 return 1;
2584 } else {
2585 return 0;
2586 }
2587
2588 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2589 apply_item_transformer( op, tmp ); 2579 apply_item_transformer (op, tmp);
2590 return 1; 2580 return 1;
2591 2581
2592 default: 2582 default:
2593 return 0; 2583 return 0;
2594 } 2584 }
2595} 2585}
2596 2586
2597 2587
2598/* 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"
2599 * 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
2600 * "but you are floating high above the ground" messages. 2590 * "but you are floating high above the ground" messages.
2601 * 2591 *
2602 * Same return value as apply() function. 2592 * Same return value as apply() function.
2603 */ 2593 */
2594int
2604int player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2596{
2606 int tmp; 2597 int tmp;
2607 2598
2608 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2600 {
2609 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2610 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2611 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2603 {
2612 "above the ground!"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2613 return 0; 2605 return 0;
2614 } 2606 }
2615 }
2616
2617 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2618 * applied.
2619 */
2620 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2621 { 2607 }
2622 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2623 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2624 "of smoke!");
2625 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2626 remove_ob (op);
2627 free_object (op);
2628 return 1;
2629 }
2630 2608
2631 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2632 pl->contr->last_used_id = op->count;
2633 2610
2634 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2635 if ( ! quiet) { 2612 if (!quiet)
2613 {
2636 if (tmp == 0) 2614 if (tmp == 0)
2637 new_draw_info_format (NDI_UNIQUE, 0, pl, 2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2638 "I don't know how to apply the %s.",
2639 query_name (op));
2640 else if (tmp == 2) 2616 else if (tmp == 2)
2641 new_draw_info_format (NDI_UNIQUE, 0, pl, 2617 op->failmsg ("You must get it first!\n");
2642 "You must get it first!\n");
2643 } 2618 }
2619
2644 return tmp; 2620 return tmp;
2645} 2621}
2646 2622
2647/** 2623/**
2648 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2649 * 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
2650 * we use the ground. 2626 * we use the ground.
2651 */ 2627 */
2652 2628void
2653void player_apply_below (object *pl) 2629player_apply_below (object *pl)
2654{ 2630{
2655 object *tmp, *next;
2656 int floors; 2631 int floors = 0;
2657 2632
2658 /* 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
2659 * item in the container. Otherwise, use the map. 2634 * item in the container. Otherwise, use the map.
2660 */
2661 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2662
2663 /* 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
2664 * 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
2665 * 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
2666 * 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
2667 * not return a proper value. 2639 * not return a proper value.
2668 */ 2640 */
2669 for (floors = 0; tmp!=NULL; tmp=next) { 2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2642 {
2670 next = tmp->below; 2643 next = tmp->below;
2644
2671 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2672 floors++; 2646 floors++;
2673 else if (floors > 0) 2647 else if (floors > 0)
2674 return; /* process only floor objects after first floor object */ 2648 return; /* process only floor objects after first floor object */
2675 2649
2676 /* 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
2677 * person moving on it, also activate. Added code to make it 2651 * person moving on it, also activate. Added code to make it
2678 * 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
2679 * the item needs. 2653 * the item needs.
2680 */ 2654 */
2681 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2655 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2682 if (player_apply (pl, tmp, 0, 1) == 1) 2657 if (player_apply (pl, tmp, 0, 1) == 1)
2683 return; 2658 return;
2684 } 2659 }
2685 if (floors >= 2) 2660 if (floors >= 2)
2686 return; /* process at most two floor objects */ 2661 return; /* process at most two floor objects */
2687 } 2662 }
2688} 2663}
2689 2664
2690/** 2665/**
2691 * Unapplies specified item. 2666 * Unapplies specified item.
2692 * No check done on cursed/damned. 2667 * No check done on cursed/damned.
2693 * Break this out of apply_special - this is just done 2668 * Break this out of apply_special - this is just done
2694 * 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.
2695 */ 2670 */
2671static int
2696static int unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2697{ 2673{
2698 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2699 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2700 return RESULT_INT (0); 2676 return RESULT_INT (0);
2701 2677
2702 object *tmp2;
2703
2704 CLEAR_FLAG(op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2679
2705 switch(op->type) { 2680 switch (op->type)
2706 case WEAPON: 2681 {
2707 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2708
2709 (void) change_abil (who,op);
2710 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2711 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2712 clear_skill(who);
2713 break;
2714
2715 case SKILL: /* allows objects to impart skills */
2716 case SKILL_TOOL: 2682 case SKILL_TOOL:
2717 if (op != who->chosen_skill) { 2683 // unapplying a skill tool should also unapply the skill it governs
2718 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
2685 // be used for other reasons
2686 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2687 if (tmp->skill == op->skill
2688 && tmp->type == SKILL
2689 && tmp->flag [FLAG_APPLIED]
2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2691 unapply_special (who, tmp, 0);
2692
2693 change_abil (who, op);
2694 break;
2695
2696 case WEAPON:
2697 if (player *pl = who->contr)
2698 if (op == pl->combat_ob)
2699 {
2700 pl->combat_ob = 0;
2701 who->change_weapon (pl->ranged_ob);
2719 } 2702 }
2720 if (who->type==PLAYER) { 2703
2721 if (who->contr->shoottype == range_skill) 2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2722 who->contr->shoottype = range_none; 2705
2706 change_abil (who, op);
2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2708 break;
2709
2710 case SKILL:
2711 if (who->contr)
2712 {
2723 if ( ! op->invisible) { 2713 if (!op->invisible)
2724 new_draw_info_format (NDI_UNIQUE, 0, who, 2714 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2725 "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)
2726 } else { 2763 {
2727 new_draw_info_format (NDI_UNIQUE, 0, who, 2764 who->failmsg ("Oops, it feels deadly cold!");
2728 "You can no longer use the skill: %s.", 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2729 op->skill);
2730 } 2766 }
2731 } 2767 }
2732 (void) change_abil (who, op);
2733 who->chosen_skill = NULL;
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break;
2736 2768
2737 case ARMOUR: 2769 if (who->contr)
2738 case HELMET: 2770 esrv_send_item (who, tmp2);
2739 case SHIELD: 2771 }
2740 case RING: 2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2741 case BOOTS: 2775 case BOW:
2742 case GLOVES: 2776 case WAND:
2743 case AMULET:
2744 case GIRDLE: 2777 case ROD:
2745 case BRACERS: 2778 case HORN:
2746 case CLOAK: 2779 if (player *pl = who->contr)
2747 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2780 {
2748 (void) change_abil (who,op); 2781 if (op == pl->ranged_ob)
2749 break; 2782 {
2750 case LAMP: 2783 pl->ranged_ob = 0;
2751 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2784 who->change_weapon (pl->combat_ob);
2752 op->name);
2753 tmp2 = arch_to_object(op->other_arch);
2754 tmp2->x = op->x;
2755 tmp2->y = op->y;
2756 tmp2->map = op->map;
2757 tmp2->below = op->below;
2758 tmp2->above = op->above;
2759 tmp2->stats.food = op->stats.food;
2760 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2761 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2762 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2763 if (who->type == PLAYER)
2764 esrv_del_item(who->contr, (tag_t)op->count);
2765 remove_ob(op);
2766 free_object(op);
2767 insert_ob_in_ob(tmp2, who);
2768 fix_player(who);
2769 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2770 if (who->type == PLAYER) {
2771 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2772 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2773 } 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;
2774 } 2823 }
2775 if(who->type==PLAYER)
2776 esrv_send_item(who, tmp2);
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778 break;
2779 case BOW:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 clear_skill(who);
2784 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2785 if(who->type==PLAYER) {
2786 who->contr->shoottype = range_none;
2787 } else {
2788 if (op->type == BOW)
2789 CLEAR_FLAG (who, FLAG_READY_BOW);
2790 else
2791 CLEAR_FLAG(who, FLAG_READY_RANGE);
2792 }
2793 break;
2794 2824
2795 case BUILDER:
2796 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2797 who->contr->shoottype = range_none;
2798 who->contr->ranges[ range_builder ] = NULL;
2799 break;
2800
2801 default:
2802 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2803 break;
2804 }
2805
2806 fix_player(who);
2807
2808 if ( ! (aflags & AP_NO_MERGE)) {
2809 object *tmp;
2810
2811 tag_t del_tag = op->count;
2812 tmp = merge_ob (op, NULL);
2813 if (who->type == PLAYER) {
2814 if (tmp) { /* it was merged */
2815 esrv_del_item (who->contr, del_tag);
2816 op = tmp;
2817 }
2818 esrv_send_item (who, op); 2825 esrv_send_item (who, op);
2819 } 2826 }
2820 } 2827 }
2828
2821 return 0; 2829 return 0;
2822} 2830}
2823 2831
2824/** 2832/**
2825 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
2826 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
2827 * 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
2828 * something like: 2836 * something like:
2829 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
2830 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2831 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
2832 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
2833 * 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.
2834 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
2835 * invisible other objects that use 2843 * invisible other objects that use
2836 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
2837 */ 2845 */
2838object *get_item_from_body_location(object *start, int loc) 2846static object *
2847get_next_item_from_body_location (int loc, object *start)
2839{ 2848{
2840 object *tmp;
2841
2842 if (!start) return NULL;
2843
2844 for (tmp=start; tmp; tmp=tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
2845 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2850 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info
2846 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2852 && (!tmp->invisible || tmp->type == SKILL))
2853 return tmp;
2847 2854
2848 return NULL; 2855 return 0;
2849} 2856}
2850
2851
2852 2857
2853/** 2858/**
2854 * '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.
2855 * This should only be called when it is known 2860 * This should only be called when it is known
2856 * that there are objects to unapply. This makes pretty heavy 2861 * that there are objects to unapply. This makes pretty heavy
2859 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
2860 * 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
2861 * 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
2862 * another function that does just that. 2867 * another function that does just that.
2863 */ 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
2864int unapply_for_ob(object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
2865{ 2877{
2866 int i; 2878 if (op->is_range ())
2867 object *tmp=NULL, *last;
2868
2869 /* If we are applying a shield or weapon, unapply any equipped shield
2870 * or weapons first - only allowed to use one weapon/shield at a time.
2871 */
2872 if (op->type == WEAPON || op->type == SHIELD) {
2873 for (tmp=who->inv; tmp; tmp=tmp->below) { 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2874 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2875 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)))
2876 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2882 {
2877 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2878 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2884 who->failmsg (query_name (tmp));
2879 else 2885 else
2880 unapply_special(who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
2887 }
2888 else
2889 {
2890 /* In this case, we want to try and remove a cursed item.
2891 * While we know it won't work, we want unapply_special to
2892 * at least generate the message.
2893 */
2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2895 return 1;
2896 }
2897
2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2899 {
2900 /* this used up a slot that we need to free */
2901 if (op->slot[i].info)
2902 {
2903 object *last = who->inv;
2904
2905 /* We do a while loop - may need to remove several items in order
2906 * to free up enough slots.
2907 */
2908 while ((who->slot[i].used + op->slot[i].info) < 0)
2909 {
2910 object *tmp = get_next_item_from_body_location (i, last);
2911
2912 if (!tmp)
2913 {
2914#if 0
2915 /* Not a bug - we'll get this if the player has cursed items
2916 * equipped.
2917 */
2918 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2919#endif
2920 return 1;
2881 } 2921 }
2922
2923 /* If we are just printing, we don't care about cursed status */
2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2925 {
2926 if (aflags & AP_PRINT)
2927 who->failmsg (query_name (tmp));
2882 else { 2928 else
2883 /* In this case, we want to try and remove a cursed item. 2929 unapply_special (who, tmp, aflags);
2884 * While we know it won't work, we want unapply_special to
2885 * at least generate the message.
2886 */
2887 new_draw_info_format(NDI_UNIQUE, 0, who,
2888 "No matter how hard you try, you just can't\nremove %s.",
2889 query_name(tmp));
2890 return 1;
2891 } 2930 }
2931 else
2932 {
2933 /* Cursed item that we can't unequip - tell the player.
2934 * Note this could be annoying if this is just one of a few,
2935 * so it may not be critical (eg, putting on a ring and you have
2936 * one cursed ring.)
2937 */
2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2939 }
2892 2940
2941 last = tmp->below;
2893 } 2942 }
2894 }
2895 }
2896
2897 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2898 /* this used up a slot that we need to free */
2899 if (op->body_info[i]) {
2900 last = who->inv;
2901
2902 /* We do a while loop - may need to remove several items in order
2903 * to free up enough slots.
2904 */
2905 while ((who->body_used[i] + op->body_info[i]) < 0) {
2906 tmp = get_item_from_body_location(last, i);
2907 if (!tmp) {
2908#if 0
2909 /* Not a bug - we'll get this if the player has cursed items
2910 * equipped.
2911 */
2912 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2913 i, body_locations[i].save_name, who->name);
2914#endif
2915 return 1;
2916 }
2917 /* If we are just printing, we don't care about cursed status */
2918 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2919 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2920 if (aflags & AP_PRINT)
2921 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2922 else
2923 unapply_special(who, tmp, aflags);
2924 }
2925 else {
2926 /* Cursed item that we can't unequip - tell the player.
2927 * Note this could be annoying if this is just one of a few,
2928 * so it may not be critical (eg, putting on a ring and you have
2929 * one cursed ring.)
2930 */
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2932 }
2933 last = tmp->below;
2934 }
2935 /* 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
2936 * return in the !tmp would have kicked in. 2944 * return in the !tmp would have kicked in.
2937 */ 2945 */
2938 } /* if op is using this body location */ 2946 } /* if op is using this body location */
2939 } /* for body lcoations */ 2947 } /* for body lcoations */
2948
2940 return 0; 2949 return 0;
2941} 2950}
2942 2951
2943/** 2952/**
2944 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
2945 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
2946 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
2947 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
2948 * 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
2949 * 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?)
2950 * 2959 *
2951 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
2952 * these return values. 2961 * these return values.
2953 */ 2962 */
2963int
2954int can_apply_object(object *who, object *op) 2964can_apply_object (object *who, object *op)
2955{ 2965{
2956 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 2966 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2957 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 return RESULT_INT (0); 2967 return RESULT_INT (0);
2959 2968
2960 int i, retval=0; 2969 int retval = 0;
2961 object *tmp=NULL, *ws=NULL; 2970 object *tmp = 0, *ws = 0;
2962 2971
2963 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2964 * 2 weapons, but we don't want to let them do that. So if they are 2973 {
2965 * trying to equip a weapon or shield, see if they already have one 2974 if (op->slot[i].info)
2966 * in place and store that way. 2975 {
2967 */ 2976 /* Item uses more slots than we have */
2968 if (op->type == WEAPON || op->type == SHIELD) { 2977 if (who->slot[i].info + op->slot [i].info < 0)
2969 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2978 {
2970 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2979 /* Could return now for efficiency - rest of info below isn't
2980 * really needed.
2981 */
2971 retval = CAN_APPLY_UNAPPLY; 2982 retval |= CAN_APPLY_NEVER;
2972 ws = tmp;
2973 } 2983 }
2974 } 2984 else if (who->slot[i].used + op->slot[i].info < 0)
2975 }
2976 2985 {
2977
2978 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2979 if (op->body_info[i]) {
2980 /* Item uses more slots than we have */
2981 if (FABS(op->body_info[i]) > who->body_info[i]) {
2982 /* Could return now for efficiently - rest of info below isn'
2983 * really needed.
2984 */
2985 retval |= CAN_APPLY_NEVER;
2986 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2987 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
2988 * we have. 2987 * we have.
2989 */ 2988 */
2990 object *tmp1;
2991 2989
2992
2993 /* 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
2994 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
2995 * 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
2996 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
2997 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
2998 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
2999 * may be two handed for example. 2996 * may be two handed for example.
3000 */ 2997 */
3001 if (ws) { 2998 if (ws)
3002 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)
3000 {
3003 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
3004 continue; 3002 continue;
3005 } 3003 }
3004
3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3006 if (!tmp1)
3007 {
3008#if 0
3009 /* This is sort of an error, but happens a lot when old players
3010 * join in with more stuff equipped than they are now allowed.
3011 */
3012 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3013#endif
3014 retval |= CAN_APPLY_NEVER;
3006 } 3015 }
3007
3008 tmp1 = get_item_from_body_location(who->inv, i);
3009 if (!tmp1) {
3010#if 0
3011 /* This is sort of an error, but happens a lot when old players
3012 * join in with more stuff equipped than they are now allowed.
3013 */
3014 LOG(llevError,"Can't find object using location %d on %s\n",
3015 i, who->name);
3016#endif
3017 retval |= CAN_APPLY_NEVER;
3018 } else { 3016 else
3017 {
3019 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3020 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3021 * to apply multiple objects 3020 * to apply multiple objects
3022 */ 3021 */
3023 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3023
3024 if (!tmp)
3024 if (!tmp) tmp = tmp1; 3025 tmp = tmp1;
3025 else if (tmp != tmp1) { 3026 else if (tmp != tmp1)
3026 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3027 } 3028
3028 /* 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
3029 * 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
3030 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3031 */ 3032 */
3032 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)
3033 (FABS(op->body_info[i]) < who->body_info[i])) 3034 && abs (op->slot[i].info) < who->slot[i].info)
3034 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3035 3036
3036 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3037 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3038 */ 3039 */
3039 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)
3040 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3041
3042 } 3042 }
3043 } /* if not enough free slots */ 3043 } /* if not enough free slots */
3044 } /* if this object uses location i */ 3044 } /* if this object uses location i */
3045 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3046 3046
3047 /* 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
3048 * really be controlled by use of body locations. We do have 3048 * really be controlled by use of body locations. We do have
3049 * the weapon/shield checks, and the range checks for monsters, 3049 * the weapon/shield checks, and the range checks for monsters,
3050 * 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,
3051 * 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
3052 * all use the same location. 3052 * all use the same location.
3053 */ 3053 */
3054 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3055 retval |= CAN_APPLY_RESTRICTION;
3056
3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3058 retval |= CAN_APPLY_RESTRICTION;
3059
3060 if (who->type != PLAYER)
3061 {
3062 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3056 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION; 3066 retval |= CAN_APPLY_RESTRICTION;
3058 3067
3059
3060 if (who->type != PLAYER) {
3061 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3062 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3063 retval |= CAN_APPLY_RESTRICTION;
3064 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3065 retval |= CAN_APPLY_RESTRICTION;
3066 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3067 retval |= CAN_APPLY_RESTRICTION; 3069 retval |= CAN_APPLY_RESTRICTION;
3070
3068 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3069 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3070 } 3073 }
3074
3071 return retval; 3075 return retval;
3072} 3076}
3073
3074
3075 3077
3076/** 3078/**
3077 * 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.
3078 * 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,
3079 * 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
3088 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3089 * 3091 *
3090 * Optional flags: 3092 * Optional flags:
3091 * 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
3092 * 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
3093 * 3096 *
3094 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3095 * 3098 *
3096 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3097 */ 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
3098int apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3099{ 3107{
3100 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3101 object *tmp, *tmp2, *skop=NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3102 int i;
3103 3110
3104 if(who==NULL) { 3111 if (who == NULL)
3112 {
3105 LOG(llevError,"apply_special() from object without environment.\n"); 3113 LOG (llevError, "apply_special() from object without environment.\n");
3106 return 1; 3114 return 1;
3107 } 3115 }
3108 3116
3109 if(op->env!=who) 3117 if (op->env != who)
3110 return 1; /* op is not in inventory */ 3118 return 1; /* op is not in inventory */
3111 3119
3112 /* trying to unequip op */ 3120 /* trying to unequip op */
3113 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3121 if (QUERY_FLAG (op, FLAG_APPLIED))
3122 {
3114 /* always apply, so no reason to unapply */ 3123 /* always apply, so no reason to unapply */
3115 if (basic_flag == AP_APPLY) return 0; 3124 if (basic_flag == AP_APPLY)
3125 return 0;
3116 3126
3117 if ( ! (aflags & AP_IGNORE_CURSE)
3118 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3119 new_draw_info_format(NDI_UNIQUE, 0, who, 3128 {
3120 "No matter how hard you try, you just can't\nremove %s.", 3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3121 query_name(op)); 3130 return 1;
3131 }
3132
3133 return unapply_special (who, op, aflags);
3134 }
3135
3136 if (basic_flag == AP_UNAPPLY)
3137 return 0;
3138
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 }
3147
3148 splay (op);
3149
3150 /* Can't just apply this object. Lets see what not and what to do */
3151 if (int i = can_apply_object (who, op))
3152 {
3153 if (i & CAN_APPLY_NEVER)
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)));
3156 return 1;
3157 }
3158 else if (i & CAN_APPLY_RESTRICTION)
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 ));
3165 return 1;
3166 }
3167
3168 if (who->type != PLAYER)
3169 {
3170 /* Some error, so don't try to equip something more */
3171 if (unapply_for_ob (who, op, aflags))
3122 return 1; 3172 return 1;
3123 } 3173 }
3124 return unapply_special(who, op, aflags); 3174 else
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:");
3179 unapply_for_ob (who, op, AP_PRINT);
3180 return 1;
3181 }
3182 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3183 if (unapply_for_ob (who, op, aflags))
3184 return 1;
3185 }
3186 }
3187
3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3125 } 3189 {
3190 skop = find_skill_by_name (who, op->skill);
3126 3191
3127 if (basic_flag == AP_UNAPPLY) return 0; 3192 if (!skop)
3193 {
3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3195 return 1;
3196 }
3197 else
3198 /* While experience will be credited properly, we want to change the
3199 * skill so that the dam and wc get updated
3200 */
3201 who->change_skill (skop);
3202 }
3128 3203
3129 i = can_apply_object(who, op); 3204 if (who->type == PLAYER
3205 && op->item_power
3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3207 {
3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1;
3210 }
3130 3211
3131 /* Can't just apply this object. Lets see what not and what to do */ 3212 /* Ok. We are now at the state where we can apply the new object.
3132 if (i) { 3213 * Note that we don't have the checks for can_use_...
3133 if (i & CAN_APPLY_NEVER) { 3214 * below - that is already taken care of by can_apply_object.
3134 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3215 */
3216 if (op->nrof > 1)
3217 tmp = get_split_ob (op, op->nrof - 1);
3218 else
3219 tmp = 0;
3220
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0);
3223
3224 switch (op->type)
3225 {
3226 case WEAPON:
3227 if (!check_weapon_power (who, op->last_eat))
3228 {
3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3230
3231 if (tmp)
3232 insert_ob_in_ob (tmp, who);
3233
3135 return 1; 3234 return 1;
3136 } else if (i & CAN_APPLY_RESTRICTION) { 3235 }
3137 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3240 {
3241 /* if the weapon does not have the name as the character, can't use it. */
3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3244
3245 if (tmp)
3246 insert_ob_in_ob (tmp, who);
3247
3138 return 1; 3248 return 1;
3139 } 3249 }
3250
3251 if (!skop)
3252 {
3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3254 return 1;
3255 }
3256
3257 SET_FLAG (op, FLAG_APPLIED);
3258 who->change_skill (skop);
3259
3260 if (who->contr)
3261 who->change_weapon (who->contr->combat_ob = op);
3262
3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3264
3265 SET_FLAG (who, FLAG_READY_WEAPON);
3266 change_abil (who, op);
3267 break;
3268
3269 case ARMOUR:
3270 case HELMET:
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;
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 */
3140 if (who->type != PLAYER) { 3307 if (who->type == PLAYER)
3141 /* Some error, so don't try to equip something more */ 3308 esrv_del_item (who->contr, op->count);
3142 if (unapply_for_ob(who, op, aflags)) return 1; 3309
3143 } else { 3310 op->destroy ();
3144 if (who->contr->unapply == unapply_never || 3311
3145 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3312 /* insert the portion that was split off */
3146 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3313 if (tmp)
3147 unapply_for_ob(who, op, AP_PRINT); 3314 {
3148 return 1; 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);
3149 } 3327 }
3150 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3151 i = unapply_for_ob(who, op, aflags);
3152 if (i) return 1;
3153 }
3154 }
3155 }
3156 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3157 skop=find_skill_by_name(who, op->skill);
3158 if (!skop) {
3159 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3160 return 1;
3161 } else {
3162 /* While experience will be credited properly, we want to change the
3163 * skill so that the dam and wc get updated
3164 */
3165 change_skill(who, skop, 0);
3166 }
3167 }
3168
3169 if (who->type == PLAYER && op->item_power &&
3170 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3171 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3172 return 1;
3173 }
3174
3175 3328
3176 /* Ok. We are now at the state where we can apply the new object.
3177 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object.
3179 */
3180
3181
3182 if(op->nrof > 1)
3183 tmp = get_split_ob(op,op->nrof - 1);
3184 else
3185 tmp = NULL;
3186
3187 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3188 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3189 return RESULT_INT (0);
3190
3191 switch(op->type) {
3192 case WEAPON:
3193 if (!check_weapon_power(who, op->last_eat)) {
3194 new_draw_info(NDI_UNIQUE, 0,who,
3195 "That weapon is too powerful for you to use.");
3196 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1;
3200 }
3201 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3202 /* if the weapon does not have the name as the character, can't use it. */
3203 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3204 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3205 if(tmp!=NULL)
3206 (void) insert_ob_in_ob(tmp,who);
3207 return 1;
3208 }
3209 SET_FLAG(op, FLAG_APPLIED);
3210
3211 if (skop) change_skill(who, skop, 1);
3212 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3213 SET_FLAG(who, FLAG_READY_WEAPON);
3214
3215 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3216
3217 (void) change_abil (who,op);
3218 break;
3219
3220 case ARMOUR:
3221 case HELMET:
3222 case SHIELD:
3223 case BOOTS:
3224 case GLOVES:
3225 case GIRDLE:
3226 case BRACERS:
3227 case CLOAK:
3228 case RING:
3229 case AMULET:
3230 SET_FLAG(op, FLAG_APPLIED);
3231 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3232 (void) change_abil (who,op);
3233 break;
3234 case LAMP:
3235 if (op->stats.food < 1) {
3236 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3237 " fuel!", op->name);
3238 return 1;
3239 }
3240 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3241 op->name);
3242 tmp2 = arch_to_object(op->other_arch);
3243 tmp2->stats.food = op->stats.food;
3244 SET_FLAG(tmp2, FLAG_APPLIED);
3245 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3246 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3247 insert_ob_in_ob(tmp2, who);
3248
3249 /* Remove the old lantern */
3250 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3251 esrv_del_item(who->contr, (tag_t)op->count);
3252 remove_ob(op);
3253 free_object(op);
3254
3255 /* insert the portion that was split off */
3256 if(tmp!=NULL) {
3257 (void) insert_ob_in_ob(tmp,who);
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp);
3260 }
3261 fix_player(who);
3262 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3263 if (who->type == PLAYER) {
3264 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3265 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3266 }
3267 }
3268 if(who->type==PLAYER)
3269 esrv_send_item(who, tmp2); 3330 esrv_send_item (who, tmp2);
3331
3270 return 0; 3332 return 0;
3271 break;
3272 3333
3273 /* this part is needed for skill-tools */
3274 case SKILL:
3275 case SKILL_TOOL: 3334 case SKILL_TOOL:
3276 if (who->chosen_skill) { 3335 // applying a skill tool also readies the skill
3277 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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 ));
3278 return 1; 3368 return 1;
3279 } 3369
3280 if (who->type == PLAYER) { 3370 found_weapon:;
3281 who->contr->shoottype = range_skill;
3282 who->contr->ranges[range_skill] = op;
3283 if ( ! op->invisible) {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3285 query_name (op));
3286 new_draw_info_format (NDI_UNIQUE, 0, who,
3287 "You can now use the skill: %s.",
3288 op->skill);
3289 } else {
3290 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3291 op->skill? op->skill:op->name);
3292 } 3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op);
3293 } 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 {
3294 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3295 (void) change_abil (who, op); 3414 change_abil (who, op);
3296 who->chosen_skill = op; 3415 who->chosen_skill = op;
3297 SET_FLAG (who, FLAG_READY_SKILL); 3416 SET_FLAG (who, FLAG_READY_SKILL);
3298 break;
3299
3300 case BOW:
3301 if (!check_weapon_power(who, op->last_eat)) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "That item is too powerful for you to use.");
3304 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3305 if(tmp != NULL)
3306 (void)insert_ob_in_ob(tmp,who);
3307 return 1;
3308 } 3417 }
3309 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3310 new_draw_info(NDI_UNIQUE, 0, who,
3311 "The weapon does not recognize you as its owner.");
3312 if(tmp != NULL)
3313 (void)insert_ob_in_ob(tmp,who);
3314 return 1;
3315 }
3316 /*FALLTHROUGH*/
3317 case WAND:
3318 case ROD:
3319 case HORN:
3320 /* check for skill, alter player status */
3321 SET_FLAG(op, FLAG_APPLIED);
3322 if (skop) change_skill(who, skop, 0);
3323 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3324 3418
3325 if(who->type==PLAYER) {
3326 if (op->type == BOW) {
3327 (void)change_abil(who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.",
3330 op->race ? op->race : "nothing", query_name(op));
3331 who->contr->shoottype = range_bow;
3332 } else {
3333 who->contr->shoottype = range_misc;
3334 }
3335 } else {
3336 if (op->type == BOW)
3337 SET_FLAG (who, FLAG_READY_BOW);
3338 else
3339 SET_FLAG (who, FLAG_READY_RANGE);
3340 }
3341 break;
3342
3343 case BUILDER:
3344 if ( who->contr->ranges[ range_builder ] )
3345 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3346 who->contr->shoottype = range_builder;
3347 who->contr->ranges[ range_builder ] = op;
3348 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3349 break; 3419 break;
3350 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
3351 default: 3493 default:
3352 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3353 } /* end of switch op->type */ 3495 }
3354 3496
3355 SET_FLAG(op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3356 3498
3357 if(tmp!=NULL) 3499 if (tmp)
3358 tmp = insert_ob_in_ob(tmp,who); 3500 tmp = insert_ob_in_ob (tmp, who);
3359 3501
3360 fix_player(who); 3502 who->update_stats ();
3361 3503
3362 /* We exclude spell casting objects. The fire code will set the 3504 /* We exclude spell casting objects. The fire code will set the
3363 * been applied flag when they are used - until that point, 3505 * been applied flag when they are used - until that point,
3364 * you don't know anything about them. 3506 * you don't know anything about them.
3365 */ 3507 */
3366 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3367 op->type!=ROD)
3368 SET_FLAG(op,FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3369 3510
3370 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3371 if (who->type == PLAYER) { 3512 if (who->type == PLAYER)
3372 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 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 );
3373 SET_FLAG(op,FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3374 } 3519 }
3375 } 3520
3376 if(who->type==PLAYER) { 3521 if (who->type == PLAYER)
3522 {
3377 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3378 if (tmp) 3524 if (tmp)
3379 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3526
3380 esrv_send_item(who, op); 3527 esrv_send_item (who, op);
3381 } 3528 }
3529
3382 return 0; 3530 return 0;
3383} 3531}
3384 3532
3385 3533int
3386int monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3387{ 3535{
3388 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3389 return 1; 3537 return 1;
3538
3390 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3391} 3540}
3392 3541
3393/** 3542/**
3394 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3395 * 3544 *
3396 * Generates shop floor's item, and treasures. 3545 * Generates shop floor's item, and treasures.
3397 */ 3546 */
3547int
3398int auto_apply (object *op) { 3548auto_apply (object *op)
3549{
3399 object *tmp = NULL, *tmp2; 3550 object *tmp = NULL, *tmp2;
3400 int i; 3551 int i;
3401 3552
3402 switch(op->type) { 3553 switch (op->type)
3554 {
3403 case SHOP_FLOOR: 3555 case SHOP_FLOOR:
3404 if (!HAS_RANDOM_ITEMS(op)) return 0; 3556 if (!op->has_random_items ())
3557 return 0;
3558
3559 do
3405 do { 3560 {
3406 i=10; /* let's give it 10 tries */ 3561 i = 10; /* let's give it 10 tries */
3407 while((tmp=generate_treasure(op->randomitems, 3562 while ((tmp = generate_treasure (op->randomitems,
3408 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);
3409 if(tmp==NULL) 3564 if (tmp == NULL)
3410 return 0;
3411 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3412 free_object(tmp);
3413 tmp = NULL;
3414 }
3415 } while(!tmp);
3416 tmp->x=op->x;
3417 tmp->y=op->y;
3418 SET_FLAG(tmp,FLAG_UNPAID);
3419 insert_ob_in_map(tmp,op->map,NULL,0);
3420 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3421 identify(tmp);
3422 break;
3423
3424 case TREASURE:
3425 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3426 return 0; 3565 return 0;
3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3567 {
3568 tmp->destroy ();
3569 tmp = NULL;
3570 }
3571 }
3572 while (!tmp);
3573
3574 tmp->x = op->x;
3575 tmp->y = op->y;
3576 SET_FLAG (tmp, FLAG_UNPAID);
3577 insert_ob_in_map (tmp, op->map, NULL, 0);
3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3579 identify (tmp);
3580 break;
3581
3582 case TREASURE:
3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3584 return 0;
3585
3427 while ((op->stats.hp--)>0) 3586 while (op->stats.hp-- > 0)
3428 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3429 op->stats.exp ? (int)op->stats.exp :
3430 op->map == NULL ? 14: op->map->difficulty,0); 3588 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3431 3589
3432 /* 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,
3433 * 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
3434 * to disappear. An example of this item is the random_* stuff 3592 * to disappear. An example of this item is the random_* stuff
3435 * that is put inside other objects. 3593 * that is put inside other objects.
3436 */ 3594 */
3437 for (tmp=op->inv; tmp; tmp=tmp2) { 3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3438 tmp2 = tmp->below; 3597 tmp2 = tmp->below;
3439 remove_ob(tmp); 3598 tmp->remove ();
3599
3600 if (op->env)
3440 if (op->env) insert_ob_in_ob(tmp, op->env); 3601 insert_ob_in_ob (tmp, op->env);
3441 else free_object(tmp); 3602 else
3603 tmp->destroy ();
3442 } 3604 }
3443 remove_ob(op); 3605
3444 free_object(op); 3606 op->destroy ();
3445 break; 3607 break;
3446 } 3608 }
3447 return tmp ? 1 : 0; 3609 return tmp ? 1 : 0;
3448} 3610}
3449 3611
3450/** 3612/**
3451 * 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
3452 * when an original map is loaded) and performs special actions for 3614 * is loaded or swapped in and performs special actions for
3453 * certain objects (most initialization of chests and creation of 3615 * certain objects (most initialization of chests and creation of
3454 * treasures and stuff). Calls auto_apply if appropriate. 3616 * treasures and stuff). Calls auto_apply if appropriate.
3455 */ 3617 */
3618void
3619maptile::fix_auto_apply ()
3620{
3621 if (!spaces)
3622 return;
3456 3623
3457void fix_auto_apply(mapstruct *m) { 3624 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3458 object *tmp,*above=NULL; 3625 for (object *tmp = ms->bot; tmp; )
3459 int x,y; 3626 {
3627 object *above = tmp->above;
3460 3628
3461 if(m==NULL) return;
3462
3463 for(x=0;x<MAP_WIDTH(m);x++)
3464 for(y=0;y<MAP_HEIGHT(m);y++)
3465 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3466 above=tmp->above;
3467
3468 if (tmp->inv) { 3629 if (tmp->inv)
3630 {
3469 object *invtmp, *invnext; 3631 object *invtmp, *invnext;
3470 3632
3471 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3634 {
3472 invnext = invtmp->below; 3635 invnext = invtmp->below;
3473 3636
3474 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3475 auto_apply(invtmp); 3638 auto_apply (invtmp);
3476 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 {
3477 while ((invtmp->stats.hp--)>0) 3641 while ((invtmp->stats.hp--) > 0)
3478 create_treasure(invtmp->randomitems, invtmp, 0, 3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3479 m->difficulty,0); 3643
3480 invtmp->randomitems = NULL; 3644 invtmp->randomitems = NULL;
3481 }
3482 else if (invtmp && invtmp->arch &&
3483 invtmp->type!=TREASURE &&
3484 invtmp->type != SPELL &&
3485 invtmp->type != CLASS &&
3486 HAS_RANDOM_ITEMS(invtmp)) {
3487 create_treasure(invtmp->randomitems, invtmp, 0,
3488 m->difficulty,0);
3489 /* Need to clear this so that we never try to create
3490 * treasure again for this object
3491 */
3492 invtmp->randomitems = NULL;
3493 }
3494 } 3645 }
3495 /* This is really temporary - the code at the bottom will 3646 else if (invtmp && invtmp->arch
3496 * also set randomitems to null. The problem is there are bunches 3647 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3497 * of maps/players already out there with items that have spells
3498 * which haven't had the randomitems set to null yet.
3499 * MSW 2004-05-13
3500 * 3648 {
3501 * And if it's a spellbook, it's better to set randomitems to NULL too, 3649 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3502 * else you get two spells in the book ^_- 3650 /* Need to clear this so that we never try to create
3503 * Ryo 2004-08-16 3651 * treasure again for this object
3504 */ 3652 */
3505 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3506 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3507 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3508 tmp->randomitems = NULL;
3509
3510 }
3511
3512 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3513 auto_apply(tmp);
3514 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3515 while ((tmp->stats.hp--)>0)
3516 create_treasure(tmp->randomitems, tmp, 0,
3517 m->difficulty,0);
3518 tmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3519 }
3520 else if(tmp->type==TIMED_GATE) {
3521 object *head = tmp->head != NULL ? tmp->head : tmp;
3522 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3523 tmp->speed = 0;
3524 update_ob_speed(tmp);
3525 } 3654 }
3526 } 3655 }
3656 /* This is really temporary - the code at the bottom will
3657 * also set randomitems to null. The problem is there are bunches
3658 * of maps/players already out there with items that have spells
3659 * which haven't had the randomitems set to null yet.
3660 * MSW 2004-05-13
3661 *
3662 * And if it's a spellbook, it's better to set randomitems to NULL too,
3663 * else you get two spells in the book ^_-
3664 * Ryo 2004-08-16
3665 */
3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3667 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3668 tmp->randomitems = NULL;
3669
3670 }
3671
3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3673 auto_apply (tmp);
3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675 {
3676 while ((tmp->stats.hp--) > 0)
3677 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3678 tmp->randomitems = NULL;
3679 }
3680 else if (tmp->type == TIMED_GATE)
3681 {
3682 object *head = tmp->head != NULL ? tmp->head : tmp;
3683
3684 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3685 tmp->set_speed (0);
3686 }
3527 /* 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
3528 * 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
3529 * 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
3530 * 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.
3531 * 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
3532 * which say how many times to make the treasure. 3692 * which say how many times to make the treasure.
3533 */ 3693 */
3534 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3694 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3695 && tmp->type != TREASURE && tmp->type != SPELL
3536 HAS_RANDOM_ITEMS(tmp)) { 3696 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3697 {
3537 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3698 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3538 m->difficulty,0);
3539 tmp->randomitems = NULL; 3699 tmp->randomitems = NULL;
3540 }
3541 } 3700 }
3542 3701
3543 for(x=0;x<MAP_WIDTH(m);x++) 3702 // close all containers
3544 for(y=0;y<MAP_HEIGHT(m);y++) 3703 else if (tmp->type == CONTAINER)
3545 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3704 tmp->flag [FLAG_APPLIED] = 0;
3546 if (tmp->above && 3705
3706 tmp = above;
3707 }
3708
3709 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3547 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3548 check_trigger (tmp, tmp->above); 3712 check_trigger (tmp, tmp->above);
3549} 3713}
3550 3714
3551/** 3715/**
3552 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3553 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3554 * 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
3555 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3556 */ 3720 */
3557 3721void
3558void eat_special_food(object *who, object *food) { 3722eat_special_food (object *who, object *food)
3723{
3559 object *force; 3724 object *force;
3560 int i, did_one=0; 3725 int i, did_one = 0;
3561 sint8 k;
3562 3726
3563 force = get_archetype(FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3564 3728
3565 for (i=0; i < NUM_STATS; i++) { 3729 for (i = 0; i < NUM_STATS; i++)
3566 k = get_attr_value(&food->stats, i); 3730 if (sint8 k = food->stats.stat (i))
3567 if (k) { 3731 {
3568 set_attr_value(&force->stats, i, k); 3732 force->stats.stat (i) = k;
3569 did_one = 1; 3733 did_one = 1;
3570 } 3734 }
3571 }
3572 3735
3573 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3574 for (i=0; i<NROFATTACKS; i++) { 3737 for (i = 0; i < NROFATTACKS; i++)
3738 {
3575 if (food->resist[i]>0) { 3739 if (food->resist[i] > 0)
3740 {
3576 force->resist[i] = food->resist[i] / 2; 3741 force->resist[i] = food->resist[i] / 2;
3577 did_one = 1; 3742 did_one = 1;
3578 } 3743 }
3579 } 3744 }
3745
3580 if (did_one) { 3746 if (did_one)
3747 {
3581 force->speed = 0.1; 3748 force->set_speed (0.1);
3582 update_ob_speed(force);
3583 /* bigger morsel of food = longer effect time */ 3749 /* bigger morsel of food = longer effect time */
3584 force->stats.food = food->stats.food / 5; 3750 force->duration = food->stats.food / 5;
3585 SET_FLAG(force, FLAG_IS_USED_UP);
3586 SET_FLAG(force, FLAG_APPLIED); 3751 SET_FLAG (force, FLAG_APPLIED);
3587 change_abil(who, force); 3752 change_abil (who, force);
3588 insert_ob_in_ob(force, who); 3753 insert_ob_in_ob (force, who);
3589 } else {
3590 free_object(force);
3591 } 3754 }
3755 else
3756 force->destroy ();
3592 3757
3593 /* check for hp, sp change */ 3758 /* check for hp, sp change */
3594 if(food->stats.hp!=0) { 3759 if (food->stats.hp != 0)
3760 {
3595 if(QUERY_FLAG(food, FLAG_CURSED)) { 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3762 {
3596 strcpy(who->contr->killer,food->name); 3763 assign (who->contr->killer, food->name);
3597 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3598 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3599 } else { 3766 }
3767 else
3768 {
3600 if(food->stats.hp>0) 3769 if (food->stats.hp > 0)
3601 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3602 else 3771 else
3603 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3604 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3605 } 3775 }
3606 } 3776 }
3607 if(food->stats.sp!=0) { 3777 if (food->stats.sp != 0)
3778 {
3608 if(QUERY_FLAG(food, FLAG_CURSED)) { 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3609 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3780 {
3781 who->failmsg ("You are drained of mana!");
3610 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3611 if(who->stats.sp<0) who->stats.sp=0; 3783 if (who->stats.sp < 0)
3612 } else { 3784 who->stats.sp = 0;
3613 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3785 }
3786 else
3787 {
3788 who->statusmsg ("You feel a rush of magical energy!");
3614 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3615 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3616 } 3791 }
3617 } 3792 }
3618 fix_player(who);
3619}
3620 3793
3794 who->update_stats ();
3795}
3621 3796
3622/** 3797/**
3623 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3624 * 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
3625 * the selected object to "burn". -b.t. 3800 * the selected object to "burn". -b.t.
3626 */ 3801 */
3627 3802void
3628void apply_lighter(object *who, object *lighter) { 3803apply_lighter (object *who, object *lighter)
3804{
3629 object *item; 3805 object *item;
3630 int is_player_env=0; 3806 int is_player_env = 0;
3631 uint32 nrof;
3632 tag_t count;
3633 char item_name[MAX_BUF];
3634 3807
3635 item=find_marked_object(who); 3808 item = find_marked_object (who);
3636 if(item) { 3809 if (item)
3810 {
3637 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3638 /* Split multiple lighters if they're being used up. Otherwise * 3813 /* Split multiple lighters if they're being used up. Otherwise *
3639 * one charge from each would be used up. --DAMN */ 3814 * one charge from each would be used up. --DAMN */
3640 if(lighter->nrof > 1) { 3815 if (lighter->nrof > 1)
3816 {
3641 object *oneLighter = get_object(); 3817 object *oneLighter = lighter->clone ();
3642 copy_object(lighter, oneLighter); 3818
3643 lighter->nrof -= 1; 3819 lighter->nrof -= 1;
3644 oneLighter->nrof = 1; 3820 oneLighter->nrof = 1;
3645 oneLighter->stats.food--; 3821 oneLighter->stats.food--;
3646 esrv_send_item(who, lighter); 3822 esrv_send_item (who, lighter);
3647 oneLighter=insert_ob_in_ob(oneLighter, who); 3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3648 esrv_send_item(who, oneLighter); 3824 esrv_send_item (who, oneLighter);
3825 }
3649 } else { 3826 else
3650 lighter->stats.food--; 3827 lighter->stats.food--;
3651 } 3828 }
3652 3829 else if (lighter->last_eat)
3653 } else if(lighter->last_eat) { /* no charges left in lighter */ 3830 {
3654 new_draw_info_format(NDI_UNIQUE, 0,who, 3831 /* no charges left in lighter */
3655 "You attempt to light the %s with a used up %s.", 3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3656 item->name, lighter->name);
3657 return; 3833 return;
3658 } 3834 }
3835
3659 /* 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?
3660 * 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
3661 * objects at once. 3838 * objects at once.
3662 */ 3839 */
3663 nrof=item->nrof;
3664 count=item->count;
3665 /* If the item is destroyed, we don't have a valid pointer to the
3666 * name object, so make a copy so the message we print out makes
3667 * some sense.
3668 */
3669 strcpy(item_name, item->name);
3670 if (who == is_player_inv(item)) is_player_env=1;
3671 3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3672 save_throw_object(item,AT_FIRE,who); 3844 save_throw_object (item, AT_FIRE, who);
3673 /* Change to check count and not freed, since the object pointer 3845
3674 * may have gotten recycled 3846 if (item->destroyed ())
3675 */ 3847 {
3676 if ((nrof != item->nrof ) || (count != item->count)) {
3677 new_draw_info_format(NDI_UNIQUE, 0,who,
3678 "You light the %s with the %s.",item_name,lighter->name); 3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3679 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3680 * gets changed. 3850 * gets changed.
3681 */ 3851 */
3682 if (is_player_env) fix_player(who); 3852 if (is_player_env)
3853 who->update_stats ();
3854 }
3683 } else { 3855 else
3684 new_draw_info_format(NDI_UNIQUE, 0,who,
3685 "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));
3686 } 3857 }
3687 3858 else
3688 } else /* nothing to light */ 3859 who->failmsg ("You need to mark a lightable object.");
3689 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3690
3691} 3860}
3692 3861
3693/** 3862/**
3694 * 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.
3695 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3696 */ 3865 */
3866void
3697void scroll_failure(object *op, int failure, int power) 3867scroll_failure (object *op, int failure, int power)
3698{ 3868{
3699 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 */
3700 3871
3701 if(failure<= -1&&failure > -15) {/* wonder */ 3872 if (failure <= -1 && failure > -15)
3873 { /* wonder */
3702 object *tmp; 3874 object *tmp;
3703 3875
3704 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3705 tmp=get_archetype(SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3706 cast_wonder(op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3707 free_object(tmp); 3879 tmp->destroy ();
3880 }
3708 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3881 else if (failure <= -15 && failure > -35)
3709 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3882 { /* drain mana */
3883 op->failmsg ("Your mana is drained!");
3710 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3711 if(op->stats.sp<0) op->stats.sp = 0; 3885 if (op->stats.sp < 0)
3886 op->stats.sp = 0;
3887 }
3712 } else if (settings.spell_failure_effects == TRUE) { 3888 else if (settings.spell_failure_effects == TRUE)
3889 {
3713 if (failure <= -35&&failure > -60) { /* confusion */ 3890 if (failure <= -35 && failure > -60)
3714 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3891 { /* confusion */
3892 op->failmsg ("The magic recoils on you!");
3715 confuse_player(op,op,power); 3893 confuse_player (op, op, power);
3894 }
3716 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3895 else if (failure <= -60 && failure > -70)
3717 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3896 { /* paralysis */
3718 "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3719 paralyze_player(op,op,power); 3898 paralyze_player (op, op, power);
3899 }
3720 } else if (failure <= -70&&failure> -80) {/* blind */ 3900 else if (failure <= -70 && failure > -80)
3721 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3901 { /* blind */
3902 op->failmsg ("The magic recoils on you!");
3722 blind_player(op,op,power); 3903 blind_player (op, op, power);
3723 } else if (failure <= -80) {/* blast the immediate area */ 3904 }
3724 object *tmp; 3905 else if (failure <= -80)
3906 { /* blast the immediate area */
3725 tmp=get_archetype(LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3726 cast_magic_storm(op,tmp, power); 3908 cast_magic_storm (op, tmp, power);
3727 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3728 free_object(tmp); 3910 tmp->destroy ();
3729 } 3911 }
3730 } 3912 }
3731} 3913}
3732 3914
3915void
3733void apply_changes_to_player(object *pl, object *change) { 3916apply_changes_to_player (object *pl, object *change)
3917{
3734 int excess_stat=0; /* if the stat goes over the maximum 3918 int excess_stat = 0; /* if the stat goes over the maximum
3735 for the race, put the excess stat some 3919 for the race, put the excess stat some
3736 where else. */ 3920 where else. */
3737 3921
3738 switch (change->type) { 3922 switch (change->type)
3923 {
3739 case CLASS: { 3924 case CLASS:
3925 {
3740 living *stats = &(pl->contr->orig_stats); 3926 living *stats = &(pl->contr->orig_stats);
3741 living *ns = &(change->stats); 3927 living *ns = &(change->stats);
3742 object *walk; 3928 object *walk;
3743 int flag_change_face=1; 3929 int flag_change_face = 1;
3744 3930
3745 /* the following code assigns stats up to the stat max 3931 /* the following code assigns stats up to the stat max
3746 * for the race, and if the stat max is exceeded, 3932 * for the race, and if the stat max is exceeded,
3747 * tries to randomly reassign the excess stat 3933 * tries to randomly reassign the excess stat
3748 */ 3934 */
3749 int i,j; 3935 int i, j;
3936
3750 for(i=0;i<NUM_STATS;i++) { 3937 for (i = 0; i < NUM_STATS; i++)
3751 sint8 stat=get_attr_value(stats,i); 3938 {
3752 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3939 int race_bonus = pl->arch->stats.stat (i);
3753 stat += get_attr_value(ns,i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
3941
3754 if(stat > 20 + race_bonus) { 3942 if (stat > 20 + race_bonus)
3943 {
3755 excess_stat++; 3944 excess_stat++;
3756 stat = 20+race_bonus; 3945 stat = 20 + race_bonus;
3757 } 3946 }
3758 set_attr_value(stats,i,stat); 3947
3948 stats->stat (i) = stat;
3759 } 3949 }
3760 3950
3761 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3951 for (j = 0; excess_stat > 0 && j < 100; j++)
3952 { /* try 100 times to assign excess stats */
3762 int i = rndm(0, 6); 3953 int i = rndm (0, 6);
3763 int stat=get_attr_value(stats,i); 3954
3764 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3955 if (i == CHA)
3765 if(i==CHA) continue; /* exclude cha from this */ 3956 continue; /* exclude cha from this */
3957
3958 int stat = stats->stat (i);
3959 int race_bonus = pl->arch->stats.stat (i);
3766 if( stat < 20 + race_bonus) { 3960 if (stat < 20 + race_bonus)
3961 {
3767 change_attr_value(stats,i,1); 3962 change_attr_value (stats, i, 1);
3768 excess_stat--; 3963 excess_stat--;
3769 } 3964 }
3770 } 3965 }
3771 3966
3772 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
3773 * the player ref: player.c 3968 * the player ref: player.c
3774 */ 3969 */
3775 if(change->randomitems!=NULL) 3970 if (change->randomitems != NULL)
3776 give_initial_items(pl,change->randomitems); 3971 give_initial_items (pl, change->randomitems);
3777 3972
3778
3779 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
3780 3974
3781 /* first, look for the force object banning 3975 /* first, look for the force object banning
3782 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
3783 */ 3977 */
3784 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3978 for (walk = pl->inv; walk != NULL; walk = walk->below)
3785 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3980 flag_change_face = 0;
3786 3981
3787 if(flag_change_face) { 3982 if (flag_change_face)
3983 {
3788 pl->animation_id = GET_ANIM_ID(change); 3984 pl->animation_id = GET_ANIM_ID (change);
3789 pl->face = change->face; 3985 pl->face = change->face;
3790 3986
3791 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3987 if (QUERY_FLAG (change, FLAG_ANIMATE))
3792 SET_FLAG(pl,FLAG_ANIMATE); 3988 SET_FLAG (pl, FLAG_ANIMATE);
3793 else 3989 else
3794 CLEAR_FLAG(pl,FLAG_ANIMATE); 3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3795 } 3991 }
3796 3992
3797 /* check the special case of can't use weapons */ 3993 /* check the special case of can't use weapons */
3798 /*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); */
3799 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3995 if (!strcmp (change->name, "monk"))
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3800 3997
3801 break; 3998 break;
3802 } 3999 }
3803 } 4000 }
3804} 4001}
3805 4002
3806/** 4003/**
3811 * 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.
3812 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4009 * The format is as follow: transformer:[number ]yield[;transformer:...].
3813 * 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.
3814 * 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.
3815 */ 4012 */
4013void
3816void apply_item_transformer( object* pl, object* transformer ) 4014apply_item_transformer (object *pl, object *transformer)
3817 { 4015{
3818 object* marked; 4016 object *marked;
3819 object* new_item; 4017 object *new_item;
3820 char* find; 4018 char *find;
3821 char* separator; 4019 char *separator;
3822 int yield; 4020 int yield;
3823 char got[ MAX_BUF ]; 4021 char got[MAX_BUF];
3824 int len; 4022 int len;
3825 4023
3826 if ( !pl || !transformer ) 4024 if (!pl || !transformer)
3827 return; 4025 return;
4026
3828 marked = find_marked_object( pl ); 4027 marked = find_marked_object (pl);
4028
3829 if ( !marked ) 4029 if (!marked)
3830 { 4030 {
3831 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)));
3832 return; 4032 return;
3833 } 4033 }
4034
3834 if ( !marked->slaying ) 4035 if (!marked->slaying)
3835 { 4036 {
3836 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)));
3837 return; 4038 return;
3838 } 4039 }
4040
3839 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
3840 find = strstr( marked->slaying, transformer->arch->name ); 4042 find = strstr (marked->slaying, transformer->arch->archname);
3841 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3842 { 4044 {
3843 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)));
3844 return; 4046 return;
3845 } 4047 }
4048
3846 find += strlen( transformer->arch->name ) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
3847 /* 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 */
3848 if ( isdigit( *( find ) ) ) 4051 if (isdigit (*(find)))
3849 { 4052 {
3850 yield = atoi( find ); 4053 yield = atoi (find);
3851 if ( yield < 1 ) 4054 if (yield < 1)
3852 { 4055 {
3853 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);
3854 yield = 1; 4057 yield = 1;
3855 } 4058 }
3856 } 4059 }
3857 else 4060 else
3858 yield = 1; 4061 yield = 1;
3859 4062
3860 while ( isdigit( *find ) ) 4063 while (isdigit (*find))
3861 find++; 4064 find++;
4065
3862 while ( *find == ' ' ) 4066 while (*find == ' ')
3863 find++; 4067 find++;
4068
3864 memset( got, 0, MAX_BUF ); 4069 memset (got, 0, MAX_BUF);
4070
3865 if ( (separator = strchr( find, ';' ))!=NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
3866 {
3867 len = separator - find; 4072 len = separator - find;
3868 }
3869 else 4073 else
3870 {
3871 len = strlen(find); 4074 len = strlen (find);
3872 } 4075
3873 if ( len > MAX_BUF-1) 4076 if (len > MAX_BUF - 1)
3874 len = MAX_BUF-1; 4077 len = MAX_BUF - 1;
4078
3875 strcpy( got, find ); 4079 strcpy (got, find);
3876 got[len] = '\0'; 4080 got[len] = '\0';
3877 4081
3878 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
3879 new_item = get_archetype( got ); 4083 new_item = get_archetype (got);
3880 if ( !new_item ) 4084 if (!new_item)
3881 { 4085 {
3882 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)));
3883 return; 4087 return;
3884 } 4088 }
4089
3885 new_item->nrof = yield; 4090 new_item->nrof = yield;
3886 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
3887 insert_ob_in_ob( new_item, pl ); 4094 insert_ob_in_ob (new_item, pl);
3888 esrv_send_inventory( pl, pl ); 4095 esrv_send_inventory (pl, pl);
3889 /* Eat up one item */ 4096 /* Eat up one item */
3890 decrease_ob_nr( marked, 1 ); 4097 decrease_ob_nr (marked, 1);
4098
3891 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
3892 if ( transformer->stats.food ) 4100 if (transformer->stats.food)
3893 if ( --transformer->stats.food == 0 ) 4101 if (--transformer->stats.food == 0)
3894 decrease_ob_nr( transformer, 1 ); 4102 decrease_ob_nr (transformer, 1);
3895 } 4103}
4104

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines