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 1.21 by pippijn, Thu Sep 7 10:01:57 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 1.21 2006/09/07 10:01:57 pippijn 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 weapon->name = weapon->name_pl = buf; 646 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 648 slot at once! */
619 decrease_ob(improver); 649 decrease_ob (improver);
620 weapon->last_eat=0; 650 weapon->last_eat = 0;
621 return 1; 651 return 1;
622} 652}
623 653
624 654
625/** 655/**
626 * 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.
631 * 661 *
632 * 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
633 * 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 ??
634 * level == max improve last_eat == current improve 664 * level == max improve last_eat == current improve
635 */ 665 */
666int
636int improve_weapon(object *op,object *improver,object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
637{ 668{
638 int sacrifice_count, sacrifice_needed=0; 669 int sacrifice_count, sacrifice_needed = 0;
639 670
640 if(improver->stats.sp==IMPROVE_PREPARE) { 671 if (improver->stats.sp == IMPROVE_PREPARE)
641 return prepare_weapon(op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
642 } 673
643 if (weapon->level==0) { 674 if (weapon->level == 0)
644 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.>");
645 return 0; 677 return 0;
646 } 678 }
679
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 681 {
649 return 0; 682 op->failmsg ("This weapon cannot be improved any more.");
650 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
652 !check_weapon_power(op, weapon->last_eat+1)) {
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
656 return 0; 683 return 0;
657 } 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
658 /* 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
659 * 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,
660 * 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
661 * weapon can be improved. 697 * weapon can be improved.
662 */ 698 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 699 if (improver->stats.sp == IMPROVE_DAMAGE)
700 {
664 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "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));
668 weapon->last_eat++; 704 weapon->last_eat++;
669 705
670 weapon->item_power++; 706 weapon->item_power++;
671 decrease_ob(improver); 707 decrease_ob (improver);
672 return 1; 708 return 1;
673 } 709 }
710
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 711 if (improver->stats.sp == IMPROVE_WEIGHT)
712 {
675 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 714 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 715 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 716 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 717
680 (float)weapon->weight/1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
681 weapon->last_eat++; 719 weapon->last_eat++;
682 weapon->item_power++; 720 weapon->item_power++;
683 decrease_ob(improver); 721 decrease_ob (improver);
684 return 1; 722 return 1;
685 } 723 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 724 if (improver->stats.sp == IMPROVE_ENCHANT)
725 {
687 weapon->magic++; 726 weapon->magic++;
688 weapon->last_eat++; 727 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver); 729 decrease_ob (improver);
692 weapon->item_power++; 730 weapon->item_power++;
693 return 1; 731 return 1;
694 } 732 }
695 733
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 735 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 736
700 if (sacrifice_needed<1) 737 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 738 sacrifice_needed = 1;
702 sacrifice_needed *=2; 739 sacrifice_needed *= 2;
703 740
704 sacrifice_count = check_sacrifice(op,improver); 741 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 742 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 743 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
708 return 0; 745 return 0;
709 } 746 }
747
710 eat_item(op,improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 749 weapon->item_power++;
712 750
713 switch (improver->stats.sp) { 751 switch (improver->stats.sp)
714 case IMPROVE_STR: 752 {
715 return improve_weapon_stat(op,improver,weapon, 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
716 (signed char *) &(weapon->stats.Str), 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
717 1, "strength"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
718 case IMPROVE_DEX: 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
719 return improve_weapon_stat(op,improver,weapon, 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
720 (signed char *) &(weapon->stats.Dex), 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
721 1, "dexterity"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 760 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
744 } 762 }
763
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 765 return 0;
747} 766}
748 767
749/** 768/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 769 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * 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, ...),
752 * then calls improve_weapon to do the dirty work. 771 * then calls improve_weapon to do the dirty work.
753 */ 772 */
773int
754int check_improve_weapon (object *op, object *tmp) 774check_improve_weapon (object *op, object *tmp)
755{ 775{
756 object *otmp; 776 object *otmp;
757 777
758 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!");
759 return 0; 784 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 785 }
786
764 otmp=find_marked_object(op); 787 otmp = find_marked_object (op);
765 if(!otmp) { 788 if (!otmp)
766 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.>");
767 return 0; 791 return 0;
768 } 792 }
793
769 if (otmp->type != WEAPON && otmp->type != BOW) { 794 if (otmp->type != WEAPON && otmp->type != BOW)
770 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!");
771 return 0; 797 return 0;
772 } 798 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
774 improve_weapon(op,tmp,otmp); 802 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 803 esrv_send_item (op, otmp);
776 return 1; 804 return 1;
777} 805}
778 806
779/** 807/**
780 * This code deals with the armour improvment scrolls. 808 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 809 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 824 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 825 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 826 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 827 * changing of physical area right now.
800 */ 828 */
829int
801int improve_armour(object *op, object *improver, object *armour) 830improve_armour (object *op, object *improver, object *armour)
802{ 831{
803 object *tmp; 832 object *tmp;
804 833
805 if (armour->magic >= settings.armor_max_enchant) { 834 if (armour->magic >= settings.armor_max_enchant)
806 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!");
807 return 0; 837 return 0;
808 } 838 }
809 /* 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,
810 * 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.
811 * 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
812 * of gnarg and what not?) 842 * of gnarg and what not?)
813 */ 843 */
814 if (armour->title) { 844 if (armour->title)
815 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.");
816 return 0; 847 return 0;
817 } 848 }
818 849
819 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
821 */ 852 */
822 if(armour->nrof > 1) 853 if (armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1); 854 tmp = get_split_ob (armour, armour->nrof - 1);
824 else 855 else
825 tmp = NULL; 856 tmp = NULL;
826 857
827 armour->magic++; 858 armour->magic++;
828 859
829 if ( !settings.armor_speed_linear ) 860 if (!settings.armor_speed_linear)
830 { 861 {
831 int base = 100; 862 int base = 100;
832 int pow = 0; 863 int pow = 0;
864
833 while ( pow < armour->magic ) 865 while (pow < armour->magic)
834 { 866 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 868 pow++;
837 } 869 }
838 870
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 } 872 }
841 else 873 else
842 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;
843 875
844 if ( !settings.armor_weight_linear ) 876 if (!settings.armor_weight_linear)
845 { 877 {
846 int base = 100; 878 int base = 100;
847 int pow = 0; 879 int pow = 0;
880
848 while ( pow < armour->magic ) 881 while (pow < armour->magic)
849 { 882 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 884 pow++;
852 } 885 }
853 886
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
855 } 888 }
856 else 889 else
857 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;
858 891
859 if ( armour->weight <= 0 ) 892 if (armour->weight <= 0)
860 { 893 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 895 armour->weight = 1;
863 } 896 }
864 897
865 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);
866 899
867 if (op->type == PLAYER) { 900 if (op->type == PLAYER)
901 {
868 esrv_send_item(op, armour); 902 esrv_send_item (op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 904 op->update_stats ();
871 } 905 }
906
872 decrease_ob(improver); 907 decrease_ob (improver);
908
873 if (tmp) { 909 if (tmp)
910 {
874 insert_ob_in_ob(tmp, op); 911 insert_ob_in_ob (tmp, op);
875 esrv_send_item(op, tmp); 912 esrv_send_item (op, tmp);
876 } 913 }
914
877 return 1; 915 return 1;
878} 916}
879
880 917
881/* 918/*
882 * 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
883 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
884 */ 921 */
890/* Takes one items and makes another. 927/* Takes one items and makes another.
891 * converter is the object that is doing the conversion. 928 * converter is the object that is doing the conversion.
892 * 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
893 * what the converter wants, this will not do anything. 930 * what the converter wants, this will not do anything.
894 */ 931 */
932int
895int convert_item(object *item, object *converter) { 933convert_item (object *item, object *converter)
934{
896 int nr=0; 935 int nr = 0;
897 uint32 price_in; 936 uint32 price_in;
898 937
899 /* 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,
900 * 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
901 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
902 */ 941 */
903 if (!strcmp(CONV_FROM(converter),"money")) { 942 if (CONV_FROM (converter) == shstr_money)
904 int cost; 943 {
905
906 if(item->type!=MONEY) 944 if (item->type != MONEY)
907 return 0; 945 return 0;
908 946
909 nr=(item->nrof*item->value)/CONV_NEED(converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
948 if (!nr)
910 if (!nr) return 0; 949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
911 cost=nr*CONV_NEED(converter)/item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
912 /* take into account rounding errors */ 954 /* take into account rounding errors */
913 if (nr*CONV_NEED(converter)%item->value) cost++; 955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957
914 decrease_ob_nr(item, cost); 958 decrease_ob_nr (item, cost);
915 959
916 price_in = cost*item->value; 960 price_in = cost * item->value;
961 }
962 else
917 } 963 {
918 else {
919 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
920 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
921 return 0; 966 return 0;
922 967
968 converter->play_sound (sound_find ("convert_item"));
969
923 if(CONV_NEED(converter)) { 970 if (CONV_NEED (converter))
971 {
924 nr=item->nrof/CONV_NEED(converter); 972 nr = item->nrof / CONV_NEED (converter);
925 decrease_ob_nr(item,nr*CONV_NEED(converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
926 price_in = nr*CONV_NEED(converter)*item->value; 974 price_in = nr * CONV_NEED (converter) * item->value;
975 }
927 } else { 976 else
977 {
928 price_in = item->value; 978 price_in = item->value;
929 remove_ob(item); 979 item->destroy ();
930 free_object(item);
931 } 980 }
981 }
982
983 if (converter->inv)
932 } 984 {
933
934 if (converter->inv != NULL) {
935 object *ob; 985 object *ob;
936 int i; 986 int i;
937 object *ob_to_copy; 987 object *ob_to_copy;
938 988
939 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
940 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
941 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++)
942 if (rndm(0, i) == 0) { 992 if (rndm (0, i) == 0)
943 ob_to_copy = ob; 993 ob_to_copy = ob;
944 } 994
945 }
946 item = object_create_clone(ob_to_copy); 995 item = object_create_clone (ob_to_copy);
947 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
948 unflag_inv(item, FLAG_IS_A_TEMPLATE); 997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
949 } else { 998 }
999 else
1000 {
950 if (converter->other_arch == NULL) { 1001 if (converter->other_arch == NULL)
1002 {
951 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
952 &converter->name, converter->map->path, converter->x, converter->y); 1004 &converter->name, &converter->map->path, converter->x, converter->y);
953 return -1; 1005 return -1;
954 } 1006 }
955 1007
956 item = object_create_arch(converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
957 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
958 } 1010 }
959 1011
960 if(CONV_NR(converter)) 1012 if (CONV_NR (converter))
961 item->nrof=CONV_NR(converter); 1013 item->nrof = CONV_NR (converter);
1014
962 if(nr) 1015 if (nr)
963 item->nrof*=nr; 1016 item->nrof *= nr;
1017
964 if(is_in_shop (converter)) 1018 if (is_in_shop (converter))
965 SET_FLAG(item,FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
966 else if(price_in < item->nrof*item->value) { 1020 else if (price_in < item->nrof * item->value)
1021 {
967 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",
968 &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);
969 item->nrof*item->value, &item->name);
970 /** 1024 /**
971 * 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
972 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
973 */ 1027 */
974 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
975 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);
976 return 1; 1032 return 1;
977} 1033}
978 1034
979/** 1035/**
980 * Handle apply on containers. 1036 * Handle apply on containers.
981 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
982 * 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]
983 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
984 */ 1040 */
985 1041int
986int apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
987{ 1043{
988 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
989 object *tmp;
990
991 if(op->type!=PLAYER)
992 return 0; /* This might change */ 1045 return 0; /* This might change */
993 1046
994 if (sack==NULL || sack->type != CONTAINER) { 1047 if (!sack || sack->type != CONTAINER)
1048 {
995 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
996 return 0; 1050 return 0;
997 } 1051 }
998 op->contr->last_used = NULL; 1052
999 op->contr->last_used_id = 0; 1053 op->contr->last_used = 0;
1000 1054
1001 if (sack->env!=op) { 1055 if (sack->env && sack->env != op)
1002 if (sack->other_arch == NULL || sack->env != NULL) {
1003 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1004 return 1;
1005 }
1006 /* It's on the ground, the problems begin */
1007 if (op->container != sack) {
1008 /* it's closed OR some player has opened it */
1009 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1010 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1011 tmp && tmp->container != sack; tmp=tmp->above);
1012 if (tmp) {
1013 /* some other player have opened it */
1014 new_draw_info_format(NDI_UNIQUE, 0, op,
1015 "%s is already occupied.", query_name(sack));
1016 return 1;
1017 }
1018 }
1019 }
1020 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1021 if (op->container == NULL) {
1022 tmp = arch_to_object (sack->other_arch);
1023 /* not good, but insert_ob_in_ob() is too smart */
1024 CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 tmp->x= tmp->y = 0;
1026 tmp->map = NULL;
1027 tmp->env = sack;
1028 if (sack->inv)
1029 sack->inv->above = tmp;
1030 tmp->below = sack->inv;
1031 tmp->above = NULL;
1032 sack->inv = tmp;
1033 sack->move_off = MOVE_ALL; /* trying force closing it */
1034 } else {
1035 sack->move_off = 0;
1036 tmp = sack->inv;
1037 if (tmp && tmp->type == CLOSE_CON) {
1038 remove_ob(tmp);
1039 free_object (tmp);
1040 }
1041 }
1042 }
1043 } 1056 {
1044 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1045 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1046 if (op->container) {
1047 if (op->container != sack) {
1048 tmp = op->container;
1049 apply_container (op, tmp);
1050 sprintf (buf, "You close %s and open ", query_name(tmp));
1051 op->container = sack;
1052 strcat (buf, query_name(sack));
1053 strcat (buf, ".");
1054 } else {
1055 CLEAR_FLAG (sack, FLAG_APPLIED);
1056 op->container = NULL;
1057 sprintf (buf, "You close %s.", query_name(sack));
1058 }
1059 } else {
1060 CLEAR_FLAG (sack, FLAG_APPLIED);
1061 sprintf (buf, "You open %s.", query_name(sack));
1062 SET_FLAG (sack, FLAG_APPLIED);
1063 op->container = sack;
1064 }
1065 } else { /* not applied */
1066 if (sack->slaying) { /* it's locked */
1067 tmp = find_key(op, op, sack);
1068 if (tmp) {
1069 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1070 SET_FLAG (sack, FLAG_APPLIED);
1071 if (sack->env == NULL) { /* if it's on ground,open it also */
1072 new_draw_info (NDI_UNIQUE,0,op, buf);
1073 apply_container (op, sack);
1074 return 1;
1075 }
1076 } else {
1077 sprintf (buf, "You don't have the key to unlock %s.",
1078 query_name(sack));
1079 }
1080 } else {
1081 sprintf (buf, "You readied %s.", query_name(sack));
1082 SET_FLAG (sack, FLAG_APPLIED);
1083 if (sack->env == NULL) { /* if it's on ground,open it also */
1084 new_draw_info (NDI_UNIQUE, 0, op, buf);
1085 apply_container (op, sack);
1086 return 1;
1087 }
1088 }
1089 }
1090 new_draw_info (NDI_UNIQUE, 0, op, buf);
1091 if (op->contr) op->contr->socket.update_look=1;
1092 return 1; 1058 return 1;
1093} 1059 }
1094 1060
1095/** 1061 // already applied == open on ground, or open in inv, or active in inv
1096 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1062 if (sack->flag [FLAG_APPLIED])
1097 * the player has in their inventory, eg, sacks, luggages, etc.
1098 *
1099 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1100 * This version is for client/server mode.
1101 * op is the player, sack is the container the player is opening or closing.
1102 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1103 *
1104 * Reminder - there are three states for any container - closed (non applied),
1105 * applied (not open, but objects that match get tossed into it), and open
1106 * (applied flag set, and op->container points to the open container)
1107 */
1108
1109int esrv_apply_container (object *op, object *sack)
1110{
1111 object *tmp=op->container;
1112 if(op->type!=PLAYER)
1113 return 0; /* This might change */
1114
1115 if (sack==NULL || sack->type != CONTAINER) {
1116 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1117 return 0;
1118 } 1063 {
1119 1064 if (op->container == sack)
1120 /* If we have a currently open container, then it needs to be closed in all cases
1121 * if we are opening this one up. We then fall through if appropriate for
1122 * openening the new container.
1123 */
1124
1125 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1126 if (op->container->env != op) { /* if container is on the ground */
1127 op->container->move_off = 0;
1128 } 1065 {
1129 1066 // open on ground or inv, so close
1130 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1067 op->close_container ();
1131 return 1; 1068 return 1;
1132
1133 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1134 query_name(op->container));
1135 CLEAR_FLAG(op->container, FLAG_APPLIED);
1136 op->container=NULL;
1137 esrv_update_item (UPD_FLAGS, op, tmp);
1138 if (tmp == sack) return 1;
1139 }
1140
1141
1142 /* If the player is trying to open it (which he must be doing if we got here),
1143 * and it is locked, check to see if player has the equipment to open it.
1144 */
1145
1146 if (sack->slaying) { /* it's locked */
1147 tmp=find_key(op, op, sack);
1148 if (tmp) {
1149 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1150 } else {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1152 query_name(sack));
1153 return 0;
1154 } 1069 }
1155 }
1156
1157 /* By the time we get here, we have made sure any other container has been closed and
1158 * if this is a locked container, the player they key to open it.
1159 */
1160
1161 /* There are really two cases - the sack is either on the ground, or the sack is
1162 * part of the players inventory. If on the ground, we assume that the player is
1163 * opening it, since if it was being closed, that would have been taken care of above.
1164 */
1165
1166
1167 if (sack->env != op) {
1168 /* Hypothetical case - the player is trying to open a sack that belong to someone
1169 * else. This normally should not happen, but a misbehaving client/player could
1170 * try to do it, so lets handle it gracefully.
1171 */
1172 if (sack->env) { 1070 else if (!sack->env)
1173 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1071 {
1174 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)));
1175 return 0; 1074 return 1;
1176 } 1075 }
1177 /* set these so when the player walks off, we can unapply the sack */
1178 sack->move_off = MOVE_ALL; /* trying force closing it */
1179 1076
1180 CLEAR_FLAG (sack, FLAG_APPLIED); 1077 // fall through to opening it (active in inv)
1181 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1078 }
1182 SET_FLAG (sack, FLAG_APPLIED); 1079 else if (sack->env)
1183 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;
1184 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1185 esrv_send_inventory (op, sack); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1186
1187 } else { /* sack is in players inventory */
1188 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1189 CLEAR_FLAG (sack, FLAG_APPLIED);
1190 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1191 SET_FLAG (sack, FLAG_APPLIED);
1192 op->container = sack;
1193 esrv_update_item (UPD_FLAGS, op, sack);
1194 esrv_send_inventory (op, sack);
1195 }
1196 else {
1197 CLEAR_FLAG (sack, FLAG_APPLIED);
1198 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1199 SET_FLAG (sack, FLAG_APPLIED);
1200 esrv_update_item (UPD_FLAGS, op, sack);
1201 }
1202 }
1203 return 1; 1086 return 1;
1204} 1087 }
1205 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}
1206 1105
1207/** 1106/**
1208 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1209 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1210 */ 1109 */
1110static int
1211static int apply_altar (object *altar, object *sacrifice, object *originator) 1111apply_altar (object *altar, object *sacrifice, object *originator)
1212{ 1112{
1213 /* Only players can make sacrifices on spell casting altars. */ 1113 /* Only players can make sacrifices on spell casting altars. */
1214 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1114 if (altar->inv && (!originator || originator->type != PLAYER))
1215 return 0; 1115 return 0;
1216 1116
1217 if (operate_altar (altar, &sacrifice)) { 1117 if (operate_altar (altar, &sacrifice))
1118 {
1218 /* Simple check. Unfortunately, it means you can't cast magic bullet 1119 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219 * 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
1220 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1221 */ 1122 */
1222 if (altar->inv && altar->inv->type==SPELL) { 1123 if (altar->inv && altar->inv->type == SPELL)
1223 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1124 {
1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1224 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1225 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1226 * old maps. 1128 * old maps.
1227 */ 1129 */
1130
1228/* push_button (altar);*/ 1131/* push_button (altar);*/
1132 }
1229 } else { 1133 else
1134 {
1230 altar->value = 1; /* works only once */ 1135 altar->value = 1; /* works only once */
1231 push_button (altar); 1136 push_button (altar);
1232 } 1137 }
1138
1233 return sacrifice == NULL; 1139 return !sacrifice;
1234 } else { 1140 }
1141 else
1235 return 0; 1142 return 0;
1236 }
1237} 1143}
1238
1239 1144
1240/** 1145/**
1241 * Handles 'movement' of shop mats. 1146 * Handles 'movement' of shop mats.
1242 * Returns 1 if 'op' was destroyed, 0 if not. 1147 * Returns 1 if 'op' was destroyed, 0 if not.
1243 * Largely re-written to not use nearly as many gotos, plus 1148 * Largely re-written to not use nearly as many gotos, plus
1244 * some of this code just looked plain out of date. 1149 * some of this code just looked plain out of date.
1245 * MSW 2001-08-29 1150 * MSW 2001-08-29
1246 */ 1151 */
1152int
1247int apply_shop_mat (object * shop_mat, object * op) 1153apply_shop_mat (object *shop_mat, object *op)
1248{ 1154{
1249 int rv = 0; 1155 int rv = 0;
1250 double opinion; 1156 double opinion;
1251 object *tmp, *next; 1157 object *tmp, *next;
1252 1158
1253 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 }
1254 1171
1255 if (op->type != PLAYER) 1172 if (op->type != PLAYER)
1256 { 1173 {
1257 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1258 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1259 * the shop. 1176 * the shop.
1260 */ 1177 */
1261 for (tmp = op->inv; tmp; tmp = next) 1178 for (tmp = op->inv; tmp; tmp = next)
1262 { 1179 {
1263 next = tmp->below; 1180 next = tmp->below;
1181
1264 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1265 { 1183 {
1266 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);
1267 1185
1268 remove_ob (tmp); 1186 tmp->remove ();
1187
1269 if (i == -1) 1188 if (i == -1)
1270 i = 0; 1189 i = 0;
1190
1271 tmp->map = op->map; 1191 tmp->map = op->map;
1272 tmp->x = op->x + freearr_x[i]; 1192 tmp->x = op->x + freearr_x[i];
1273 tmp->y = op->y + freearr_y[i]; 1193 tmp->y = op->y + freearr_y[i];
1274 insert_ob_in_map (tmp, op->map, op, 0); 1194 insert_ob_in_map (tmp, op->map, op, 0);
1275 } 1195 }
1282 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1283 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1284 */ 1204 */
1285 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286 { 1206 {
1287
1288 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289 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
1290 if (i != -1) 1210 if (i != -1)
1291 {
1292 rv =
1293 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);
1294 0, shop_mat); 1212
1295 }
1296 return 0; 1213 return 0;
1297 } 1214 }
1298 /* Removed code that checked for multipart objects - it appears that 1215 /* Removed code that checked for multipart objects - it appears that
1299 * the teleport function should be able to handle this just fine. 1216 * the teleport function should be able to handle this just fine.
1300 */ 1217 */
1301 rv = teleport (shop_mat, SHOP_MAT, op); 1218 rv = teleport (shop_mat, SHOP_MAT, op);
1302 } 1219 }
1303 /* immediate block below is only used for players */ 1220 else if (can_pay (op) && get_payment (op))
1304 else if (can_pay (op))
1305 { 1221 {
1306 get_payment (op, op->inv); 1222 /* this is only used for players */
1307 rv = teleport (shop_mat, SHOP_MAT, op); 1223 rv = teleport (shop_mat, SHOP_MAT, op);
1308 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
1309 if (shop_mat->msg) 1232 if (shop_mat->msg)
1310 { 1233 op->statusmsg (shop_mat->msg);
1311 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1312 }
1313 /* 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,
1314 * 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
1315 * actually the shop floor. 1236 * actually the shop floor.
1316 */ 1237 */
1317 else if (!rv && !is_in_shop (op)) 1238 else if (!rv && !is_in_shop (op))
1318 { 1239 {
1319 opinion = shopkeeper_approval (op->map, op); 1240 opinion = shopkeeper_approval (op->map, op);
1320 if (opinion > 0.9) 1241
1321 new_draw_info (NDI_UNIQUE, 0, op, 1242 op->statusmsg (
1322 "The shopkeeper gives you a friendly wave."); 1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1323 else if (opinion > 0.75) 1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1325 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op,
1329 "The shopkeeper glares at you with contempt."); 1246 : "The shopkeeper glares at you with contempt."
1247 );
1330 } 1248 }
1331 } 1249 }
1332 else 1250 else
1333 { 1251 {
1334 /* 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
1335 * 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
1336 * they are not on the mat anymore 1254 * they are not on the mat anymore
1337 */ 1255 */
1338
1339 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
1340 if (i == -1) 1258 if (i == -1)
1341 {
1342 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1343 }
1344 else 1260 else
1345 { 1261 {
1346 remove_ob (op); 1262 op->remove ();
1347 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1348 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1349 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;
1350 } 1266 }
1351 } 1267 }
1268
1352 CLEAR_FLAG (op, FLAG_NO_APPLY); 1269 CLEAR_FLAG (op, FLAG_NO_APPLY);
1353 return rv; 1270 return rv;
1354} 1271}
1355 1272
1356/** 1273/**
1357 * Handles applying a sign. 1274 * Handles applying a sign.
1358 */ 1275 */
1276static void
1359static void apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1360{ 1278{
1361 readable_message_type* msgType; 1279 readable_message_type *msgType;
1362 char newbuf[HUGE_BUF]; 1280
1363 if (sign->msg == NULL) { 1281 if (!sign->msg)
1364 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1282 {
1283 op->statusmsg ("Nothing is written on it.");
1365 return; 1284 return;
1366 } 1285 }
1367 1286
1368 if (sign->stats.food) { 1287 if (sign->stats.food)
1288 {
1369 if (sign->last_eat >= sign->stats.food) { 1289 if (sign->last_eat >= sign->stats.food)
1290 {
1370 if (!sign->move_on) 1291 if (!sign->move_on)
1371 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1292 op->statusmsg ("You cannot read it anymore.");
1293
1372 return; 1294 return;
1373 } 1295 }
1374 1296
1375 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1376 sign->last_eat++; 1298 sign->last_eat++;
1377 } 1299 }
1378 1300
1379 /* 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?
1380 * 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
1381 * 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
1382 * to us). 1304 * to us).
1383 */ 1305 */
1384 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)
1385 new_draw_info (NDI_UNIQUE, 0, op, 1307 {
1386 "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1387 return; 1309 return;
1388 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1389 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];
1390 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1391 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 }
1392} 1327}
1393 1328
1394/** 1329/**
1395 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1396 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1398 * 1333 *
1399 * originator: Player, monster or other object that caused 'victim' to move 1334 * originator: Player, monster or other object that caused 'victim' to move
1400 * 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.
1401 * However, some types of traps require an originator to function. 1336 * However, some types of traps require an originator to function.
1402 */ 1337 */
1338void
1403void move_apply (object *trap, object *victim, object *originator) 1339move_apply (object *trap, object *victim, object *originator)
1404{ 1340{
1405 static int recursion_depth = 0; 1341 static int recursion_depth = 0;
1406 1342
1407 /* Only exits affect DMs. */ 1343 /* Only exits affect DMs. */
1408 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)
1409 return; 1345 return;
1410 1346
1411 /* move_apply() is the most likely candidate for causing unwanted and 1347 /* move_apply() is the most likely candidate for causing unwanted and
1412 * possibly unlimited recursion. 1348 * possibly unlimited recursion.
1413 */ 1349 */
1415 * maps to fail. 1) it's not an error to recurse: 1351 * maps to fail. 1) it's not an error to recurse:
1416 * rune detonates, summoning monster. monster lands on nearby rune. 1352 * rune detonates, summoning monster. monster lands on nearby rune.
1417 * nearby rune detonates. This sort of recursion is expected and 1353 * nearby rune detonates. This sort of recursion is expected and
1418 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1419 */ 1355 */
1420 if (recursion_depth >= 500) { 1356 if (recursion_depth >= 500)
1357 {
1421 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422 "[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);
1423 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 return; 1360 return;
1425 } 1361 }
1362
1426 recursion_depth++; 1363 recursion_depth++;
1427 if (trap->head) trap=trap->head; 1364 if (trap->head)
1365 trap = trap->head;
1428 1366
1429 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 }
1430 goto leave; 1391 goto leave;
1431 1392
1432 switch (trap->type) { 1393 case SPINNER:
1433 case PLAYERMOVER: 1394 if (victim->direction)
1434 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1395 {
1435 !should_director_abort(trap, victim)) { 1396 victim->direction = absdir (victim->direction - trap->stats.sp);
1436 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1397 update_turn_face (victim);
1398 }
1399 goto leave;
1437 1400
1438 /* Is this correct? From the docs, it doesn't look like it 1401 case DIRECTOR:
1439 * 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)
1440 */ 1445 {
1441 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1446 int tot;
1442 1447
1443 /* 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)
1444 * above with some objects have zero speed, and thus the player 1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 * getting permanently paralyzed. 1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1446 */ 1451
1447 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1448 /* 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);
1449 } 1457 }
1450 goto leave;
1451 1458
1452 case SPINNER:
1453 if(victim->direction) {
1454 victim->direction=absdir(victim->direction-trap->stats.sp);
1455 update_turn_face(victim);
1456 }
1457 goto leave;
1458
1459 case DIRECTOR:
1460 if(victim->direction && !should_director_abort(trap, victim)) {
1461 victim->direction=trap->stats.sp;
1462 update_turn_face(victim);
1463 }
1464 goto leave;
1465
1466 case BUTTON:
1467 case PEDESTAL:
1468 update_button(trap);
1469 goto leave;
1470
1471 case ALTAR:
1472 /* sacrifice victim on trap */
1473 apply_altar (trap, victim, originator);
1474 goto leave;
1475
1476 case THROWN_OBJ:
1477 if (trap->inv == NULL)
1478 goto leave;
1479 /* fallthrough */
1480
1481 case ARROW:
1482
1483 /* bad bug: monster throw a object, make a step forwards, step on object ,
1484 * trigger this here and get hit by own missile - and will be own enemy.
1485 * Victim then is his own enemy and will start to kill herself (this is
1486 * removed) but we have not synced victim and his missile. To avoid senseless
1487 * action, we avoid hits here
1488 */
1489 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1490 hit_with_arrow (trap, victim);
1491 goto leave;
1492
1493 case SPELL_EFFECT:
1494 apply_spell_effect(trap, victim);
1495 goto leave;
1496
1497 case TRAPDOOR:
1498 {
1499 int max, sound_was_played;
1500 object *ab, *ab_next;
1501 if(!trap->value) {
1502 int tot;
1503 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1504 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1505 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1506
1507 if(!(trap->value=(tot>trap->weight)?1:0))
1508 goto leave;
1509
1510 SET_ANIMATION(trap, trap->value);
1511 update_object(trap,UP_OBJ_FACE);
1512 }
1513
1514 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 {
1515 /* 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,
1516 * ab->above would be bogus 1462 * ab->above would be bogus
1517 */ 1463 */
1518 ab_next = ab->above; 1464 ab_next = ab->above;
1519 1465
1520 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1467 {
1521 if ( ! sound_was_played) { 1468 if (!sound_was_played)
1522 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"));
1523 sound_was_played = 1; 1471 sound_was_played = 1;
1524 } 1472 }
1525 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1526 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);
1527 } 1476 }
1528 } 1477 }
1529 goto leave; 1478 goto leave;
1530 } 1479 }
1531 1480
1532
1533 case CONVERTER: 1481 case CONVERTER:
1534 if (convert_item (victim, trap) < 0) { 1482 if (convert_item (victim, trap) < 0)
1535 object *op; 1483 {
1536 1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1537 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);
1538
1539 op = get_archetype("burnout");
1540 if (op != NULL) {
1541 op->x = trap->x;
1542 op->y = trap->y;
1543 insert_ob_in_map(op, trap->map, trap, 0);
1544 }
1545 } 1486 }
1487
1546 goto leave; 1488 goto leave;
1547 1489
1548 case TRIGGER_BUTTON: 1490 case TRIGGER_BUTTON:
1549 case TRIGGER_PEDESTAL: 1491 case TRIGGER_PEDESTAL:
1550 case TRIGGER_ALTAR: 1492 case TRIGGER_ALTAR:
1551 check_trigger (trap, victim); 1493 check_trigger (trap, victim);
1552 goto leave; 1494 goto leave;
1553 1495
1554 case DEEP_SWAMP: 1496 case DEEP_SWAMP:
1555 walk_on_deep_swamp (trap, victim); 1497 walk_on_deep_swamp (trap, victim);
1556 goto leave; 1498 goto leave;
1557 1499
1558 case CHECK_INV: 1500 case CHECK_INV:
1559 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)
1560 goto leave; 1507 goto leave;
1561 1508
1562 case HOLE:
1563 /* Hole not open? */
1564 if(trap->stats.wc > 0)
1565 goto leave;
1566
1567 /* 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.
1568 * 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.
1569 */ 1525 */
1570 if (victim->head) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1571 goto leave; 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1572 1528
1573 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1574 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576 goto leave;
1577
1578 case EXIT:
1579 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1580 /* Basically, don't show exits leading to random maps the
1581 * players output.
1582 */
1583 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1584 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1585 enter_exit (victim, trap); 1529 victim->enter_exit (trap);
1586 } 1530 }
1587 goto leave; 1531 goto leave;
1588 1532
1589 case ENCOUNTER: 1533 case ENCOUNTER:
1590 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1591 goto leave; 1535 goto leave;
1592 1536
1593 case SHOP_MAT: 1537 case SHOP_MAT:
1594 apply_shop_mat (trap, victim); 1538 apply_shop_mat (trap, victim);
1595 goto leave; 1539 goto leave;
1596 1540
1597 /* Drop a certain amount of gold, and have one item identified */ 1541 /* Drop a certain amount of gold, and have one item identified */
1598 case IDENTIFY_ALTAR: 1542 case IDENTIFY_ALTAR:
1599 apply_id_altar (victim, trap, originator); 1543 apply_id_altar (victim, trap, originator);
1600 goto leave; 1544 goto leave;
1601 1545
1602 case SIGN: 1546 case SIGN:
1603 if (victim->type != PLAYER && trap->stats.food > 0) 1547 if (victim->type != PLAYER && trap->stats.food > 0)
1604 goto leave; /* monsters musn't apply magic_mouths with counters */ 1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1605 1549
1606 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1607 goto leave; 1551 goto leave;
1608 1552
1609 case CONTAINER: 1553 case CONTAINER:
1610 if (victim->type==PLAYER)
1611 (void) esrv_apply_container (victim, trap);
1612 else
1613 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1614 goto leave; 1555 goto leave;
1615 1556
1616 case RUNE: 1557 case RUNE:
1617 case TRAP: 1558 case TRAP:
1618 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1619 spring_trap(trap, victim); 1560 spring_trap (trap, victim);
1620 }
1621 goto leave; 1561 goto leave;
1622 1562
1623 default: 1563 default:
1624 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 "
1625 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1626 trap->type);
1627 goto leave; 1566 goto leave;
1628 } 1567 }
1629 1568
1630 leave: 1569leave:
1631 recursion_depth--; 1570 recursion_depth--;
1632} 1571}
1633 1572
1634/** 1573/**
1635 * Handles reading a regular (ie not containing a spell) book. 1574 * Handles reading a regular (ie not containing a spell) book.
1636 */ 1575 */
1576static void
1637static void apply_book (object *op, object *tmp) 1577apply_book (object *op, object *tmp)
1638{ 1578{
1639 int lev_diff; 1579 int lev_diff;
1640 object *skill_ob; 1580 object *skill_ob;
1641 1581
1642 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1643 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!");
1644 return; 1585 return;
1645 } 1586 }
1646 if(tmp->msg==NULL) { 1587
1647 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 if (!tmp->msg)
1589 {
1648 "You open the %s and find it empty.", &tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1649 return; 1591 return;
1650 } 1592 }
1651 1593
1652 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1653 skill_ob = find_skill_by_name(op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1654 if ( ! skill_ob) { 1596 if (!skill_ob)
1655 new_draw_info(NDI_UNIQUE, 0,op, 1597 {
1656 "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));
1657 return; 1599 return;
1658 } 1600 }
1601
1659 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1660 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1661 if (lev_diff < 2) 1604 {
1662 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."
1663 else if (lev_diff < 3) 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1665 else if (lev_diff < 5) 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1667 else if (lev_diff < 8) 1610 : "This book is totally beyond your comprehension.");
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1669 else if (lev_diff < 15)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1671 else
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1673 return; 1611 return;
1674 } 1612 }
1675 1613
1676 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
1677 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1678 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1679 "You open the %s and start reading.\n%s", 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1680 "%s\n%s",
1681 long_desc(tmp,op), &tmp->msg); 1631 long_desc (tmp, op), &tmp->msg);
1682 1632
1683 /* gain xp from reading */ 1633 /* gain xp from reading */
1684 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 */
1685 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1686 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1687 /*exp_gain *= 2; because they just identified it too */ 1640 /*exp_gain *= 2; because they just identified it too */
1688 SET_FLAG(tmp,FLAG_IDENTIFIED); 1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1689 /* If in a container, update how it looks */ 1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1690 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1691 else op->contr->socket.update_look=1; 1646 else
1647 op->contr->ns->floorbox_update ();
1692 } 1648 }
1649
1693 change_exp(op,exp_gain, skill_ob->skill, 0); 1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1694 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 */
1695 } 1652 }
1696} 1653}
1697 1654
1698/** 1655/**
1699 * Handles the applying of a skill scroll, calling learn_skill straight. 1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1700 * 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
1701 */ 1658 */
1659static void
1702static void apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1703{ 1661{
1704 switch ((int) learn_skill (op, tmp)) { 1662 switch (learn_skill (op, tmp))
1663 {
1705 case 0: 1664 case 0:
1706 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1665 op->play_sound (sound_find ("generic_fail"));
1707 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)));
1708 return; 1667 break;
1709 1668
1710 case 1: 1669 case 1:
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill);
1712 decrease_ob(tmp); 1670 decrease_ob (tmp);
1713 return; 1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1714 1674
1715 default: 1675 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op,
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1718 decrease_ob(tmp); 1676 decrease_ob (tmp);
1719 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;
1720 } 1680 }
1721} 1681}
1722 1682
1723/** 1683/**
1724 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1725 * Informs player of what happens. 1685 * Informs player of what happens.
1726 */ 1686 */
1687void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1688do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1689{
1729 object *tmp; 1690 object *tmp;
1730 1691
1731 if (op->type != PLAYER) { 1692 if (op->type != PLAYER)
1693 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1695 return;
1734 } 1696 }
1735 1697
1736 /* Upgrade special prayers to normal prayers */ 1698 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1739 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");
1740 return; 1704 return;
1741 } 1705 }
1742 return; 1706 return;
1743 } 1707 }
1744 1708
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1746 tmp = get_object(); 1710
1747 copy_object(spell, tmp); 1711 tmp = spell->clone ();
1748 insert_ob_in_ob(tmp, op); 1712 insert_ob_in_ob (tmp, op);
1749 1713
1750 if (special_prayer) { 1714 if (special_prayer)
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 }
1753 1716
1754 esrv_add_spells(op->contr, tmp); 1717 esrv_add_spells (op->contr, tmp);
1755} 1718}
1756 1719
1757/** 1720/**
1758 * Erases spell from player's inventory. 1721 * Erases spell from player's inventory.
1759 */ 1722 */
1723void
1760void do_forget_spell (object *op, const char *spell) 1724do_forget_spell (object *op, const char *spell)
1761{ 1725{
1762 object *spob; 1726 object *spob;
1763 1727
1764 if (op->type != PLAYER) { 1728 if (op->type != PLAYER)
1729 {
1765 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766 return; 1731 return;
1767 } 1732 }
1768 if ( (spob=check_spell_known (op, spell)) == NULL) { 1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1769 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770 return; 1736 return;
1771 }
1772 1737 }
1773 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1738
1774 "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1775 player_unready_range_ob(op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1776 esrv_remove_spell(op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1777 remove_ob(spob); 1742 spob->destroy ();
1778 free_object(spob);
1779} 1743}
1780 1744
1781/** 1745/**
1782 * Handles player applying a spellbook. 1746 * Handles player applying a spellbook.
1783 * 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,
1784 * stuff like that. Random learning failure too. 1748 * stuff like that. Random learning failure too.
1785 */ 1749 */
1750static void
1786static void apply_spellbook (object *op, object *tmp) 1751apply_spellbook (object *op, object *tmp)
1787{ 1752{
1788 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1789 1754
1790 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1791 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.");
1792 return; 1758 return;
1793 } 1759 }
1794 1760
1795 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1796 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1797 * legacy spellbooks 1763 * legacy spellbooks
1798 */ 1764 */
1799 1765 if (tmp->slaying)
1800 if(tmp->slaying != NULL) { 1766 {
1801 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1802 if (!spell) { 1768 if (!spell)
1803 new_draw_info_format(NDI_UNIQUE, 0, op, 1769 {
1804 "The book's formula for %s is incomplete", &tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1805 return; 1771 return;
1806 } 1772 }
1807 else 1773 else
1808 insert_ob_in_ob(spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1775
1809 tmp->slaying=NULL; 1776 tmp->slaying = 0;
1810 } 1777 }
1811 1778
1812 skop = find_skill_by_name(op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
1813 1780
1814 /* 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
1815 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
1816 if ( !skop) { 1783 if (!skop)
1817 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));
1818 return; 1786 return;
1819 } 1787 }
1820 1788
1821 spell = tmp->inv; 1789 spell = tmp->inv;
1790
1822 if (!spell) { 1791 if (!spell)
1792 {
1823 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);
1824 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!");
1825 return;
1826 }
1827 if (spell->level > (skop->level+10)) {
1828 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1829 return; 1795 return;
1830 } 1796 }
1831 1797
1832 new_draw_info_format(NDI_UNIQUE, 0, op, 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1833 "The spellbook contains the %s level spell %s.", 1799 {
1834 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 }
1835 1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
1836 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
1837 identify(tmp); 1808 identify (tmp);
1809
1838 if (tmp->env) 1810 if (tmp->env)
1839 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1840 else 1812 else
1841 op->contr->socket.update_look=1; 1813 op->contr->ns->floorbox_update ();
1842 } 1814 }
1843 1815
1844 /* 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
1845 * 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
1846 * 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
1847 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1848 */ 1820 */
1849 if (check_spell_known (op, spell->name)) { 1821 if (check_spell_known (op, spell->name))
1850 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");
1851 return; 1824 return;
1852 } 1825 }
1853 1826
1854 if (spell->skill) { 1827 if (spell->skill)
1828 {
1855 spell_skill = find_skill_by_name(op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1856 if (!spell_skill) { 1831 if (!spell_skill)
1857 new_draw_info_format(NDI_UNIQUE, 0, op, 1832 {
1858 "You lack the skill %s to use this spell", 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1859 &spell->skill);
1860 return; 1834 return;
1861 } 1835 }
1836
1862 if (spell_skill->level < spell->level) { 1837 if (spell_skill->level < spell->level)
1863 new_draw_info_format(NDI_UNIQUE, 0, op, 1838 {
1864 "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));
1865 spell->level, &spell->skill);
1866 return; 1840 return;
1867 } 1841 }
1868 } 1842 }
1869 1843
1870 /* Logic as follows 1844 /* Logic as follows
1871 * 1845 *
1872 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873 * 1847 *
1874 * 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
1875 * a spell. 1849 * a spell.
1876 * 1850 *
1877 * 3 -Automatically fail to learn if you read while confused 1851 * 3 -Automatically fail to learn if you read while confused
1878 * 1852 *
1879 * 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
1880 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1881 */ 1855 */
1882 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1883 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!");
1884 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 }
1885 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1886 (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])
1887 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1863 {
1888 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1889 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1890 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1891 1866
1892 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1893 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894 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);
1895 } else { 1870 }
1896 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1871 else
1897 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1898 } 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
1899 decrease_ob(tmp); 1877 decrease_ob (tmp);
1900} 1878}
1901 1879
1902/** 1880/**
1903 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1904 */ 1882 */
1883void
1905void apply_scroll (object *op, object *tmp, int dir) 1884apply_scroll (object *op, object *tmp, int dir)
1906{ 1885{
1907 object *skop; 1886 object *skop;
1908 1887
1909 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1910 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.");
1911 return; 1891 return;
1912 } 1892 }
1913 1893
1914 if (!tmp->inv || tmp->inv->type != SPELL) { 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1915 new_draw_info (NDI_UNIQUE, 0, op, 1895 {
1916 "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1917 return; 1897 return;
1918 } 1898 }
1919 1899
1920 if(op->type==PLAYER) { 1900 if (op->type == PLAYER)
1901 {
1921 /* players need a literacy skill to read stuff! */ 1902 /* players need a literacy skill to read stuff! */
1922 int exp_gain=0; 1903 int exp_gain = 0;
1923 1904
1924 /* hard code literacy - tmp->skill points to where the exp 1905 /* hard code literacy - tmp->skill points to where the exp
1925 * should go for anything killed by the spell. 1906 * should go for anything killed by the spell.
1926 */ 1907 */
1927 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1928 1909
1929 if ( ! skop) { 1910 if (!skop)
1930 new_draw_info(NDI_UNIQUE, 0,op, 1911 {
1931 "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]));
1932 return; 1913 return;
1933 } 1914 }
1934 1915
1935 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1936 change_exp(op,exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1937 } 1918 }
1938 1919
1939 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1940 identify(tmp); 1921 identify (tmp);
1941 1922
1942 new_draw_info_format(NDI_BLACK, 0, op, 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1943 "The scroll of %s turns to dust.", &tmp->inv->name);
1944 1924
1945
1946 cast_spell(op,tmp,dir,tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1947 decrease_ob(tmp); 1926 decrease_ob (tmp);
1948} 1927}
1949 1928
1950/** 1929/**
1951 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1952 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1953 * chest. 1932 * chest.
1954 */ 1933 */
1934static void
1955static void apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1956{ 1936{
1957 object *treas;
1958 tag_t tmp_tag = tmp->count, op_tag = op->count;
1959
1960
1961 /* 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
1962 * 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
1963 * 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
1964 * 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
1965 * treasure 1941 * treasure
1966 */ 1942 */
1967
1968 treas = tmp->inv; 1943 object *treas = tmp->inv;
1969 if(treas==NULL) { 1944
1970 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1945 if (!treas)
1971 decrease_ob(tmp);
1972 return;
1973 } 1946 {
1974 while (tmp->inv) { 1947 op->statusmsg ("The chest was empty.");
1975 treas = tmp->inv;
1976
1977 remove_ob(treas);
1978 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979 query_name(treas));
1980
1981 treas->x=op->x;
1982 treas->y=op->y;
1983 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1984
1985 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1986 && QUERY_FLAG (op, FLAG_ALIVE))
1987 spring_trap (treas, op);
1988 /* If either player or container was destroyed, no need to do
1989 * further processing. I think this should be enclused with
1990 * spring trap above, as I don't think there is otherwise
1991 * any way for the treasure chest or player to get killed
1992 */
1993 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1994 break;
1995 }
1996
1997 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1998 decrease_ob (tmp); 1948 decrease_ob (tmp);
1949 return;
1950 }
1999 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);
2000} 1975}
2001 1976
2002/** 1977/**
2003 * op eats food. 1978 * op eats food.
2004 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2005 */ 1980 */
1981static void
2006static void apply_food (object *op, object *tmp) 1982apply_food (object *op, object *tmp)
2007{ 1983{
2008 int capacity_remaining; 1984 int capacity_remaining;
2009 1985
2010 if(op->type!=PLAYER) 1986 if (op->type != PLAYER)
2011 op->stats.hp=op->stats.maxhp; 1987 op->stats.hp = op->stats.maxhp;
2012 else { 1988 else
1989 {
2013 /* check if this is a dragon (player), eating some flesh */ 1990 /* check if this is a dragon (player), eating some flesh */
2014 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))
2015 ; 1992 ;
2016 else { 1993 else
1994 {
2017 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2018 if(op->stats.food+tmp->stats.food>999) { 1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
2019 if(tmp->type==FOOD || tmp->type==FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2020 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!");
2021 else 2000 else
2022 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!");
2023 } 2002 }
2024 2003
2025 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2026 char buf[MAX_BUF];
2027 2005 {
2006 const char *buf;
2007
2028 if (!is_dragon_pl(op)) { 2008 if (!is_dragon_pl (op))
2009 {
2029 /* eating message for normal players*/ 2010 /* eating message for normal players */
2030 if(tmp->type==DRINK) 2011 if (tmp->type == DRINK)
2031 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 }
2032 else 2016 else
2033 sprintf(buf,"The %s tasted %s",&tmp->name,
2034 tmp->type==FLESH?"terrible!":"good.");
2035 }
2036 else {
2037 /* eating message for dragon players*/ 2017 /* eating message for dragon players */
2038 sprintf(buf,"The %s tasted terrible!",&tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2039 }
2040 2019
2041 new_draw_info(NDI_UNIQUE, 0,op,buf); 2020 op->statusmsg (buf);
2021
2042 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2043 op->stats.food+=tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2044 if(capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2045 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2046 else 2026 else
2047 op->stats.hp+=tmp->stats.food/50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2048 if(op->stats.hp>op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2049 op->stats.hp=op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2050 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2051 op->stats.food = 999; 2032 op->stats.food = 999;
2052 } 2033 }
2053 2034
2054 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2055 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2056 eat_special_food(op,tmp); 2037 eat_special_food (op, tmp);
2057 } 2038 }
2058 } 2039 }
2040
2059 handle_apply_yield(tmp); 2041 handle_apply_yield (tmp);
2060 decrease_ob(tmp); 2042 decrease_ob (tmp);
2061} 2043}
2062 2044
2063/** 2045/**
2064 * A dragon is eating some flesh. If the flesh contains resistances, 2046 * A dragon is eating some flesh. If the flesh contains resistances,
2065 * 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.
2068 * object *op the object (dragon player) eating the flesh 2050 * object *op the object (dragon player) eating the flesh
2069 * object *meal the flesh item, getting chewed in dragon's mouth 2051 * object *meal the flesh item, getting chewed in dragon's mouth
2070 * return: 2052 * return:
2071 * int 1 if eating successful, 0 if it doesn't work 2053 * int 1 if eating successful, 0 if it doesn't work
2072 */ 2054 */
2055int
2073int dragon_eat_flesh(object *op, object *meal) { 2056dragon_eat_flesh (object *op, object *meal)
2057{
2074 object *skin = NULL; /* pointer to dragon skin force*/ 2058 object *skin = NULL; /* pointer to dragon skin force */
2075 object *abil = NULL; /* pointer to dragon ability force*/ 2059 object *abil = NULL; /* pointer to dragon ability force */
2076 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2077 2061
2078 char buf[MAX_BUF]; /* tmp. string buffer */
2079 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2080 double totalchance=1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2081 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2082 double mbonus=0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2083 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084 int winners=0; /* number of winners */ 2067 int winners = 0; /* number of winners */
2085 int i; /* index */ 2068 int i; /* index */
2086 2069
2087 /* let's make sure and doublecheck the parameters */ 2070 /* let's make sure and doublecheck the parameters */
2088 if (meal->type!=FLESH || !is_dragon_pl(op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2089 return 0; 2072 return 0;
2090 2073
2091 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092 from the player's inventory */ 2075 from the player's inventory */
2093 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2094 if (tmp->type == FORCE) { 2077 if (tmp->type == FORCE)
2095 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2096 skin = tmp; 2079 skin = tmp;
2097 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2098 abil = tmp; 2081 abil = tmp;
2099 } 2082
2100 }
2101
2102 /* 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
2103 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2104 if (skin == NULL || abil == NULL) return 0; 2085 if (skin == NULL || abil == NULL)
2105 2086 return 0;
2087
2106 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2107 if((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2108 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2109 else 2091 else
2110 op->stats.hp += meal->stats.food/50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2111 if(op->stats.hp>op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2112 op->stats.hp=op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2113 2096
2114 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2115 2098
2116 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2117 2100
2118 /* on to the interesting part: chances for adding resistance */ 2101 /* on to the interesting part: chances for adding resistance */
2119 for (i=0; i<NROFATTACKS; i++) { 2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2120 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2121 /* got positive resistance, now calculate improvement chance (0-100) */ 2106 /* got positive resistance, now calculate improvement chance (0-100) */
2122 2107
2123 /* this bonus makes resistance increase easier at lower levels */ 2108 /* this bonus makes resistance increase easier at lower levels */
2124 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2125 if (i == abil->stats.exp) 2110 if (i == abil->stats.exp)
2126 bonus += 5; /* additional bonus for resistance of ability-focus */ 2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2127 2112
2128 /* monster bonus increases with level, because high-level 2113 /* monster bonus increases with level, because high-level
2129 flesh is too rare */ 2114 flesh is too rare */
2130 mbonus = op->level * 20. / ((double)settings.max_level); 2115 mbonus = op->level * 20. / ((double) settings.max_level);
2131 2116
2132 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2133 ((double)settings.max_level)) - skin->resist[i]; 2118 ((double) settings.max_level)) - skin->resist[i];
2134 2119
2135 if (chance >= 0.) 2120 if (chance >= 0.)
2136 chance += 1.; 2121 chance += 1.;
2137 else 2122 else
2138 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2139 2124
2140 /* chance is proportional to amount of resistance (max. 50) */ 2125 /* chance is proportional to amount of resistance (max. 50) */
2141 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2142 2127
2143 /* doubled chance for resistance of ability-focus */ 2128 /* doubled chance for resistance of ability-focus */
2144 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2145 chance = MIN(100., chance*2.); 2130 chance = MIN (100., chance * 2.);
2146 2131
2147 /* 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!) */
2148 if (RANDOM()%10000 < (int)(chance*100)) { 2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2149 atnr_winner[winners] = i; 2135 atnr_winner[winners] = i;
2150 winners++; 2136 winners++;
2151 } 2137 }
2152 2138
2153 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2139 if (chance >= 0.01)
2154 2140 totalchance *= 1 - chance / 100;
2141
2155 /*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); */
2156 } 2143 }
2157 } 2144 }
2158 2145
2159 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance*100; 2147 totalchance = 100 - totalchance * 100;
2148
2161 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2162 if (totalchance > 50.) 2151 if (totalchance > 50.)
2163 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2164 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2165 sprintf(buf, "The %s tasted very good.", &meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2166 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2167 sprintf(buf, "The %s tasted good.", &meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2168 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2169 sprintf(buf, "The %s tasted bland.", &meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2170 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2171 sprintf(buf, "The %s had a boring taste.", &meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2172 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))
2173 sprintf(buf, "The %s tasted strange.", &meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2174 else 2163 else
2175 sprintf(buf, "The %s had no taste.", &meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2176 new_draw_info(NDI_UNIQUE, 0, op, buf); 2165
2177 2166 op->statusmsg (buf);
2167
2178 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2179 i = -1; 2169 i = -1;
2180 if (winners>0) 2170 if (winners > 0)
2181 i = atnr_winner[RANDOM()%winners]; 2171 i = atnr_winner[RANDOM () % winners];
2182 2172
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2184 /* resistance increased! */ 2175 /* resistance increased! */
2185 skin->resist[i]++; 2176 skin->resist[i]++;
2186 fix_player(op); 2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2187 2180 }
2188 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2181
2189 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2190 }
2191
2192 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2193 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 */
2194 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)
2195 && meal->last_eat != abil->last_eat) { 2185 {
2196 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> */
2197 2187
2198 if (meal->last_eat != abil->stats.exp) { 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2199 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.",
2200 change_resist_msg[meal->last_eat]); 2192 change_resist_msg[meal->last_eat],
2201 new_draw_info(NDI_UNIQUE, 0, op, buf); 2193 abil->level + 1
2202 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2194 ));
2203 new_draw_info(NDI_UNIQUE, 0, op, buf);
2204 }
2205 else { 2195 else
2206 sprintf(buf, "Your metabolism will continue to focus on %s.", 2196 {
2207 change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2208 new_draw_info(NDI_UNIQUE, 0, op, buf);
2209 abil->last_eat = 0; 2198 abil->last_eat = 0;
2210 } 2199 }
2211 } 2200 }
2201
2212 return 1; 2202 return 1;
2213}
2214
2215static void apply_savebed (object *pl)
2216{
2217#ifndef COZY_SERVER
2218 if(!pl->contr->name_changed||!pl->stats.exp) {
2219 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2220 return;
2221 }
2222#endif
2223 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 /* Need to call terminate_all_pets() before we remove the player ob */
2225 terminate_all_pets(pl);
2226 remove_ob(pl);
2227 pl->direction=0;
2228 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2229 "%s leaves the game.", &pl->name);
2230
2231 /* update respawn position */
2232 strcpy(pl->contr->savebed_map, pl->map->path);
2233 pl->contr->bed_x = pl->x;
2234 pl->contr->bed_y = pl->y;
2235
2236 strcpy(pl->contr->killer,"left");
2237 check_score(pl); /* Always check score */
2238 (void)save_player(pl,0);
2239 pl->map->players--;
2240#if MAP_MAXTIMEOUT
2241 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2242#endif
2243 play_again(pl);
2244 pl->speed = 0;
2245 update_ob_speed(pl);
2246} 2203}
2247 2204
2248/** 2205/**
2249 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2250 * Does some sanity checks, then calls improve_armour. 2207 * Does some sanity checks, then calls improve_armour.
2251 */ 2208 */
2209static void
2252static void apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2253{ 2211{
2254 object *armor; 2212 object *armor;
2255 2213
2256 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))
2257 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2258 return;
2259 } 2215 {
2260 armor=find_marked_object(op); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2261 if ( ! armor) {
2262 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263 return; 2217 return;
2264 } 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
2265 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2266 && armor->type != CLOAK 2229 && armor->type != CLOAK
2267 && armor->type != BOOTS && armor->type != GLOVES 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2268 && armor->type != BRACERS && armor->type != SHIELD
2269 && armor->type != HELMET)
2270 { 2231 {
2271 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2272 return; 2233 return;
2273 } 2234 }
2274 2235
2275 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2276 improve_armour(op,tmp,armor); 2237 improve_armour (op, tmp, armor);
2277} 2238}
2278 2239
2279 2240extern void
2280extern void apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2281{ 2242{
2282 if (op->type == PLAYER) { 2243 if (op->type == PLAYER)
2283 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2244 {
2284 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!");
2285 strcpy(op->contr->killer,"poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2286 } 2248 }
2249
2287 if (tmp->stats.hp > 0) { 2250 if (tmp->stats.hp > 0)
2251 {
2288 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);
2289 tmp->stats.hp);
2290 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2291 } 2254 }
2255
2292 op->stats.food-=op->stats.food/4; 2256 op->stats.food -= op->stats.food / 4;
2293 handle_apply_yield(tmp); 2257 handle_apply_yield (tmp);
2294 decrease_ob(tmp); 2258 decrease_ob (tmp);
2295} 2259}
2296 2260
2297/** 2261/**
2298 * 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.
2299 * A valid 2 way exit means: 2263 * A valid 2 way exit means:
2300 * -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)
2301 * -You are 2265 * -You are
2302 * ° the owner of the exit 2266 * ° the owner of the exit
2303 * ° or in the same party as the owner 2267 * ° or in the same party as the owner
2304 * 2268 *
2305 * 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
2306 * 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
2307 * 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).
2308 */ 2272 */
2273int
2309int is_legal_2ways_exit (object* op, object *exit) 2274is_legal_2ways_exit (object *op, object *exit)
2310 { 2275{
2311 object * tmp; 2276 if (exit->stats.exp != 1)
2312 object * exit_owner; 2277 return 1; /*This is not a 2 way, so it is legal */
2313 player * pp; 2278
2314 mapstruct * exitmap; 2279#if 0 //TODO
2315 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)
2316 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 */
2317 /* To know if an exit has a correspondant, we look at 2282#endif
2318 * all the exits in destination and try to find one with same path as 2283
2319 * the current exit's position */ 2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2320 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2285
2321 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2322 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2323 if (exitmap) 2286 if (exitmap)
2324 { 2287 {
2325 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2288 exitmap->load_sync ();
2326 if (!tmp) return 0; 2289
2327 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)
2328 { 2296 {
2329 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2297 if (tmp->type != EXIT)
2330 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2298 continue; /*Not an exit */
2331 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2332 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2333 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
2334 /* 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
2335 * 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
2336 * town portals to prevent strangers from visiting your appartments 2311 * town portals to prevent strangers from visiting your appartments
2337 */ 2312 */
2313 if (!exit->race)
2338 if (!exit->race) return 1; /*No owner, free for all!*/ 2314 return 1; /*No owner, free for all! */
2339 exit_owner=NULL; 2315
2340 for (pp=first_player;pp;pp=pp->next) 2316 object *exit_owner = 0;
2317
2318 for_all_players (pp)
2341 { 2319 {
2342 if (!pp->ob) continue; 2320 if (!pp->ob)
2321 continue;
2322
2343 if (pp->ob->name!=exit->race) continue; 2323 if (pp->ob->name != exit->race)
2324 continue;
2325
2344 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 */
2345 break; 2327 break;
2346 } 2328 }
2347 if (!exit_owner) return 0; /* No more owner*/ 2329
2348 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
2349 if ( exit_owner && /*There is a owner*/ 2336 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */ 2337 (op->contr) && /*A player tries to pass */
2351 ( (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 */
2352 (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 */
2353 return 0; 2340 return 0;
2341
2354 return 1; 2342 return 1;
2355 } 2343 }
2356 } 2344 }
2345
2357 return 0; 2346 return 0;
2358 } 2347}
2359
2360 2348
2361/** 2349/**
2362 * Main apply handler. 2350 * Main apply handler.
2363 * 2351 *
2364 * Checks for unpaid items before applying. 2352 * Checks for unpaid items before applying.
2372 * being applied. 2360 * being applied.
2373 * 2361 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2363 * them in this function - they are passed to apply_special
2376 */ 2364 */
2377 2365int
2378int manual_apply (object *op, object *tmp, int aflag) 2366manual_apply (object *op, object *tmp, int aflag)
2379{ 2367{
2380 if (tmp->head) tmp=tmp->head; 2368 if (tmp->head)
2369 tmp = tmp->head;
2381 2370
2382 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:
2383 if (op->type == PLAYER) { 2434 if (op->type == PLAYER)
2384 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2435 {
2436 apply_book (op, tmp);
2385 return 1; 2437 return 1;
2386 } else {
2387 return 0; /* monsters just skip unpaid items */
2388 } 2438 }
2389 } 2439 else
2440 return 0;
2390 2441
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2442 case SKILLSCROLL:
2392 return RESULT_INT (0); 2443 if (op->type == PLAYER)
2393 2444 {
2394 switch (tmp->type) { 2445 apply_skillscroll (op, tmp);
2395
2396 case CF_HANDLE:
2397 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2398 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399 tmp->value=tmp->value?0:1;
2400 SET_ANIMATION(tmp, tmp->value);
2401 update_object(tmp,UP_OBJ_FACE);
2402 push_button(tmp);
2403 return 1; 2446 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op)) {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2409 } else {
2410 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411 } 2447 }
2448 else
2449 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER)
2453 {
2454 apply_spellbook (op, tmp);
2412 return 1; 2455 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2418 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2419 query_name(tmp));
2420 } else {
2421 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2423 strncmp(EXIT_PATH(tmp), "/random/", 8))
2424 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425 enter_exit(op,tmp);
2426 } 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);
2427 return 1; 2482 return 1;
2483 }
2484 else
2485 return 0;
2428 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:
2429 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:
2430 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);
2431 return 1; 2529 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER) {
2435 apply_book (op, tmp);
2436 return 1;
2437 } else {
2438 return 0;
2439 } 2530 }
2440 2531 else
2441 case SKILLSCROLL:
2442 if (op->type == PLAYER) {
2443 apply_skillscroll (op, tmp);
2444 return 1;
2445 }
2446 return 0; 2532 return 0;
2447 2533
2534 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp);
2536 return 1;
2537
2448 case SPELLBOOK: 2538 case CLOCK:
2449 if (op->type == PLAYER) { 2539 if (op->type == PLAYER)
2450 apply_spellbook (op, tmp); 2540 {
2451 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")
2452 } 2550 ));
2453 return 0;
2454
2455 case SCROLL:
2456 apply_scroll (op, tmp, 0);
2457 return 1; 2551 return 1;
2552 }
2553 else
2554 return 0;
2458 2555
2459 case POTION: 2556 case MENU:
2460 (void) apply_potion(op, tmp); 2557 if (op->type == PLAYER)
2558 {
2559 shop_listing (tmp, op);
2461 return 1; 2560 return 1;
2561 }
2562 else
2563 return 0;
2462 2564
2463 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2565 case POWER_CRYSTAL:
2464 case CLOSE_CON: 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2465 if (op->type==PLAYER) 2570 if (op->type == PLAYER)
2466 (void) esrv_apply_container (op, tmp->env); 2571 {
2467 else 2572 apply_lighter (op, tmp);
2468 (void) apply_container (op, tmp->env);
2469 return 1; 2573 return 1;
2470
2471 case CONTAINER:
2472 if (op->type==PLAYER)
2473 (void) esrv_apply_container (op, tmp);
2474 else
2475 (void) apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER) {
2480 apply_treasure (op, tmp);
2481 return 1;
2482 } else {
2483 return 0;
2484 } 2574 }
2485 2575 else
2486 case WEAPON:
2487 case ARMOUR:
2488 case BOOTS:
2489 case GLOVES:
2490 case AMULET:
2491 case GIRDLE:
2492 case BRACERS:
2493 case SHIELD:
2494 case HELMET:
2495 case RING:
2496 case CLOAK:
2497 case WAND:
2498 case ROD:
2499 case HORN:
2500 case SKILL:
2501 case BOW:
2502 case LAMP:
2503 case BUILDER:
2504 case SKILL_TOOL:
2505 if (tmp->env != op)
2506 return 2; /* not in inventory */
2507 (void) apply_special (op, tmp, aflag);
2508 return 1; 2576 return 0;
2509 2577
2510 case DRINK:
2511 case FOOD:
2512 case FLESH:
2513 apply_food (op, tmp);
2514 return 1;
2515
2516 case POISON:
2517 apply_poison (op, tmp);
2518 return 1;
2519
2520 case SAVEBED:
2521 if (op->type == PLAYER) {
2522 apply_savebed (op);
2523 return 1;
2524 } else {
2525 return 0;
2526 }
2527
2528 case ARMOUR_IMPROVER:
2529 if (op->type == PLAYER) {
2530 apply_armour_improver (op, tmp);
2531 return 1;
2532 } else {
2533 return 0;
2534 }
2535
2536 case WEAPON_IMPROVER:
2537 (void) check_improve_weapon(op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2541 if (op->type == PLAYER) {
2542 char buf[MAX_BUF];
2543 timeofday_t tod;
2544
2545 get_tod(&tod);
2546 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2547 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2548 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2549 ((tod.hour >= 14) ? "pm" : "am"));
2550 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2551 new_draw_info(NDI_UNIQUE, 0,op, buf);
2552 return 1;
2553 } else {
2554 return 0;
2555 }
2556
2557 case MENU:
2558 if (op->type == PLAYER) {
2559 shop_listing (op);
2560 return 1;
2561 } else {
2562 return 0;
2563 }
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal(op,tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) {
2571 apply_lighter(op,tmp);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2578 apply_item_transformer( op, tmp ); 2579 apply_item_transformer (op, tmp);
2579 return 1; 2580 return 1;
2580 2581
2581 default: 2582 default:
2582 return 0; 2583 return 0;
2583 } 2584 }
2584} 2585}
2585 2586
2586 2587
2587/* 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"
2588 * 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
2589 * "but you are floating high above the ground" messages. 2590 * "but you are floating high above the ground" messages.
2590 * 2591 *
2591 * Same return value as apply() function. 2592 * Same return value as apply() function.
2592 */ 2593 */
2594int
2593int player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2594{ 2596{
2595 int tmp; 2597 int tmp;
2596 2598
2597 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2600 {
2598 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2599 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2600 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2603 {
2601 "above the ground!"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2602 return 0; 2605 return 0;
2603 } 2606 }
2604 }
2605
2606 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2607 * applied.
2608 */
2609 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2610 { 2607 }
2611 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2612 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2613 "of smoke!");
2614 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2615 remove_ob (op);
2616 free_object (op);
2617 return 1;
2618 }
2619 2608
2620 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2621 pl->contr->last_used_id = op->count;
2622 2610
2623 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2624 if ( ! quiet) { 2612 if (!quiet)
2613 {
2625 if (tmp == 0) 2614 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl, 2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2627 "I don't know how to apply the %s.",
2628 query_name (op));
2629 else if (tmp == 2) 2616 else if (tmp == 2)
2630 new_draw_info_format (NDI_UNIQUE, 0, pl, 2617 op->failmsg ("You must get it first!\n");
2631 "You must get it first!\n");
2632 } 2618 }
2619
2633 return tmp; 2620 return tmp;
2634} 2621}
2635 2622
2636/** 2623/**
2637 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2638 * 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
2639 * we use the ground. 2626 * we use the ground.
2640 */ 2627 */
2641 2628void
2642void player_apply_below (object *pl) 2629player_apply_below (object *pl)
2643{ 2630{
2644 object *tmp, *next;
2645 int floors; 2631 int floors = 0;
2646 2632
2647 /* 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
2648 * item in the container. Otherwise, use the map. 2634 * item in the container. Otherwise, use the map.
2649 */
2650 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651
2652 /* 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
2653 * 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
2654 * 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
2655 * 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
2656 * not return a proper value. 2639 * not return a proper value.
2657 */ 2640 */
2658 for (floors = 0; tmp!=NULL; tmp=next) { 2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2642 {
2659 next = tmp->below; 2643 next = tmp->below;
2644
2660 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661 floors++; 2646 floors++;
2662 else if (floors > 0) 2647 else if (floors > 0)
2663 return; /* process only floor objects after first floor object */ 2648 return; /* process only floor objects after first floor object */
2664 2649
2665 /* 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
2666 * person moving on it, also activate. Added code to make it 2651 * person moving on it, also activate. Added code to make it
2667 * 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
2668 * the item needs. 2653 * the item needs.
2669 */ 2654 */
2670 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2655 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2671 if (player_apply (pl, tmp, 0, 1) == 1) 2657 if (player_apply (pl, tmp, 0, 1) == 1)
2672 return; 2658 return;
2673 } 2659 }
2674 if (floors >= 2) 2660 if (floors >= 2)
2675 return; /* process at most two floor objects */ 2661 return; /* process at most two floor objects */
2676 } 2662 }
2677} 2663}
2678 2664
2679/** 2665/**
2680 * Unapplies specified item. 2666 * Unapplies specified item.
2681 * No check done on cursed/damned. 2667 * No check done on cursed/damned.
2682 * Break this out of apply_special - this is just done 2668 * Break this out of apply_special - this is just done
2683 * 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.
2684 */ 2670 */
2671static int
2685static int unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2686{ 2673{
2687 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))
2688 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689 return RESULT_INT (0); 2676 return RESULT_INT (0);
2690 2677
2691 object *tmp2;
2692
2693 CLEAR_FLAG(op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2679
2694 switch(op->type) { 2680 switch (op->type)
2695 case WEAPON: 2681 {
2696 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2697
2698 (void) change_abil (who,op);
2699 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2700 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2701 clear_skill(who);
2702 break;
2703
2704 case SKILL: /* allows objects to impart skills */
2705 case SKILL_TOOL: 2682 case SKILL_TOOL:
2706 if (op != who->chosen_skill) { 2683 // unapplying a skill tool should also unapply the skill it governs
2707 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);
2708 } 2702 }
2709 if (who->type==PLAYER) { 2703
2710 if (who->contr->shoottype == range_skill) 2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2711 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 {
2712 if ( ! op->invisible) { 2713 if (!op->invisible)
2713 new_draw_info_format (NDI_UNIQUE, 0, who, 2714 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2714 "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)
2715 } else { 2763 {
2716 new_draw_info_format (NDI_UNIQUE, 0, who, 2764 who->failmsg ("Oops, it feels deadly cold!");
2717 "You can no longer use the skill: %s.", 2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2718 &op->skill);
2719 } 2766 }
2720 } 2767 }
2721 (void) change_abil (who, op);
2722 who->chosen_skill = NULL;
2723 CLEAR_FLAG (who, FLAG_READY_SKILL);
2724 break;
2725 2768
2726 case ARMOUR: 2769 if (who->contr)
2727 case HELMET: 2770 esrv_send_item (who, tmp2);
2728 case SHIELD: 2771 }
2729 case RING: 2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2730 case BOOTS: 2775 case BOW:
2731 case GLOVES: 2776 case WAND:
2732 case AMULET:
2733 case GIRDLE: 2777 case ROD:
2734 case BRACERS: 2778 case HORN:
2735 case CLOAK: 2779 if (player *pl = who->contr)
2736 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2780 {
2737 (void) change_abil (who,op); 2781 if (op == pl->ranged_ob)
2738 break; 2782 {
2739 case LAMP: 2783 pl->ranged_ob = 0;
2740 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2784 who->change_weapon (pl->combat_ob);
2741 &op->name);
2742 tmp2 = arch_to_object(op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2750 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2751 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2752 if (who->type == PLAYER)
2753 esrv_del_item(who->contr, (tag_t)op->count);
2754 remove_ob(op);
2755 free_object(op);
2756 insert_ob_in_ob(tmp2, who);
2757 fix_player(who);
2758 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759 if (who->type == PLAYER) {
2760 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2761 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2762 } 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;
2763 } 2823 }
2764 if(who->type==PLAYER)
2765 esrv_send_item(who, tmp2);
2766 return 1; /* otherwise, an attempt to drop causes problems */
2767 break;
2768 case BOW:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 clear_skill(who);
2773 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2774 if(who->type==PLAYER) {
2775 who->contr->shoottype = range_none;
2776 } else {
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG(who, FLAG_READY_RANGE);
2781 }
2782 break;
2783 2824
2784 case BUILDER:
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 who->contr->shoottype = range_none;
2787 who->contr->ranges[ range_builder ] = NULL;
2788 break;
2789
2790 default:
2791 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2792 break;
2793 }
2794
2795 fix_player(who);
2796
2797 if ( ! (aflags & AP_NO_MERGE)) {
2798 object *tmp;
2799
2800 tag_t del_tag = op->count;
2801 tmp = merge_ob (op, NULL);
2802 if (who->type == PLAYER) {
2803 if (tmp) { /* it was merged */
2804 esrv_del_item (who->contr, del_tag);
2805 op = tmp;
2806 }
2807 esrv_send_item (who, op); 2825 esrv_send_item (who, op);
2808 } 2826 }
2809 } 2827 }
2828
2810 return 0; 2829 return 0;
2811} 2830}
2812 2831
2813/** 2832/**
2814 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
2815 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
2816 * 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
2817 * something like: 2836 * something like:
2818 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
2819 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2820 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
2821 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
2822 * 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.
2823 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
2824 * invisible other objects that use 2843 * invisible other objects that use
2825 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
2826 */ 2845 */
2827object *get_item_from_body_location(object *start, int loc) 2846static object *
2847get_next_item_from_body_location (int loc, object *start)
2828{ 2848{
2829 object *tmp;
2830
2831 if (!start) return NULL;
2832
2833 for (tmp=start; tmp; tmp=tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
2834 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2850 if (tmp->flag [FLAG_APPLIED]
2851 && tmp->slot[loc].info
2835 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2852 && (!tmp->invisible || tmp->type == SKILL))
2853 return tmp;
2836 2854
2837 return NULL; 2855 return 0;
2838} 2856}
2839
2840
2841 2857
2842/** 2858/**
2843 * '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.
2844 * This should only be called when it is known 2860 * This should only be called when it is known
2845 * that there are objects to unapply. This makes pretty heavy 2861 * that there are objects to unapply. This makes pretty heavy
2848 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
2849 * 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
2850 * 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
2851 * another function that does just that. 2867 * another function that does just that.
2852 */ 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
2853int unapply_for_ob(object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
2854{ 2877{
2855 int i; 2878 if (op->is_range ())
2856 object *tmp=NULL, *last;
2857
2858 /* If we are applying a shield or weapon, unapply any equipped shield
2859 * or weapons first - only allowed to use one weapon/shield at a time.
2860 */
2861 if (op->type == WEAPON || op->type == SHIELD) {
2862 for (tmp=who->inv; tmp; tmp=tmp->below) { 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2863 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2864 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)))
2865 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2882 {
2866 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
2867 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2884 who->failmsg (query_name (tmp));
2868 else 2885 else
2869 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;
2870 } 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));
2871 else { 2928 else
2872 /* In this case, we want to try and remove a cursed item. 2929 unapply_special (who, tmp, aflags);
2873 * While we know it won't work, we want unapply_special to
2874 * at least generate the message.
2875 */
2876 new_draw_info_format(NDI_UNIQUE, 0, who,
2877 "No matter how hard you try, you just can't\nremove %s.",
2878 query_name(tmp));
2879 return 1;
2880 } 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 }
2881 2940
2941 last = tmp->below;
2882 } 2942 }
2883 }
2884 }
2885
2886 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2887 /* this used up a slot that we need to free */
2888 if (op->body_info[i]) {
2889 last = who->inv;
2890
2891 /* We do a while loop - may need to remove several items in order
2892 * to free up enough slots.
2893 */
2894 while ((who->body_used[i] + op->body_info[i]) < 0) {
2895 tmp = get_item_from_body_location(last, i);
2896 if (!tmp) {
2897#if 0
2898 /* Not a bug - we'll get this if the player has cursed items
2899 * equipped.
2900 */
2901 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2902 i, body_locations[i].save_name, who->name);
2903#endif
2904 return 1;
2905 }
2906 /* If we are just printing, we don't care about cursed status */
2907 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2908 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2909 if (aflags & AP_PRINT)
2910 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2911 else
2912 unapply_special(who, tmp, aflags);
2913 }
2914 else {
2915 /* Cursed item that we can't unequip - tell the player.
2916 * Note this could be annoying if this is just one of a few,
2917 * so it may not be critical (eg, putting on a ring and you have
2918 * one cursed ring.)
2919 */
2920 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2921 }
2922 last = tmp->below;
2923 }
2924 /* 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
2925 * return in the !tmp would have kicked in. 2944 * return in the !tmp would have kicked in.
2926 */ 2945 */
2927 } /* if op is using this body location */ 2946 } /* if op is using this body location */
2928 } /* for body lcoations */ 2947 } /* for body lcoations */
2948
2929 return 0; 2949 return 0;
2930} 2950}
2931 2951
2932/** 2952/**
2933 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
2934 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
2935 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
2936 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
2937 * 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
2938 * 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?)
2939 * 2959 *
2940 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
2941 * these return values. 2961 * these return values.
2942 */ 2962 */
2963int
2943int can_apply_object(object *who, object *op) 2964can_apply_object (object *who, object *op)
2944{ 2965{
2945 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)))
2946 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 return RESULT_INT (0); 2967 return RESULT_INT (0);
2948 2968
2949 int i, retval=0; 2969 int retval = 0;
2950 object *tmp=NULL, *ws=NULL; 2970 object *tmp = 0, *ws = 0;
2951 2971
2952 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2953 * 2 weapons, but we don't want to let them do that. So if they are 2973 {
2954 * trying to equip a weapon or shield, see if they already have one 2974 if (op->slot[i].info)
2955 * in place and store that way. 2975 {
2956 */ 2976 /* Item uses more slots than we have */
2957 if (op->type == WEAPON || op->type == SHIELD) { 2977 if (who->slot[i].info + op->slot [i].info < 0)
2958 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2978 {
2959 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 */
2960 retval = CAN_APPLY_UNAPPLY; 2982 retval |= CAN_APPLY_NEVER;
2961 ws = tmp;
2962 } 2983 }
2963 } 2984 else if (who->slot[i].used + op->slot[i].info < 0)
2964 }
2965 2985 {
2966
2967 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2968 if (op->body_info[i]) {
2969 /* Item uses more slots than we have */
2970 if (FABS(op->body_info[i]) > who->body_info[i]) {
2971 /* Could return now for efficiently - rest of info below isn'
2972 * really needed.
2973 */
2974 retval |= CAN_APPLY_NEVER;
2975 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2976 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
2977 * we have. 2987 * we have.
2978 */ 2988 */
2979 object *tmp1;
2980 2989
2981
2982 /* 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
2983 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
2984 * 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
2985 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
2988 * may be two handed for example. 2996 * may be two handed for example.
2989 */ 2997 */
2990 if (ws) { 2998 if (ws)
2991 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 {
2992 retval |= CAN_APPLY_UNAPPLY; 3001 retval |= CAN_APPLY_UNAPPLY;
2993 continue; 3002 continue;
2994 } 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;
2995 } 3015 }
2996
2997 tmp1 = get_item_from_body_location(who->inv, i);
2998 if (!tmp1) {
2999#if 0
3000 /* This is sort of an error, but happens a lot when old players
3001 * join in with more stuff equipped than they are now allowed.
3002 */
3003 LOG(llevError,"Can't find object using location %d on %s\n",
3004 i, who->name);
3005#endif
3006 retval |= CAN_APPLY_NEVER;
3007 } else { 3016 else
3017 {
3008 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3009 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3010 * to apply multiple objects 3020 * to apply multiple objects
3011 */ 3021 */
3012 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3023
3024 if (!tmp)
3013 if (!tmp) tmp = tmp1; 3025 tmp = tmp1;
3014 else if (tmp != tmp1) { 3026 else if (tmp != tmp1)
3015 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 } 3028
3017 /* 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
3018 * 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
3019 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3020 */ 3032 */
3021 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)
3022 (FABS(op->body_info[i]) < who->body_info[i])) 3034 && abs (op->slot[i].info) < who->slot[i].info)
3023 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024 3036
3025 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3026 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3027 */ 3039 */
3028 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)
3029 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3030
3031 } 3042 }
3032 } /* if not enough free slots */ 3043 } /* if not enough free slots */
3033 } /* if this object uses location i */ 3044 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3035 3046
3036 /* 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
3037 * really be controlled by use of body locations. We do have 3048 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters, 3049 * the weapon/shield checks, and the range checks for monsters,
3039 * 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,
3040 * 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
3041 * all use the same location. 3052 * all use the same location.
3042 */ 3053 */
3043 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))
3044 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3045 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 retval |= CAN_APPLY_RESTRICTION; 3066 retval |= CAN_APPLY_RESTRICTION;
3047 3067
3048
3049 if (who->type != PLAYER) {
3050 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054 retval |= CAN_APPLY_RESTRICTION;
3055 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3056 retval |= CAN_APPLY_RESTRICTION; 3069 retval |= CAN_APPLY_RESTRICTION;
3070
3057 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3059 } 3073 }
3074
3060 return retval; 3075 return retval;
3061} 3076}
3062
3063
3064 3077
3065/** 3078/**
3066 * 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.
3067 * 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,
3068 * 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
3077 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3078 * 3091 *
3079 * Optional flags: 3092 * Optional flags:
3080 * 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
3081 * 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
3082 * 3096 *
3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084 * 3098 *
3085 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3086 */ 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
3087int apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3088{ 3107{
3089 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3090 object *tmp, *tmp2, *skop=NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3091 int i;
3092 3110
3093 if(who==NULL) { 3111 if (who == NULL)
3112 {
3094 LOG(llevError,"apply_special() from object without environment.\n"); 3113 LOG (llevError, "apply_special() from object without environment.\n");
3095 return 1; 3114 return 1;
3096 } 3115 }
3097 3116
3098 if(op->env!=who) 3117 if (op->env != who)
3099 return 1; /* op is not in inventory */ 3118 return 1; /* op is not in inventory */
3100 3119
3101 /* trying to unequip op */ 3120 /* trying to unequip op */
3102 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3121 if (QUERY_FLAG (op, FLAG_APPLIED))
3122 {
3103 /* always apply, so no reason to unapply */ 3123 /* always apply, so no reason to unapply */
3104 if (basic_flag == AP_APPLY) return 0; 3124 if (basic_flag == AP_APPLY)
3125 return 0;
3105 3126
3106 if ( ! (aflags & AP_IGNORE_CURSE)
3107 && (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)))
3108 new_draw_info_format(NDI_UNIQUE, 0, who, 3128 {
3109 "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)));
3110 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))
3111 return 1; 3172 return 1;
3112 } 3173 }
3113 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)
3114 } 3189 {
3190 skop = find_skill_by_name (who, op->skill);
3115 3191
3116 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 }
3117 3203
3118 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 }
3119 3211
3120 /* 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.
3121 if (i) { 3213 * Note that we don't have the checks for can_use_...
3122 if (i & CAN_APPLY_NEVER) { 3214 * below - that is already taken care of by can_apply_object.
3123 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
3124 return 1; 3234 return 1;
3125 } else if (i & CAN_APPLY_RESTRICTION) { 3235 }
3126 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
3127 return 1; 3248 return 1;
3128 } 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 */
3129 if (who->type != PLAYER) { 3307 if (who->type == PLAYER)
3130 /* Some error, so don't try to equip something more */ 3308 esrv_del_item (who->contr, op->count);
3131 if (unapply_for_ob(who, op, aflags)) return 1; 3309
3132 } else { 3310 op->destroy ();
3133 if (who->contr->unapply == unapply_never || 3311
3134 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3312 /* insert the portion that was split off */
3135 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3313 if (tmp)
3136 unapply_for_ob(who, op, AP_PRINT); 3314 {
3137 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);
3138 } 3327 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3140 i = unapply_for_ob(who, op, aflags);
3141 if (i) return 1;
3142 }
3143 }
3144 }
3145 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3146 skop=find_skill_by_name(who, op->skill);
3147 if (!skop) {
3148 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3149 return 1;
3150 } else {
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */
3154 change_skill(who, skop, 0);
3155 }
3156 }
3157
3158 if (who->type == PLAYER && op->item_power &&
3159 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3160 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161 return 1;
3162 }
3163
3164 3328
3165 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object.
3168 */
3169
3170
3171 if(op->nrof > 1)
3172 tmp = get_split_ob(op,op->nrof - 1);
3173 else
3174 tmp = NULL;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3177 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178 return RESULT_INT (0);
3179
3180 switch(op->type) {
3181 case WEAPON:
3182 if (!check_weapon_power(who, op->last_eat)) {
3183 new_draw_info(NDI_UNIQUE, 0,who,
3184 "That weapon is too powerful for you to use.");
3185 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if(tmp!=NULL)
3187 (void) insert_ob_in_ob(tmp,who);
3188 return 1;
3189 }
3190 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3191 /* if the weapon does not have the name as the character, can't use it. */
3192 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3193 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3194 if(tmp!=NULL)
3195 (void) insert_ob_in_ob(tmp,who);
3196 return 1;
3197 }
3198 SET_FLAG(op, FLAG_APPLIED);
3199
3200 if (skop) change_skill(who, skop, 1);
3201 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3202 SET_FLAG(who, FLAG_READY_WEAPON);
3203
3204 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3205
3206 (void) change_abil (who,op);
3207 break;
3208
3209 case ARMOUR:
3210 case HELMET:
3211 case SHIELD:
3212 case BOOTS:
3213 case GLOVES:
3214 case GIRDLE:
3215 case BRACERS:
3216 case CLOAK:
3217 case RING:
3218 case AMULET:
3219 SET_FLAG(op, FLAG_APPLIED);
3220 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3221 (void) change_abil (who,op);
3222 break;
3223 case LAMP:
3224 if (op->stats.food < 1) {
3225 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3226 " fuel!", &op->name);
3227 return 1;
3228 }
3229 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3230 &op->name);
3231 tmp2 = arch_to_object(op->other_arch);
3232 tmp2->stats.food = op->stats.food;
3233 SET_FLAG(tmp2, FLAG_APPLIED);
3234 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3235 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3236 insert_ob_in_ob(tmp2, who);
3237
3238 /* Remove the old lantern */
3239 if (who->type == PLAYER) 3329 if (who->type == PLAYER)
3240 esrv_del_item(who->contr, (tag_t)op->count);
3241 remove_ob(op);
3242 free_object(op);
3243
3244 /* insert the portion that was split off */
3245 if(tmp!=NULL) {
3246 (void) insert_ob_in_ob(tmp,who);
3247 if(who->type==PLAYER)
3248 esrv_send_item(who, tmp);
3249 }
3250 fix_player(who);
3251 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3252 if (who->type == PLAYER) {
3253 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3254 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3255 }
3256 }
3257 if(who->type==PLAYER)
3258 esrv_send_item(who, tmp2); 3330 esrv_send_item (who, tmp2);
3331
3259 return 0; 3332 return 0;
3260 break;
3261 3333
3262 /* this part is needed for skill-tools */
3263 case SKILL:
3264 case SKILL_TOOL: 3334 case SKILL_TOOL:
3265 if (who->chosen_skill) { 3335 // applying a skill tool also readies the skill
3266 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 ));
3267 return 1; 3368 return 1;
3268 } 3369
3269 if (who->type == PLAYER) { 3370 found_weapon:;
3270 who->contr->shoottype = range_skill;
3271 who->contr->ranges[range_skill] = op;
3272 if ( ! op->invisible) {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3274 query_name (op));
3275 new_draw_info_format (NDI_UNIQUE, 0, who,
3276 "You can now use the skill: %s.",
3277 &op->skill);
3278 } else {
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3280 op->skill ? &op->skill : &op->name);
3281 } 3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op);
3282 } 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 {
3283 SET_FLAG (op, FLAG_APPLIED); 3413 SET_FLAG (op, FLAG_APPLIED);
3284 (void) change_abil (who, op); 3414 change_abil (who, op);
3285 who->chosen_skill = op; 3415 who->chosen_skill = op;
3286 SET_FLAG (who, FLAG_READY_SKILL); 3416 SET_FLAG (who, FLAG_READY_SKILL);
3287 break;
3288
3289 case BOW:
3290 if (!check_weapon_power(who, op->last_eat)) {
3291 new_draw_info(NDI_UNIQUE, 0, who,
3292 "That item is too powerful for you to use.");
3293 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294 if(tmp != NULL)
3295 (void)insert_ob_in_ob(tmp,who);
3296 return 1;
3297 } 3417 }
3298 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3299 new_draw_info(NDI_UNIQUE, 0, who,
3300 "The weapon does not recognize you as its owner.");
3301 if(tmp != NULL)
3302 (void)insert_ob_in_ob(tmp,who);
3303 return 1;
3304 }
3305 /*FALLTHROUGH*/
3306 case WAND:
3307 case ROD:
3308 case HORN:
3309 /* check for skill, alter player status */
3310 SET_FLAG(op, FLAG_APPLIED);
3311 if (skop) change_skill(who, skop, 0);
3312 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3313 3418
3314 if(who->type==PLAYER) {
3315 if (op->type == BOW) {
3316 (void)change_abil(who, op);
3317 new_draw_info_format (NDI_UNIQUE, 0, who,
3318 "You will now fire %s with %s.",
3319 op->race ? &op->race : "nothing", query_name(op));
3320 who->contr->shoottype = range_bow;
3321 } else {
3322 who->contr->shoottype = range_misc;
3323 }
3324 } else {
3325 if (op->type == BOW)
3326 SET_FLAG (who, FLAG_READY_BOW);
3327 else
3328 SET_FLAG (who, FLAG_READY_RANGE);
3329 }
3330 break;
3331
3332 case BUILDER:
3333 if ( who->contr->ranges[ range_builder ] )
3334 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3335 who->contr->shoottype = range_builder;
3336 who->contr->ranges[ range_builder ] = op;
3337 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3338 break; 3419 break;
3339 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
3340 default: 3493 default:
3341 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3342 } /* end of switch op->type */ 3495 }
3343 3496
3344 SET_FLAG(op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3345 3498
3346 if(tmp!=NULL) 3499 if (tmp)
3347 tmp = insert_ob_in_ob(tmp,who); 3500 tmp = insert_ob_in_ob (tmp, who);
3348 3501
3349 fix_player(who); 3502 who->update_stats ();
3350 3503
3351 /* We exclude spell casting objects. The fire code will set the 3504 /* We exclude spell casting objects. The fire code will set the
3352 * been applied flag when they are used - until that point, 3505 * been applied flag when they are used - until that point,
3353 * you don't know anything about them. 3506 * you don't know anything about them.
3354 */ 3507 */
3355 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3356 op->type!=ROD)
3357 SET_FLAG(op,FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3358 3510
3359 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3360 if (who->type == PLAYER) { 3512 if (who->type == PLAYER)
3361 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 );
3362 SET_FLAG(op,FLAG_KNOWN_CURSED); 3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3363 } 3519 }
3364 } 3520
3365 if(who->type==PLAYER) { 3521 if (who->type == PLAYER)
3522 {
3366 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3367 if (tmp) 3524 if (tmp)
3368 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3526
3369 esrv_send_item(who, op); 3527 esrv_send_item (who, op);
3370 } 3528 }
3529
3371 return 0; 3530 return 0;
3372} 3531}
3373 3532
3374 3533int
3375int monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3376{ 3535{
3377 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3378 return 1; 3537 return 1;
3538
3379 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3380} 3540}
3381 3541
3382/** 3542/**
3383 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3384 * 3544 *
3385 * Generates shop floor's item, and treasures. 3545 * Generates shop floor's item, and treasures.
3386 */ 3546 */
3547int
3387int auto_apply (object *op) { 3548auto_apply (object *op)
3549{
3388 object *tmp = NULL, *tmp2; 3550 object *tmp = NULL, *tmp2;
3389 int i; 3551 int i;
3390 3552
3391 switch(op->type) { 3553 switch (op->type)
3554 {
3392 case SHOP_FLOOR: 3555 case SHOP_FLOOR:
3393 if (!HAS_RANDOM_ITEMS(op)) return 0; 3556 if (!op->has_random_items ())
3557 return 0;
3558
3559 do
3394 do { 3560 {
3395 i=10; /* let's give it 10 tries */ 3561 i = 10; /* let's give it 10 tries */
3396 while((tmp=generate_treasure(op->randomitems, 3562 while ((tmp = generate_treasure (op->randomitems,
3397 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);
3398 if(tmp==NULL) 3564 if (tmp == NULL)
3399 return 0;
3400 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3401 free_object(tmp);
3402 tmp = NULL;
3403 }
3404 } while(!tmp);
3405 tmp->x=op->x;
3406 tmp->y=op->y;
3407 SET_FLAG(tmp,FLAG_UNPAID);
3408 insert_ob_in_map(tmp,op->map,NULL,0);
3409 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3410 identify(tmp);
3411 break;
3412
3413 case TREASURE:
3414 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3415 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
3416 while ((op->stats.hp--)>0) 3586 while (op->stats.hp-- > 0)
3417 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3418 op->stats.exp ? (int)op->stats.exp :
3419 op->map == NULL ? 14: op->map->difficulty,0); 3588 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3420 3589
3421 /* 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,
3422 * 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
3423 * to disappear. An example of this item is the random_* stuff 3592 * to disappear. An example of this item is the random_* stuff
3424 * that is put inside other objects. 3593 * that is put inside other objects.
3425 */ 3594 */
3426 for (tmp=op->inv; tmp; tmp=tmp2) { 3595 for (tmp = op->inv; tmp; tmp = tmp2)
3596 {
3427 tmp2 = tmp->below; 3597 tmp2 = tmp->below;
3428 remove_ob(tmp); 3598 tmp->remove ();
3599
3600 if (op->env)
3429 if (op->env) insert_ob_in_ob(tmp, op->env); 3601 insert_ob_in_ob (tmp, op->env);
3430 else free_object(tmp); 3602 else
3603 tmp->destroy ();
3431 } 3604 }
3432 remove_ob(op); 3605
3433 free_object(op); 3606 op->destroy ();
3434 break; 3607 break;
3435 } 3608 }
3436 return tmp ? 1 : 0; 3609 return tmp ? 1 : 0;
3437} 3610}
3438 3611
3439/** 3612/**
3440 * 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
3441 * when an original map is loaded) and performs special actions for 3614 * is loaded or swapped in and performs special actions for
3442 * certain objects (most initialization of chests and creation of 3615 * certain objects (most initialization of chests and creation of
3443 * treasures and stuff). Calls auto_apply if appropriate. 3616 * treasures and stuff). Calls auto_apply if appropriate.
3444 */ 3617 */
3445void 3618void
3446fix_auto_apply (mapstruct * m) 3619maptile::fix_auto_apply ()
3447{ 3620{
3448 object *tmp, *above = NULL; 3621 if (!spaces)
3449 int x, y;
3450
3451 if (m == NULL)
3452 return; 3622 return;
3453 3623
3454 for (x = 0; x < MAP_WIDTH (m); x++) 3624 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3455 for (y = 0; y < MAP_HEIGHT (m); y++) 3625 for (object *tmp = ms->bot; tmp; )
3456 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3457 { 3626 {
3458 above = tmp->above; 3627 object *above = tmp->above;
3459 3628
3460 if (tmp->inv) 3629 if (tmp->inv)
3461 { 3630 {
3462 object *invtmp, *invnext; 3631 object *invtmp, *invnext;
3463 3632
3464 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3465 { 3634 {
3466 invnext = invtmp->below; 3635 invnext = invtmp->below;
3467 3636
3468 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3469 auto_apply (invtmp); 3638 auto_apply (invtmp);
3470 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3471 { 3640 {
3472 while ((invtmp->stats.hp--) > 0) 3641 while ((invtmp->stats.hp--) > 0)
3473 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3474 3643
3475 invtmp->randomitems = NULL; 3644 invtmp->randomitems = NULL;
3476 } 3645 }
3477 else if (invtmp && invtmp->arch 3646 else if (invtmp && invtmp->arch
3478 && invtmp->type != TREASURE 3647 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3479 && invtmp->type != SPELL
3480 && invtmp->type != CLASS
3481 && HAS_RANDOM_ITEMS (invtmp))
3482 { 3648 {
3483 create_treasure (invtmp->randomitems, invtmp, 0, 3649 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3484 m->difficulty, 0);
3485 /* Need to clear this so that we never try to create 3650 /* Need to clear this so that we never try to create
3486 * treasure again for this object 3651 * treasure again for this object
3487 */ 3652 */
3488 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3489 } 3654 }
3490 } 3655 }
3491 /* This is really temporary - the code at the bottom will 3656 /* This is really temporary - the code at the bottom will
3492 * also set randomitems to null. The problem is there are bunches 3657 * also set randomitems to null. The problem is there are bunches
3493 * of maps/players already out there with items that have spells 3658 * of maps/players already out there with items that have spells
3494 * which haven't had the randomitems set to null yet. 3659 * which haven't had the randomitems set to null yet.
3495 * MSW 2004-05-13 3660 * MSW 2004-05-13
3496 * 3661 *
3497 * And if it's a spellbook, it's better to set randomitems to NULL too, 3662 * And if it's a spellbook, it's better to set randomitems to NULL too,
3498 * else you get two spells in the book ^_- 3663 * else you get two spells in the book ^_-
3499 * Ryo 2004-08-16 3664 * Ryo 2004-08-16
3500 */ 3665 */
3501 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502 || tmp->type == HORN || tmp->type == FIREWALL 3667 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3503 || tmp->type == POTION || tmp->type == ALTAR
3504 || tmp->type == SPELLBOOK)
3505 tmp->randomitems = NULL;
3506
3507 }
3508
3509 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510 auto_apply (tmp);
3511 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3512 && HAS_RANDOM_ITEMS (tmp))
3513 {
3514 while ((tmp->stats.hp--) > 0)
3515 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516 tmp->randomitems = NULL; 3668 tmp->randomitems = NULL;
3669
3517 } 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 }
3518 else if (tmp->type == TIMED_GATE) 3680 else if (tmp->type == TIMED_GATE)
3519 { 3681 {
3520 object *head = tmp->head != NULL ? tmp->head : tmp; 3682 object *head = tmp->head != NULL ? tmp->head : tmp;
3683
3521 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3684 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522 {
3523 tmp->speed = 0; 3685 tmp->set_speed (0);
3524 update_ob_speed (tmp);
3525 }
3526 } 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 3694 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 && tmp->type != TREASURE && tmp->type != SPELL 3695 && tmp->type != TREASURE && tmp->type != SPELL
3536 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3696 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3537 && HAS_RANDOM_ITEMS (tmp))
3538 { 3697 {
3539 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3698 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3540 m->difficulty, 0);
3541 tmp->randomitems = NULL; 3699 tmp->randomitems = NULL;
3542 } 3700 }
3701
3702 // close all containers
3703 else if (tmp->type == CONTAINER)
3704 tmp->flag [FLAG_APPLIED] = 0;
3705
3706 tmp = above;
3543 } 3707 }
3544 3708
3545 for (x = 0; x < MAP_WIDTH (m); x++) 3709 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3546 for (y = 0; y < MAP_HEIGHT (m); y++) 3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3547 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3548 if (tmp->above &&
3549 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550 check_trigger (tmp, tmp->above); 3712 check_trigger (tmp, tmp->above);
3551} 3713}
3552 3714
3553/** 3715/**
3554 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3555 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3556 * 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
3557 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3558 */ 3720 */
3559 3721void
3560void eat_special_food(object *who, object *food) { 3722eat_special_food (object *who, object *food)
3723{
3561 object *force; 3724 object *force;
3562 int i, did_one=0; 3725 int i, did_one = 0;
3563 sint8 k;
3564 3726
3565 force = get_archetype(FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3566 3728
3567 for (i=0; i < NUM_STATS; i++) { 3729 for (i = 0; i < NUM_STATS; i++)
3568 k = get_attr_value(&food->stats, i); 3730 if (sint8 k = food->stats.stat (i))
3569 if (k) { 3731 {
3570 set_attr_value(&force->stats, i, k); 3732 force->stats.stat (i) = k;
3571 did_one = 1; 3733 did_one = 1;
3572 } 3734 }
3573 }
3574 3735
3575 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3576 for (i=0; i<NROFATTACKS; i++) { 3737 for (i = 0; i < NROFATTACKS; i++)
3738 {
3577 if (food->resist[i]>0) { 3739 if (food->resist[i] > 0)
3740 {
3578 force->resist[i] = food->resist[i] / 2; 3741 force->resist[i] = food->resist[i] / 2;
3579 did_one = 1; 3742 did_one = 1;
3580 } 3743 }
3581 } 3744 }
3745
3582 if (did_one) { 3746 if (did_one)
3747 {
3583 force->speed = 0.1; 3748 force->set_speed (0.1);
3584 update_ob_speed(force);
3585 /* bigger morsel of food = longer effect time */ 3749 /* bigger morsel of food = longer effect time */
3586 force->stats.food = food->stats.food / 5; 3750 force->duration = food->stats.food / 5;
3587 SET_FLAG(force, FLAG_IS_USED_UP);
3588 SET_FLAG(force, FLAG_APPLIED); 3751 SET_FLAG (force, FLAG_APPLIED);
3589 change_abil(who, force); 3752 change_abil (who, force);
3590 insert_ob_in_ob(force, who); 3753 insert_ob_in_ob (force, who);
3591 } else {
3592 free_object(force);
3593 } 3754 }
3755 else
3756 force->destroy ();
3594 3757
3595 /* check for hp, sp change */ 3758 /* check for hp, sp change */
3596 if(food->stats.hp!=0) { 3759 if (food->stats.hp != 0)
3760 {
3597 if(QUERY_FLAG(food, FLAG_CURSED)) { 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3762 {
3598 strcpy(who->contr->killer,food->name); 3763 assign (who->contr->killer, food->name);
3599 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3600 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3601 } else { 3766 }
3767 else
3768 {
3602 if(food->stats.hp>0) 3769 if (food->stats.hp > 0)
3603 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3604 else 3771 else
3605 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3606 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3607 } 3775 }
3608 } 3776 }
3609 if(food->stats.sp!=0) { 3777 if (food->stats.sp != 0)
3778 {
3610 if(QUERY_FLAG(food, FLAG_CURSED)) { 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3611 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3780 {
3781 who->failmsg ("You are drained of mana!");
3612 who->stats.sp -= food->stats.sp; 3782 who->stats.sp -= food->stats.sp;
3613 if(who->stats.sp<0) who->stats.sp=0; 3783 if (who->stats.sp < 0)
3614 } else { 3784 who->stats.sp = 0;
3615 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!");
3616 who->stats.sp += food->stats.sp; 3789 who->stats.sp += food->stats.sp;
3617 /* place limit on max sp from food? */ 3790 /* place limit on max sp from food? */
3618 } 3791 }
3619 } 3792 }
3620 fix_player(who);
3621}
3622 3793
3794 who->update_stats ();
3795}
3623 3796
3624/** 3797/**
3625 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3626 * 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
3627 * the selected object to "burn". -b.t. 3800 * the selected object to "burn". -b.t.
3628 */ 3801 */
3629 3802void
3630void apply_lighter(object *who, object *lighter) { 3803apply_lighter (object *who, object *lighter)
3804{
3631 object *item; 3805 object *item;
3632 int is_player_env=0; 3806 int is_player_env = 0;
3633 uint32 nrof;
3634 tag_t count;
3635 char item_name[MAX_BUF];
3636 3807
3637 item=find_marked_object(who); 3808 item = find_marked_object (who);
3638 if(item) { 3809 if (item)
3810 {
3639 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3640 /* Split multiple lighters if they're being used up. Otherwise * 3813 /* Split multiple lighters if they're being used up. Otherwise *
3641 * one charge from each would be used up. --DAMN */ 3814 * one charge from each would be used up. --DAMN */
3642 if(lighter->nrof > 1) { 3815 if (lighter->nrof > 1)
3816 {
3643 object *oneLighter = get_object(); 3817 object *oneLighter = lighter->clone ();
3644 copy_object(lighter, oneLighter); 3818
3645 lighter->nrof -= 1; 3819 lighter->nrof -= 1;
3646 oneLighter->nrof = 1; 3820 oneLighter->nrof = 1;
3647 oneLighter->stats.food--; 3821 oneLighter->stats.food--;
3648 esrv_send_item(who, lighter); 3822 esrv_send_item (who, lighter);
3649 oneLighter=insert_ob_in_ob(oneLighter, who); 3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3650 esrv_send_item(who, oneLighter); 3824 esrv_send_item (who, oneLighter);
3825 }
3651 } else { 3826 else
3652 lighter->stats.food--; 3827 lighter->stats.food--;
3653 } 3828 }
3654 3829 else if (lighter->last_eat)
3655 } else if(lighter->last_eat) { /* no charges left in lighter */ 3830 {
3656 new_draw_info_format(NDI_UNIQUE, 0,who, 3831 /* no charges left in lighter */
3657 "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));
3658 &item->name, &lighter->name);
3659 return; 3833 return;
3660 } 3834 }
3835
3661 /* 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?
3662 * 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
3663 * objects at once. 3838 * objects at once.
3664 */ 3839 */
3665 nrof=item->nrof;
3666 count=item->count;
3667 /* If the item is destroyed, we don't have a valid pointer to the
3668 * name object, so make a copy so the message we print out makes
3669 * some sense.
3670 */
3671 strcpy(item_name, item->name);
3672 if (who == is_player_inv(item)) is_player_env=1;
3673 3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3674 save_throw_object(item,AT_FIRE,who); 3844 save_throw_object (item, AT_FIRE, who);
3675 /* Change to check count and not freed, since the object pointer 3845
3676 * may have gotten recycled 3846 if (item->destroyed ())
3677 */ 3847 {
3678 if ((nrof != item->nrof ) || (count != item->count)) {
3679 new_draw_info_format(NDI_UNIQUE, 0,who,
3680 "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));
3681 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3682 * gets changed. 3850 * gets changed.
3683 */ 3851 */
3684 if (is_player_env) fix_player(who); 3852 if (is_player_env)
3853 who->update_stats ();
3854 }
3685 } else { 3855 else
3686 new_draw_info_format(NDI_UNIQUE, 0,who,
3687 "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));
3688 } 3857 }
3689 3858 else
3690 } else /* nothing to light */ 3859 who->failmsg ("You need to mark a lightable object.");
3691 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3692
3693} 3860}
3694 3861
3695/** 3862/**
3696 * 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.
3697 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3698 */ 3865 */
3866void
3699void scroll_failure(object *op, int failure, int power) 3867scroll_failure (object *op, int failure, int power)
3700{ 3868{
3701 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 */
3702 3871
3703 if(failure<= -1&&failure > -15) {/* wonder */ 3872 if (failure <= -1 && failure > -15)
3873 { /* wonder */
3704 object *tmp; 3874 object *tmp;
3705 3875
3706 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3707 tmp=get_archetype(SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3708 cast_wonder(op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3709 free_object(tmp); 3879 tmp->destroy ();
3880 }
3710 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3881 else if (failure <= -15 && failure > -35)
3711 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3882 { /* drain mana */
3883 op->failmsg ("Your mana is drained!");
3712 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3713 if(op->stats.sp<0) op->stats.sp = 0; 3885 if (op->stats.sp < 0)
3886 op->stats.sp = 0;
3887 }
3714 } else if (settings.spell_failure_effects == TRUE) { 3888 else if (settings.spell_failure_effects == TRUE)
3889 {
3715 if (failure <= -35&&failure > -60) { /* confusion */ 3890 if (failure <= -35 && failure > -60)
3716 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3891 { /* confusion */
3892 op->failmsg ("The magic recoils on you!");
3717 confuse_player(op,op,power); 3893 confuse_player (op, op, power);
3894 }
3718 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3895 else if (failure <= -60 && failure > -70)
3719 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3896 { /* paralysis */
3720 "you!"); 3897 op->failmsg ("The magic recoils and paralyzes you!");
3721 paralyze_player(op,op,power); 3898 paralyze_player (op, op, power);
3899 }
3722 } else if (failure <= -70&&failure> -80) {/* blind */ 3900 else if (failure <= -70 && failure > -80)
3723 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3901 { /* blind */
3902 op->failmsg ("The magic recoils on you!");
3724 blind_player(op,op,power); 3903 blind_player (op, op, power);
3725 } else if (failure <= -80) {/* blast the immediate area */ 3904 }
3726 object *tmp; 3905 else if (failure <= -80)
3906 { /* blast the immediate area */
3727 tmp=get_archetype(LOOSE_MANA); 3907 object *tmp = get_archetype (LOOSE_MANA);
3728 cast_magic_storm(op,tmp, power); 3908 cast_magic_storm (op, tmp, power);
3729 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3730 free_object(tmp); 3910 tmp->destroy ();
3731 } 3911 }
3732 } 3912 }
3733} 3913}
3734 3914
3915void
3735void apply_changes_to_player(object *pl, object *change) { 3916apply_changes_to_player (object *pl, object *change)
3917{
3736 int excess_stat=0; /* if the stat goes over the maximum 3918 int excess_stat = 0; /* if the stat goes over the maximum
3737 for the race, put the excess stat some 3919 for the race, put the excess stat some
3738 where else. */ 3920 where else. */
3739 3921
3740 switch (change->type) { 3922 switch (change->type)
3923 {
3741 case CLASS: { 3924 case CLASS:
3925 {
3742 living *stats = &(pl->contr->orig_stats); 3926 living *stats = &(pl->contr->orig_stats);
3743 living *ns = &(change->stats); 3927 living *ns = &(change->stats);
3744 object *walk; 3928 object *walk;
3745 int flag_change_face=1; 3929 int flag_change_face = 1;
3746 3930
3747 /* the following code assigns stats up to the stat max 3931 /* the following code assigns stats up to the stat max
3748 * for the race, and if the stat max is exceeded, 3932 * for the race, and if the stat max is exceeded,
3749 * tries to randomly reassign the excess stat 3933 * tries to randomly reassign the excess stat
3750 */ 3934 */
3751 int i,j; 3935 int i, j;
3936
3752 for(i=0;i<NUM_STATS;i++) { 3937 for (i = 0; i < NUM_STATS; i++)
3753 sint8 stat=get_attr_value(stats,i); 3938 {
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3939 int race_bonus = pl->arch->stats.stat (i);
3755 stat += get_attr_value(ns,i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
3941
3756 if(stat > 20 + race_bonus) { 3942 if (stat > 20 + race_bonus)
3943 {
3757 excess_stat++; 3944 excess_stat++;
3758 stat = 20+race_bonus; 3945 stat = 20 + race_bonus;
3759 } 3946 }
3760 set_attr_value(stats,i,stat); 3947
3948 stats->stat (i) = stat;
3761 } 3949 }
3762 3950
3763 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 */
3764 int i = rndm(0, 6); 3953 int i = rndm (0, 6);
3765 int stat=get_attr_value(stats,i); 3954
3766 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3955 if (i == CHA)
3767 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);
3768 if( stat < 20 + race_bonus) { 3960 if (stat < 20 + race_bonus)
3961 {
3769 change_attr_value(stats,i,1); 3962 change_attr_value (stats, i, 1);
3770 excess_stat--; 3963 excess_stat--;
3771 } 3964 }
3772 } 3965 }
3773 3966
3774 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
3775 * the player ref: player.c 3968 * the player ref: player.c
3776 */ 3969 */
3777 if(change->randomitems!=NULL) 3970 if (change->randomitems != NULL)
3778 give_initial_items(pl,change->randomitems); 3971 give_initial_items (pl, change->randomitems);
3779 3972
3780
3781 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
3782 3974
3783 /* first, look for the force object banning 3975 /* first, look for the force object banning
3784 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
3785 */ 3977 */
3786 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3978 for (walk = pl->inv; walk != NULL; walk = walk->below)
3787 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3980 flag_change_face = 0;
3788 3981
3789 if(flag_change_face) { 3982 if (flag_change_face)
3983 {
3790 pl->animation_id = GET_ANIM_ID(change); 3984 pl->animation_id = GET_ANIM_ID (change);
3791 pl->face = change->face; 3985 pl->face = change->face;
3792 3986
3793 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3987 if (QUERY_FLAG (change, FLAG_ANIMATE))
3794 SET_FLAG(pl,FLAG_ANIMATE); 3988 SET_FLAG (pl, FLAG_ANIMATE);
3795 else 3989 else
3796 CLEAR_FLAG(pl,FLAG_ANIMATE); 3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3797 } 3991 }
3798 3992
3799 /* check the special case of can't use weapons */ 3993 /* check the special case of can't use weapons */
3800 /*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); */
3801 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3995 if (!strcmp (change->name, "monk"))
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3802 3997
3803 break; 3998 break;
3804 } 3999 }
3805 } 4000 }
3806} 4001}
3807 4002
3808/** 4003/**
3813 * 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.
3814 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4009 * The format is as follow: transformer:[number ]yield[;transformer:...].
3815 * 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.
3816 * 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.
3817 */ 4012 */
4013void
3818void apply_item_transformer( object* pl, object* transformer ) 4014apply_item_transformer (object *pl, object *transformer)
3819 { 4015{
3820 object* marked; 4016 object *marked;
3821 object* new_item; 4017 object *new_item;
3822 char* find; 4018 char *find;
3823 char* separator; 4019 char *separator;
3824 int yield; 4020 int yield;
3825 char got[ MAX_BUF ]; 4021 char got[MAX_BUF];
3826 int len; 4022 int len;
3827 4023
3828 if ( !pl || !transformer ) 4024 if (!pl || !transformer)
3829 return; 4025 return;
4026
3830 marked = find_marked_object( pl ); 4027 marked = find_marked_object (pl);
4028
3831 if ( !marked ) 4029 if (!marked)
3832 { 4030 {
3833 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)));
3834 return; 4032 return;
3835 } 4033 }
4034
3836 if ( !marked->slaying ) 4035 if (!marked->slaying)
3837 { 4036 {
3838 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)));
3839 return; 4038 return;
3840 } 4039 }
4040
3841 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
3842 find = strstr( marked->slaying, transformer->arch->name ); 4042 find = strstr (marked->slaying, transformer->arch->archname);
3843 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3844 { 4044 {
3845 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)));
3846 return; 4046 return;
3847 } 4047 }
4048
3848 find += strlen( transformer->arch->name ) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
3849 /* 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 */
3850 if ( isdigit( *( find ) ) ) 4051 if (isdigit (*(find)))
3851 { 4052 {
3852 yield = atoi( find ); 4053 yield = atoi (find);
3853 if ( yield < 1 ) 4054 if (yield < 1)
3854 { 4055 {
3855 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);
3856 yield = 1; 4057 yield = 1;
3857 } 4058 }
3858 } 4059 }
3859 else 4060 else
3860 yield = 1; 4061 yield = 1;
3861 4062
3862 while ( isdigit( *find ) ) 4063 while (isdigit (*find))
3863 find++; 4064 find++;
4065
3864 while ( *find == ' ' ) 4066 while (*find == ' ')
3865 find++; 4067 find++;
4068
3866 memset( got, 0, MAX_BUF ); 4069 memset (got, 0, MAX_BUF);
4070
3867 if ( (separator = strchr( find, ';' ))!=NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
3868 {
3869 len = separator - find; 4072 len = separator - find;
3870 }
3871 else 4073 else
3872 {
3873 len = strlen(find); 4074 len = strlen (find);
3874 } 4075
3875 if ( len > MAX_BUF-1) 4076 if (len > MAX_BUF - 1)
3876 len = MAX_BUF-1; 4077 len = MAX_BUF - 1;
4078
3877 strcpy( got, find ); 4079 strcpy (got, find);
3878 got[len] = '\0'; 4080 got[len] = '\0';
3879 4081
3880 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
3881 new_item = get_archetype( got ); 4083 new_item = get_archetype (got);
3882 if ( !new_item ) 4084 if (!new_item)
3883 { 4085 {
3884 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)));
3885 return; 4087 return;
3886 } 4088 }
4089
3887 new_item->nrof = yield; 4090 new_item->nrof = yield;
3888 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
3889 insert_ob_in_ob( new_item, pl ); 4094 insert_ob_in_ob (new_item, pl);
3890 esrv_send_inventory( pl, pl ); 4095 esrv_send_inventory (pl, pl);
3891 /* Eat up one item */ 4096 /* Eat up one item */
3892 decrease_ob_nr( marked, 1 ); 4097 decrease_ob_nr (marked, 1);
4098
3893 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
3894 if ( transformer->stats.food ) 4100 if (transformer->stats.food)
3895 if ( --transformer->stats.food == 0 ) 4101 if (--transformer->stats.food == 0)
3896 decrease_ob_nr( transformer, 1 ); 4102 decrease_ob_nr (transformer, 1);
3897 } 4103}
4104

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines