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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.6 by root, Thu Aug 17 20:23:31 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 1.6 2006/08/17 20:23:31 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193 36
194/** 37/**
195 * 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.
196 * 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.
197 */ 40 */
41int
198int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
199{ 43{
200 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
201 /* 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.
202 * 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,
203 * 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,
204 * 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
205 * it. Examples: 50 * it. Examples:
206 * subtype 1: only arch 51 * subtype 1: only arch
207 * subtype 3: arch or name 52 * subtype 3: arch or name
208 * subtype 5: arch or race 53 * subtype 5: arch or race
209 * subtype 7: all three 54 * subtype 7: all three
210 */ 55 */
211 if (op->subtype) 56 if (op->subtype)
212 { 57 {
213 arch_flag = (op->subtype & 1); 58 arch_flag = (op->subtype & 1);
214 name_flag = (op->subtype & 2); 59 name_flag = (op->subtype & 2);
215 race_flag = (op->subtype & 4); 60 race_flag = (op->subtype & 4);
216 } else { 61 }
62 else
63 {
217 arch_flag = 1; 64 arch_flag = 1;
218 name_flag = 1; 65 name_flag = 1;
219 race_flag = 1; 66 race_flag = 1;
220 } 67 }
68
221 /* 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,
222 * name or race that matches. 70 * name or race that matches.
223 */ 71 */
224 if ( (op->race) && 72 if ((op->race) &&
225 ((!(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)) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
228 return 1; 76 return 1;
229 } 77
230 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 79 * of arch, name, or race match.
232 */ 80 */
233 if ( (op->slaying) && (
234 ((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))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
237 return 1; 84 return 1;
238 } 85
239 return 0; 86 return 0;
240} 87}
241 88
242/** 89/**
243 * 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.
244 * 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.
245 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
246 */ 93 */
94static int
247static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
248{ 96{
249 object *id, *marked; 97 dynbuf_text buf;
250 int success=0;
251 98
252 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
253 return 0; 100 return 0;
254 101
255 /* 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
256 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
257 */ 104 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0; 106 return 0;
260 107
261 marked = find_marked_object (pl);
262 /* 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
263 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
264 */ 110 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
266 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
267 { 113 {
268 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
269 identify (marked); 116 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
271 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.", long_desc (marked, pl));
272 if (marked->msg) { 119 if (marked->msg)
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\n" << marked->msg;
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
275 } 122 return !money;
276 return money == NULL; 123 }
277 }
278 } 124 }
279 125
280 for (id=pl->inv; id; id=id->below) { 126 for (object *id = pl->inv; id; id = id->below)
127 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 129 {
283 if (operate_altar(altar,&money)) { 130 if (operate_altar (altar, &money))
284 identify(id); 131 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 132 identify (id);
286 "You have %s.", long_desc(id, pl)); 133
134 buf.printf ("You have %s.", long_desc (id, pl));
287 if (id->msg) { 135 if (id->msg)
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 136 buf << "The item has a story:\n" << id->msg;
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 137
290 }
291 success=1;
292 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 139 if (!money || !check_altar_sacrifice (altar, money))
294 break; 140 break;
295 } 141 }
296 else { 142 else
143 {
297 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");
298 break; 145 break;
299 } 146 }
300 } 147 }
301 } 148 }
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
303 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;
304} 156}
305 157
306/** 158/**
307 * 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
308 * matching item. 160 * matching item.
309 **/ 161 **/
162void
310static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
311{ 164{
312 const char* yield; 165 const char *yield;
313 166
314 yield = get_ob_key_value(tmp,"on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
315 if (yield != NULL) 168 if (yield != NULL)
316 { 169 {
317 object* drop = get_archetype(yield); 170 object *drop = get_archetype (yield);
171
318 if (tmp->env) 172 if (tmp->env)
319 { 173 {
320 drop = insert_ob_in_ob(drop,tmp->env); 174 drop = insert_ob_in_ob (drop, tmp->env);
321 if (tmp->env->type == PLAYER) 175 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop); 176 esrv_send_item (tmp->env, drop);
323 } 177 }
324 else 178 else
325 { 179 {
326 drop->x = tmp->x; 180 drop->x = tmp->x;
327 drop->y = tmp->y; 181 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
329 } 183 }
330 } 184 }
331} 185}
332 186
333/** 187/**
334 * Handles applying a potion. 188 * Handles applying a potion.
335 */ 189 */
190int
336int apply_potion (object * op, object * tmp) 191apply_potion (object *op, object *tmp)
337{ 192{
338 int got_one = 0, i; 193 int got_one = 0, i;
339 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
340 195
341 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
342 197
343 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)
344 { 199 {
345 if (op->type == PLAYER)
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "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!");
348 ); 201
349 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
350 return 0; 203 return 0;
351 } 204 }
352 205
353 if (op->type == PLAYER) 206 if (op->type == PLAYER)
354 {
355 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356 identify (tmp); 208 identify (tmp);
357 }
358 209
359 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
360 211
361 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
362 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
364 object *depl; 215 object *depl;
365 archetype *at; 216 archetype *at;
366 217
367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368 { 219 {
369 drain_stat (op); 220 op->drain_stat ();
370 fix_player (op); 221 op->update_stats ();
371 decrease_ob (tmp); 222 decrease_ob (tmp);
372 return 1; 223 return 1;
373 } 224 }
225
374 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
375 { 227 {
376 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
377 return 0; 229 return 0;
378 } 230 }
379 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
380 if (depl != NULL) 233 if (depl)
381 { 234 {
382 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
383 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
384 { 237 op->statusmsg (restore_msg[i]);
385 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238
386 } 239 depl->destroy ();
387 remove_ob (depl); 240 op->update_stats ();
388 free_object (depl);
389 fix_player (op);
390 } 241 }
391 else 242 else
392 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
393 244
394 decrease_ob (tmp); 245 decrease_ob (tmp);
395 return 1; 246 return 1;
396 } 247 }
397 248
398 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
399 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
400 { 251 {
401
402 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
403 { 253 {
404 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 { 255 {
406 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
407 { 257 {
408 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
409 break; 259 break;
410 } 260 }
261
411 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
412 { 263 {
413 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
414 break; 265 break;
415 } 266 }
267
416 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
417 { 269 {
418 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
419 break; 271 break;
420 } 272 }
424 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
425 { 277 {
426 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
427 break; 279 break;
428 } 280 }
281
429 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
430 { 283 {
431 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
432 break; 285 break;
433 } 286 }
287
434 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
435 { 289 {
436 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
437 break; 291 break;
438 } 292 }
439 } 293 }
440 } 294 }
295
441 /* Just makes checking easier */ 296 /* Just makes checking easier */
442 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
443 got_one = 1; 298 got_one = 1;
299
444 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 { 301 {
446 if (got_one) 302 if (got_one)
447 { 303 {
448 fix_player (op); 304 op->update_stats ();
449 new_draw_info (NDI_UNIQUE, 0, op,
450 "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
451 new_draw_info (NDI_UNIQUE, 0, op,
452 "a little more in their image."); 306 "a little more in their image. "
453 new_draw_info (NDI_UNIQUE, 0, op,
454 "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
455 } 308 }
456 else 309 else
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
459 } 311 }
460 else 312 else
461 { /* cursed potion */ 313 { /* cursed potion */
462 if (got_one) 314 if (got_one)
463 { 315 {
464 fix_player (op); 316 op->update_stats ();
465 new_draw_info (NDI_UNIQUE, 0, op,
466 "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
467 } 318 }
468 else 319 else
469 new_draw_info (NDI_UNIQUE, 0, op, 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
470 "You are fortunate that you are so pathetic.");
471 } 321 }
322
472 decrease_ob (tmp); 323 decrease_ob (tmp);
473 return 1; 324 return 1;
474 } 325 }
475 326
476 327
483 { 334 {
484 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
485 { 336 {
486 object *fball; 337 object *fball;
487 338
488 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
489 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
490 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
491 fball->dam_modifier =
492 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493 fball->stats.maxhp =
494 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495 fball->x = op->x; 345 fball->x = op->x;
496 fball->y = op->y; 346 fball->y = op->y;
497 insert_ob_in_map (fball, op->map, NULL, 0); 347 insert_ob_in_map (fball, op->map, NULL, 0);
498 } 348 }
499 else 349 else
500 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501 351
502 decrease_ob (tmp); 352 decrease_ob (tmp);
353
503 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
504 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
505 fix_player (op); 356 op->update_stats ();
357
506 return 1; 358 return 1;
507 } 359 }
508 360
509 /* Deal with protection potions */ 361 /* Deal with protection potions */
510 force = NULL; 362 force = NULL;
512 { 364 {
513 if (tmp->resist[i]) 365 if (tmp->resist[i])
514 { 366 {
515 if (!force) 367 if (!force)
516 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
517 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
518 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
519 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 */
520 } 373 }
521 } 374 }
375
522 /* This is a protection potion */ 376 /* This is a protection potion */
523 if (force) 377 if (force)
524 { 378 {
525 /* cursed items last longer */ 379 /* cursed items last longer */
526 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
528 force->stats.food *= 10; 382 force->stats.food *= 10;
529 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
530 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
531 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
532 } 386 }
387
533 force->speed_left = -1; 388 force->speed_left = -1;
534 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
535 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
536 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
537 change_abil (op, force); 392 change_abil (op, force);
540 } 395 }
541 396
542 /* Only thing left are the stat potions */ 397 /* Only thing left are the stat potions */
543 if (op->type == PLAYER) 398 if (op->type == PLAYER)
544 { /* only for players */ 399 { /* only for players */
545 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)
546 && tmp->value != 0)
547 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
548 else 402 else
549 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
550 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
551 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
552 } 407 }
553 408
554 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
555 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
556 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
557 * up all the stats. 412 * up all the stats.
558 */ 413 */
559 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
560 fix_player (op); 415 op->update_stats ();
561 decrease_ob (tmp); 416 decrease_ob (tmp);
562 return 1; 417 return 1;
563} 418}
564 419
565/**************************************************************************** 420/****************************************************************************
567 ****************************************************************************/ 422 ****************************************************************************/
568 423
569/** 424/**
570 * This returns the sum of nrof of item (arch name). 425 * This returns the sum of nrof of item (arch name).
571 */ 426 */
427static int
572static int check_item(object *op, const char *item) 428check_item (object *op, const char *item)
573{ 429{
574 int count=0; 430 int count = 0;
575 431
432 if (!item)
433 return 0;
576 434
577 if (item==NULL) return 0; 435 for (op = op->below; op; op = op->below)
578 op=op->below; 436 {
579 while(op!=NULL) {
580 if (strcmp(op->arch->name,item)==0){ 437 if (strcmp (op->arch->archname, item) == 0)
438 {
581 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
583 { 441 {
584 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
585 count++; 443 count++;
586 else 444 else
587 count += op->nrof; 445 count += op->nrof;
446 }
447 }
588 } 448 }
589 } 449
590 op=op->below;
591 }
592 return count; 450 return count;
593} 451}
594 452
595/** 453/**
596 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
597 * op is typically the player, which is only 455 * op is typically the player, which is only
598 * really used to determine what space to look at. 456 * really used to determine what space to look at.
599 * Modified to only eat 'nrof' of objects. 457 * Modified to only eat 'nrof' of objects.
600 */ 458 */
459static void
601static void eat_item(object *op,const char *item, uint32 nrof) 460eat_item (object *op, const char *item, uint32 nrof)
602{ 461{
603 object *prev; 462 object *prev;
604 463
464 prev = op;
465 op = op->below;
466
467 while (op)
468 {
469 if (strcmp (op->arch->archname, item) == 0)
470 {
471 if (op->nrof >= nrof)
472 {
473 decrease_ob_nr (op, nrof);
474 return;
475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
482 op = prev;
483 }
484
605 prev = op; 485 prev = op;
606 op=op->below; 486 op = op->below;
607
608 while(op!=NULL) {
609 if (strcmp(op->arch->name,item)==0) {
610 if (op->nrof >= nrof) {
611 decrease_ob_nr(op,nrof);
612 return;
613 } else {
614 decrease_ob_nr(op,op->nrof);
615 nrof -= op->nrof;
616 }
617 op=prev;
618 }
619 prev = op;
620 op=op->below;
621 } 487 }
622} 488}
623 489
624/** 490/**
625 * 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
626 * with improvs improvements (typically last_eat). We take an int here 492 * with improvs improvements (typically last_eat). We take an int here
627 * 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
628 * increased value to see if the object is usuable. 494 * increased value to see if the object is usuable.
629 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
630 */ 496 */
497static int
631static int check_weapon_power(const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
632{ 499{
633/* 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
634 * 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
635 * 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.
636 */ 503 */
637#if 1 504#if 1
638 if (((who->level/5)+5) >= improvs) return 1; 505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
639 else return 0; 508 return 0;
640 509
641#else 510#else
642 int level=0; 511 int level = 0;
643 512
644 /* The skill system hands out wc and dam bonuses to fighters 513 /* The skill system hands out wc and dam bonuses to fighters
645 * more generously than the old system (see fix_player). Thus 514 * more generously than the old system (see fix_player). Thus
646 * we need to curtail the power of player enchanted weapons. 515 * we need to curtail the power of player enchanted weapons.
647 * 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.
648 * 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
649 * using normal level - it is just a matter of play balance. 518 * using normal level - it is just a matter of play balance.
650 */ 519 */
651 if(who->type==PLAYER) { 520 if (who->type == PLAYER)
521 {
652 object *wc_obj=NULL; 522 object *wc_obj = NULL;
653 523
654 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)
655 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)
656 level = wc_obj->level; 526 level = wc_obj->level;
657 527
658 if (!level ) { 528 if (!level)
529 {
659 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
531 level = who->level;
532 }
533 }
534 else
660 level = who->level; 535 level = who->level;
661 }
662 }
663 else
664 level=who->level;
665 536
666 return (improvs <= ((level/5)+5)); 537 return (improvs <= ((level / 5) + 5));
667#endif 538#endif
668} 539}
669 540
670/** 541/**
671 * 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.
672 * 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.
673 */ 544 */
545static int
674static int check_sacrifice(object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
675{ 547{
676 int count=0; 548 int count = 0;
677 549
678 if (improver->slaying!=NULL) { 550 if (improver->slaying)
551 {
679 count = check_item(op,improver->slaying); 552 count = check_item (op, improver->slaying);
680 if (count<1) { 553 if (count < 1)
681 char buf[200]; 554 {
682 sprintf(buf,"The gods want more %ss",improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
683 new_draw_info(NDI_UNIQUE,0,op,buf);
684 return 0; 556 return 0;
685 } 557 }
686 } 558 }
687 else 559 else
688 count=1; 560 count = 1;
689 561
690 return count; 562 return count;
691} 563}
692 564
693/** 565/**
694 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
695 */ 567 */
696int improve_weapon_stat(object *op,object *improver,object *weapon, 568static int
697 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)
698{ 570{
699
700 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
701 *stat += sacrifice_count; 571 stat += sacrifice_count;
702 weapon->last_eat++; 572 weapon->last_eat++;
703 new_draw_info_format(NDI_UNIQUE,0,op,
704 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705 decrease_ob(improver); 573 decrease_ob (improver);
706 574
707 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
708 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
709 return 1; 584 return 1;
710} 585}
711 586
712/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
713#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
714#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
715#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
716#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
717#define IMPROVE_STR 5 592#define IMPROVE_STR 5
718#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
719#define IMPROVE_CON 7 594#define IMPROVE_CON 7
720#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
721#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
722#define IMPROVE_INT 10 597#define IMPROVE_INT 10
723#define IMPROVE_POW 11 598#define IMPROVE_POW 11
724
725 599
726/** 600/**
727 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
728 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
729 */ 603 */
730 604int
731int prepare_weapon(object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
732{ 606{
733 int sacrifice_count,i; 607 int sacrifice_count, i;
734 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
735 609
736 if (weapon->level!=0) { 610 if (weapon->level != 0)
737 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 611 {
612 op->failmsg ("Weapon is already prepared!");
738 return 0; 613 return 0;
739 } 614 }
615
740 for (i=0; i<NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
741 if (weapon->resist[i]) break; 617 if (weapon->resist[i])
618 break;
742 619
743 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
744 * improvement of items that already have protections. 621 * improvement of items that already have protections.
745 */ 622 */
746 if (i<NROFATTACKS || 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
747 weapon->stats.hp || /* regeneration */
748 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
750 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
751 { 627 {
752 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons.");
753 return 0; 629 return 0;
754 } 630 }
631
755 sacrifice_count=check_sacrifice(op,improver); 632 sacrifice_count = check_sacrifice (op, improver);
756 if (sacrifice_count<=0) 633 if (sacrifice_count <= 0)
757 return 0; 634 return 0;
635
758 weapon->level=isqrt(sacrifice_count); 636 weapon->level = isqrt (sacrifice_count);
759 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
760 eat_item(op, improver->slaying, sacrifice_count); 637 eat_item (op, improver->slaying, sacrifice_count);
761 638
762 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.",
763 weapon->name,weapon->level); 642 &weapon->name, weapon->level
643 ));
764 644
765 sprintf(buf,"%s's %s",op->name,weapon->name); 645 sprintf (buf, "%s's %s", &op->name, &weapon->name);
766 FREE_AND_COPY(weapon->name, buf); 646 weapon->name = weapon->name_pl = buf;
767 FREE_AND_COPY(weapon->name_pl, buf);
768 weapon->nrof=0; /* prevents preparing n weapons in the same 647 weapon->nrof = 0; /* prevents preparing n weapons in the same
769 slot at once! */ 648 slot at once! */
770 decrease_ob(improver); 649 decrease_ob (improver);
771 weapon->last_eat=0; 650 weapon->last_eat = 0;
772 return 1; 651 return 1;
773} 652}
774 653
775 654
776/** 655/**
777 * 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.
782 * 661 *
783 * 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
784 * 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 ??
785 * level == max improve last_eat == current improve 664 * level == max improve last_eat == current improve
786 */ 665 */
666int
787int improve_weapon(object *op,object *improver,object *weapon) 667improve_weapon (object *op, object *improver, object *weapon)
788{ 668{
789 int sacrifice_count, sacrifice_needed=0; 669 int sacrifice_count, sacrifice_needed = 0;
790 670
791 if(improver->stats.sp==IMPROVE_PREPARE) { 671 if (improver->stats.sp == IMPROVE_PREPARE)
792 return prepare_weapon(op, improver, weapon); 672 return prepare_weapon (op, improver, weapon);
793 } 673
794 if (weapon->level==0) { 674 if (weapon->level == 0)
795 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.>");
796 return 0; 677 return 0;
797 } 678 }
679
798 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 680 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
799 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 681 {
682 op->failmsg ("This weapon cannot be improved any more.");
800 return 0; 683 return 0;
801 } 684 }
802 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 685
803 !check_weapon_power(op, weapon->last_eat+1)) { 686 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
804 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 687 {
805 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 688 op->failmsg ("Improving the weapon will make it too "
806 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 689 "powerful for you to use. Unready it if you "
807 return 0; 690 "really want to improve it.");
691 return 0;
808 } 692 }
693
809 /* 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
810 * 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,
811 * 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
812 * weapon can be improved. 697 * weapon can be improved.
813 */ 698 */
814 if (improver->stats.sp==IMPROVE_DAMAGE) { 699 if (improver->stats.sp == IMPROVE_DAMAGE)
700 {
815 weapon->stats.dam += 5; 701 weapon->stats.dam += 5;
816 weapon->weight += 5000; /* 5 KG's */ 702 weapon->weight += 5000; /* 5 KG's */
817 new_draw_info_format(NDI_UNIQUE, 0, op,
818 "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));
819 weapon->last_eat++; 704 weapon->last_eat++;
820 705
821 weapon->item_power++; 706 weapon->item_power++;
822 decrease_ob(improver); 707 decrease_ob (improver);
823 return 1; 708 return 1;
824 } 709 }
710
825 if (improver->stats.sp == IMPROVE_WEIGHT) { 711 if (improver->stats.sp == IMPROVE_WEIGHT)
712 {
826 /* Reduce weight by 20% */ 713 /* Reduce weight by 20% */
827 weapon->weight = (weapon->weight * 8)/10; 714 weapon->weight = (weapon->weight * 8) / 10;
828 if (weapon->weight < 1) weapon->weight = 1; 715 if (weapon->weight < 1)
829 new_draw_info_format(NDI_UNIQUE, 0, op, 716 weapon->weight = 1;
830 "Weapon weight reduced to %6.1f kg", 717
831 (float)weapon->weight/1000.0); 718 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
832 weapon->last_eat++; 719 weapon->last_eat++;
833 weapon->item_power++; 720 weapon->item_power++;
834 decrease_ob(improver); 721 decrease_ob (improver);
835 return 1; 722 return 1;
836 } 723 }
837 if (improver->stats.sp == IMPROVE_ENCHANT) { 724 if (improver->stats.sp == IMPROVE_ENCHANT)
725 {
838 weapon->magic++; 726 weapon->magic++;
839 weapon->last_eat++; 727 weapon->last_eat++;
840 new_draw_info_format(NDI_UNIQUE, 0, op 728 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
841 ,"Weapon magic increased to %d",weapon->magic);
842 decrease_ob(improver); 729 decrease_ob (improver);
843 weapon->item_power++; 730 weapon->item_power++;
844 return 1; 731 return 1;
845 } 732 }
846 733
847 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 734 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
848 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 735 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
849 weapon->stats.Wis;
850 736
851 if (sacrifice_needed<1) 737 if (sacrifice_needed < 1)
852 sacrifice_needed =1; 738 sacrifice_needed = 1;
853 sacrifice_needed *=2; 739 sacrifice_needed *= 2;
854 740
855 sacrifice_count = check_sacrifice(op,improver); 741 sacrifice_count = check_sacrifice (op, improver);
856 if (sacrifice_count < sacrifice_needed) { 742 if (sacrifice_count < sacrifice_needed)
857 new_draw_info_format(NDI_UNIQUE, 0, op, 743 {
858 "You need at least %d %s", sacrifice_needed, improver->slaying); 744 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
859 return 0; 745 return 0;
860 } 746 }
747
861 eat_item(op,improver->slaying, sacrifice_needed); 748 eat_item (op, improver->slaying, sacrifice_needed);
862 weapon->item_power++; 749 weapon->item_power++;
863 750
864 switch (improver->stats.sp) { 751 switch (improver->stats.sp)
865 case IMPROVE_STR: 752 {
866 return improve_weapon_stat(op,improver,weapon, 753 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
867 (signed char *) &(weapon->stats.Str), 754 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
868 1, "strength"); 755 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
869 case IMPROVE_DEX: 756 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
870 return improve_weapon_stat(op,improver,weapon, 757 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
871 (signed char *) &(weapon->stats.Dex), 758 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
872 1, "dexterity"); 759 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
873 case IMPROVE_CON:
874 return improve_weapon_stat(op,improver,weapon,
875 (signed char *) &(weapon->stats.Con),
876 1, "constitution");
877 case IMPROVE_WIS:
878 return improve_weapon_stat(op,improver,weapon,
879 (signed char *) &(weapon->stats.Wis),
880 1, "wisdom");
881 case IMPROVE_CHA:
882 return improve_weapon_stat(op,improver,weapon,
883 (signed char *) &(weapon->stats.Cha),
884 1, "charisma");
885 case IMPROVE_INT:
886 return improve_weapon_stat(op,improver,weapon,
887 (signed char *) &(weapon->stats.Int),
888 1, "intelligence");
889 case IMPROVE_POW:
890 return improve_weapon_stat(op,improver,weapon,
891 (signed char *) &(weapon->stats.Pow),
892 1, "power");
893 default: 760 default:
894 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 761 op->failmsg ("Unknown improvement type.");
895 } 762 }
763
896 LOG(llevError,"improve_weapon: Got to end of function\n"); 764 LOG (llevError, "improve_weapon: Got to end of function\n");
897 return 0; 765 return 0;
898} 766}
899 767
900/** 768/**
901 * Handles the applying of improve/prepare/enchant weapon scroll. 769 * Handles the applying of improve/prepare/enchant weapon scroll.
902 * 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, ...),
903 * then calls improve_weapon to do the dirty work. 771 * then calls improve_weapon to do the dirty work.
904 */ 772 */
773int
905int check_improve_weapon (object *op, object *tmp) 774check_improve_weapon (object *op, object *tmp)
906{ 775{
907 object *otmp; 776 object *otmp;
908 777
909 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!");
910 return 0; 784 return 0;
911 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913 return 0;
914 } 785 }
786
915 otmp=find_marked_object(op); 787 otmp = find_marked_object (op);
916 if(!otmp) { 788 if (!otmp)
917 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.>");
918 return 0; 791 return 0;
919 } 792 }
793
920 if (otmp->type != WEAPON && otmp->type != BOW) { 794 if (otmp->type != WEAPON && otmp->type != BOW)
921 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!");
922 return 0; 797 return 0;
923 } 798 }
924 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 799
800 op->statusmsg ("Applied weapon builder.");
801
925 improve_weapon(op,tmp,otmp); 802 improve_weapon (op, tmp, otmp);
926 esrv_send_item(op, otmp); 803 esrv_send_item (op, otmp);
927 return 1; 804 return 1;
928} 805}
929 806
930/** 807/**
931 * This code deals with the armour improvment scrolls. 808 * This code deals with the armour improvment scrolls.
932 * Change limits on improvement - let players go up to 809 * Change limits on improvement - let players go up to
947 * the armour value of the piece of equipment exceed either 824 * the armour value of the piece of equipment exceed either
948 * the users level or 90) 825 * the users level or 90)
949 * Modified by MSW for partial resistance. Only support 826 * Modified by MSW for partial resistance. Only support
950 * changing of physical area right now. 827 * changing of physical area right now.
951 */ 828 */
829int
952int improve_armour(object *op, object *improver, object *armour) 830improve_armour (object *op, object *improver, object *armour)
953{ 831{
954 object *tmp; 832 object *tmp;
955 833
956 if (armour->magic >= settings.armor_max_enchant) { 834 if (armour->magic >= settings.armor_max_enchant)
957 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
958 return 0;
959 } 835 {
836 op->failmsg ("This armour can not be enchanted any further!");
837 return 0;
838 }
960 /* 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,
961 * 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.
962 * 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
963 * of gnarg and what not?) 842 * of gnarg and what not?)
964 */ 843 */
965 if (armour->title) { 844 if (armour->title)
966 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
967 return 0;
968 } 845 {
969 846 op->failmsg ("This armour will not accept further enchantment.");
847 return 0;
848 }
849
970 /* Split objects if needed. Can't insert tmp until the 850 /* Split objects if needed. Can't insert tmp until the
971 * end of this function - otherwise it will just re-merge. 851 * end of this function - otherwise it will just re-merge.
972 */ 852 */
973 if(armour->nrof > 1) 853 if (armour->nrof > 1)
974 tmp = get_split_ob(armour,armour->nrof - 1); 854 tmp = get_split_ob (armour, armour->nrof - 1);
975 else 855 else
976 tmp = NULL; 856 tmp = NULL;
977 857
978 armour->magic++; 858 armour->magic++;
979 859
980 if ( !settings.armor_speed_linear ) 860 if (!settings.armor_speed_linear)
981 { 861 {
982 int base = 100; 862 int base = 100;
983 int pow = 0; 863 int pow = 0;
864
984 while ( pow < armour->magic ) 865 while (pow < armour->magic)
985 { 866 {
986 base = base - ( base * settings.armor_speed_improvement ) / 100; 867 base = base - (base * settings.armor_speed_improvement) / 100;
987 pow++; 868 pow++;
988 } 869 }
989 870
990 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 871 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
991 } 872 }
992 else 873 else
993 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;
994 875
995 if ( !settings.armor_weight_linear ) 876 if (!settings.armor_weight_linear)
996 { 877 {
997 int base = 100; 878 int base = 100;
998 int pow = 0; 879 int pow = 0;
880
999 while ( pow < armour->magic ) 881 while (pow < armour->magic)
1000 { 882 {
1001 base = base - ( base * settings.armor_weight_reduction ) / 100; 883 base = base - (base * settings.armor_weight_reduction) / 100;
1002 pow++; 884 pow++;
1003 } 885 }
1004 886
1005 armour->weight = ( armour->arch->clone.weight * base ) / 100; 887 armour->weight = (armour->arch->weight * base) / 100;
1006 } 888 }
1007 else 889 else
1008 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;
1009 891
1010 if ( armour->weight <= 0 ) 892 if (armour->weight <= 0)
1011 { 893 {
1012 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 894 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1013 armour->weight = 1; 895 armour->weight = 1;
1014 } 896 }
1015 897
1016 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);
1017 899
1018 if (op->type == PLAYER) { 900 if (op->type == PLAYER)
901 {
1019 esrv_send_item(op, armour); 902 esrv_send_item (op, armour);
1020 if(QUERY_FLAG(armour, FLAG_APPLIED)) 903 if (QUERY_FLAG (armour, FLAG_APPLIED))
1021 fix_player(op); 904 op->update_stats ();
1022 } 905 }
906
1023 decrease_ob(improver); 907 decrease_ob (improver);
908
1024 if (tmp) { 909 if (tmp)
910 {
1025 insert_ob_in_ob(tmp, op); 911 insert_ob_in_ob (tmp, op);
1026 esrv_send_item(op, tmp); 912 esrv_send_item (op, tmp);
1027 } 913 }
914
1028 return 1; 915 return 1;
1029} 916}
1030
1031 917
1032/* 918/*
1033 * 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
1034 * what the converter wants, -1 if the converter is broken. 920 * what the converter wants, -1 if the converter is broken.
1035 */ 921 */
1041/* Takes one items and makes another. 927/* Takes one items and makes another.
1042 * converter is the object that is doing the conversion. 928 * converter is the object that is doing the conversion.
1043 * 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
1044 * what the converter wants, this will not do anything. 930 * what the converter wants, this will not do anything.
1045 */ 931 */
932int
1046int convert_item(object *item, object *converter) { 933convert_item (object *item, object *converter)
934{
1047 int nr=0; 935 int nr = 0;
1048 object *tmp;
1049 int is_in_shop;
1050 uint32 price_in; 936 uint32 price_in;
1051 937
1052 for(tmp = get_map_ob(converter->map, converter->x, converter->y);
1053 tmp != NULL;
1054 tmp = tmp->above) {
1055 if(tmp->type == SHOP_FLOOR)
1056 break;
1057 }
1058 is_in_shop = (tmp != NULL);
1059
1060 /* 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,
1061 * 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
1062 * 3 gp and player drops a platinum, tough luck) 940 * 3 gp and player drops a platinum, tough luck)
1063 */ 941 */
1064 if (!strcmp(CONV_FROM(converter),"money")) { 942 if (CONV_FROM (converter) == shstr_money)
1065 int cost; 943 {
1066
1067 if(item->type!=MONEY) 944 if (item->type != MONEY)
1068 return 0; 945 return 0;
1069 946
1070 nr=(item->nrof*item->value)/CONV_NEED(converter); 947 nr = (item->nrof * item->value) / CONV_NEED (converter);
1071 if (!nr) return 0; 948 if (!nr)
949 return 0;
950
951 converter->play_sound (sound_find ("shop_buy"));
952
1072 cost=nr*CONV_NEED(converter)/item->value; 953 int cost = nr * CONV_NEED (converter) / item->value;
1073 /* take into account rounding errors */ 954 /* take into account rounding errors */
1074 if (nr*CONV_NEED(converter)%item->value) cost++; 955 if (nr * CONV_NEED (converter) % item->value)
956 cost++;
957
1075 decrease_ob_nr(item, cost); 958 decrease_ob_nr (item, cost);
1076 959
1077 price_in = cost*item->value; 960 price_in = cost * item->value;
961 }
962 else
1078 } 963 {
1079 else {
1080 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 964 if (item->type == PLAYER || CONV_FROM (converter) != item->arch->archname ||
1081 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 965 (CONV_NEED (converter) && CONV_NEED (converter) > (uint16) item->nrof))
1082 return 0; 966 return 0;
1083 967
968 converter->play_sound (sound_find ("convert_item"));
969
1084 if(CONV_NEED(converter)) { 970 if (CONV_NEED (converter))
971 {
1085 nr=item->nrof/CONV_NEED(converter); 972 nr = item->nrof / CONV_NEED (converter);
1086 decrease_ob_nr(item,nr*CONV_NEED(converter)); 973 decrease_ob_nr (item, nr * CONV_NEED (converter));
1087 price_in = nr*CONV_NEED(converter)*item->value; 974 price_in = nr * CONV_NEED (converter) * item->value;
1088 } else { 975 }
976 else
977 {
1089 price_in = item->value; 978 price_in = item->value;
1090 remove_ob(item); 979 item->destroy ();
1091 free_object(item); 980 }
1092 } 981 }
982
983 if (converter->inv)
1093 } 984 {
1094
1095 if (converter->inv != NULL) {
1096 object *ob; 985 object *ob;
1097 int i; 986 int i;
1098 object *ob_to_copy; 987 object *ob_to_copy;
1099 988
1100 /* select random object from inventory to copy */ 989 /* select random object from inventory to copy */
1101 ob_to_copy = converter->inv; 990 ob_to_copy = converter->inv;
1102 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++)
1103 if (rndm(0, i) == 0) { 992 if (rndm (0, i) == 0)
1104 ob_to_copy = ob; 993 ob_to_copy = ob;
994
995 item = object_create_clone (ob_to_copy);
996 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
997 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1105 } 998 }
1106 } 999 else
1107 item = object_create_clone(ob_to_copy); 1000 {
1108 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1109 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1110 } else {
1111 if (converter->other_arch == NULL) { 1001 if (converter->other_arch == NULL)
1112 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 1002 {
1003 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1004 &converter->name, &converter->map->path, converter->x, converter->y);
1113 return -1; 1005 return -1;
1114 } 1006 }
1115 1007
1116 item = object_create_arch(converter->other_arch); 1008 item = object_create_arch (converter->other_arch);
1117 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 1009 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1118 } 1010 }
1119 1011
1120 if(CONV_NR(converter)) 1012 if (CONV_NR (converter))
1121 item->nrof=CONV_NR(converter); 1013 item->nrof = CONV_NR (converter);
1014
1122 if(nr) 1015 if (nr)
1123 item->nrof*=nr; 1016 item->nrof *= nr;
1124 if(is_in_shop) 1017
1018 if (is_in_shop (converter))
1125 SET_FLAG(item,FLAG_UNPAID); 1019 SET_FLAG (item, FLAG_UNPAID);
1126 else if(price_in < item->nrof*item->value) { 1020 else if (price_in < item->nrof * item->value)
1021 {
1127 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",
1128 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);
1129 item->nrof*item->value, item->name);
1130 /** 1024 /**
1131 * 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
1132 * propably had something in mind when doing this 1026 * hopefully had something in mind when doing this.
1133 */ 1027 */
1134 } 1028 }
1029
1030 SET_FLAG (item, FLAG_IDENTIFIED);
1135 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);
1136 return 1; 1032 return 1;
1137} 1033}
1138 1034
1139/** 1035/**
1140 * Handle apply on containers. 1036 * Handle apply on containers.
1141 * By Eneq(@csd.uu.se). 1037 * By Eneq(@csd.uu.se).
1142 * 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]
1143 * added the alchemical cauldron to the code -b.t. 1039 * added the alchemical cauldron to the code -b.t.
1144 */ 1040 */
1145 1041int
1146int apply_container (object *op, object *sack) 1042apply_container (object *op, object *sack)
1147{ 1043{
1148 char buf[MAX_BUF]; 1044 if (op->type != PLAYER || !op->contr->ns)
1149 object *tmp; 1045 return 0; /* This might change */
1150 1046
1151 if(op->type!=PLAYER)
1152 return 0; /* This might change */
1153
1154 if (sack==NULL || sack->type != CONTAINER) { 1047 if (!sack || sack->type != CONTAINER)
1048 {
1155 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1049 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1156 return 0; 1050 return 0;
1157 } 1051 }
1158 op->contr->last_used = NULL; 1052
1159 op->contr->last_used_id = 0; 1053 op->contr->last_used = 0;
1160 1054
1161 if (sack->env!=op) { 1055 if (sack->env && sack->env != op)
1162 if (sack->other_arch == NULL || sack->env != NULL) {
1163 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1164 return 1;
1165 }
1166 /* It's on the ground, the problems begin */
1167 if (op->container != sack) {
1168 /* it's closed OR some player has opened it */
1169 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1170 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1171 tmp && tmp->container != sack; tmp=tmp->above);
1172 if (tmp) {
1173 /* some other player have opened it */
1174 new_draw_info_format(NDI_UNIQUE, 0, op,
1175 "%s is already occupied.", query_name(sack));
1176 return 1;
1177 }
1178 }
1179 }
1180 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181 if (op->container == NULL) {
1182 tmp = arch_to_object (sack->other_arch);
1183 /* not good, but insert_ob_in_ob() is too smart */
1184 CLEAR_FLAG (tmp, FLAG_REMOVED);
1185 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186 tmp->map = NULL;
1187 tmp->env = sack;
1188 if (sack->inv)
1189 sack->inv->above = tmp;
1190 tmp->below = sack->inv;
1191 tmp->above = NULL;
1192 sack->inv = tmp;
1193 sack->move_off = MOVE_ALL; /* trying force closing it */
1194 } else {
1195 sack->move_off = 0;
1196 tmp = sack->inv;
1197 if (tmp && tmp->type == CLOSE_CON) {
1198 remove_ob(tmp);
1199 free_object (tmp);
1200 }
1201 }
1202 }
1203 } 1056 {
1204 1057 op->failmsg ("You must put it onto the floor or into your inventory first.");
1205 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1206 if (op->container) {
1207 if (op->container != sack) {
1208 tmp = op->container;
1209 apply_container (op, tmp);
1210 sprintf (buf, "You close %s and open ", query_name(tmp));
1211 op->container = sack;
1212 strcat (buf, query_name(sack));
1213 strcat (buf, ".");
1214 } else {
1215 CLEAR_FLAG (sack, FLAG_APPLIED);
1216 op->container = NULL;
1217 sprintf (buf, "You close %s.", query_name(sack));
1218 }
1219 } else {
1220 CLEAR_FLAG (sack, FLAG_APPLIED);
1221 sprintf (buf, "You open %s.", query_name(sack));
1222 SET_FLAG (sack, FLAG_APPLIED);
1223 op->container = sack;
1224 }
1225 } else { /* not applied */
1226 if (sack->slaying) { /* it's locked */
1227 tmp = find_key(op, op, sack);
1228 if (tmp) {
1229 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1230 SET_FLAG (sack, FLAG_APPLIED);
1231 if (sack->env == NULL) { /* if it's on ground,open it also */
1232 new_draw_info (NDI_UNIQUE,0,op, buf);
1233 apply_container (op, sack);
1234 return 1; 1058 return 1;
1235 } 1059 }
1236 } else { 1060
1237 sprintf (buf, "You don't have the key to unlock %s.", 1061 // already applied == open on ground, or open in inv, or active in inv
1238 query_name(sack)); 1062 if (sack->flag [FLAG_APPLIED])
1239 }
1240 } else {
1241 sprintf (buf, "You readied %s.", query_name(sack));
1242 SET_FLAG (sack, FLAG_APPLIED);
1243 if (sack->env == NULL) { /* if it's on ground,open it also */
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 apply_container (op, sack);
1246 return 1;
1247 }
1248 }
1249 } 1063 {
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1064 if (op->container == sack)
1251 if (op->contr) op->contr->socket.update_look=1; 1065 {
1252 return 1; 1066 // open on ground or inv, so close
1253} 1067 op->close_container ();
1254
1255/**
1256 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1257 * the player has in their inventory, eg, sacks, luggages, etc.
1258 *
1259 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1260 * This version is for client/server mode.
1261 * op is the player, sack is the container the player is opening or closing.
1262 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1263 *
1264 * Reminder - there are three states for any container - closed (non applied),
1265 * applied (not open, but objects that match get tossed into it), and open
1266 * (applied flag set, and op->container points to the open container)
1267 */
1268
1269int esrv_apply_container (object *op, object *sack)
1270{
1271 object *tmp=op->container;
1272 if(op->type!=PLAYER)
1273 return 0; /* This might change */
1274
1275 if (sack==NULL || sack->type != CONTAINER) {
1276 LOG (llevError,
1277 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278 return 0;
1279 }
1280
1281 /* If we have a currently open container, then it needs to be closed in all cases
1282 * if we are opening this one up. We then fall through if appropriate for
1283 * openening the new container.
1284 */
1285
1286 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1287 if (op->container->env != op) { /* if container is on the ground */
1288 op->container->move_off = 0;
1289 }
1290 /* Lauwenmark: Handle for plugin close event */
1291 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1292 return 1; 1068 return 1;
1293
1294 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1295 query_name(op->container));
1296 CLEAR_FLAG(op->container, FLAG_APPLIED);
1297 op->container=NULL;
1298 esrv_update_item (UPD_FLAGS, op, tmp);
1299 if (tmp == sack) return 1;
1300 }
1301
1302
1303 /* If the player is trying to open it (which he must be doing if we got here),
1304 * and it is locked, check to see if player has the equipment to open it.
1305 */
1306
1307 if (sack->slaying) { /* it's locked */
1308 tmp=find_key(op, op, sack);
1309 if (tmp) {
1310 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1311 } else {
1312 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313 query_name(sack));
1314 return 0;
1315 } 1069 }
1070 else if (!sack->env)
1071 {
1072 // active, but not ours: some other player has opened it
1073 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1074 return 1;
1075 }
1076
1077 // fall through to opening it (active in inv)
1078 }
1079 else if (sack->env)
1316 } 1080 {
1317 1081 // it is in our env, so activate it, do not open yet
1318 /* By the time we get here, we have made sure any other container has been closed and 1082 op->close_container ();
1319 * if this is a locked container, the player they key to open it. 1083 sack->flag [FLAG_APPLIED] = 1;
1320 */
1321
1322 /* There are really two cases - the sack is either on the ground, or the sack is
1323 * part of the players inventory. If on the ground, we assume that the player is
1324 * opening it, since if it was being closed, that would have been taken care of above.
1325 */
1326
1327
1328 if (sack->env != op) {
1329 /* Hypothetical case - the player is trying to open a sack that belong to someone
1330 * else. This normally should not happen, but a misbehaving client/player could
1331 * try to do it, so lets handle it gracefully.
1332 */
1333 if (sack->env) {
1334 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1335 query_name(sack));
1336 return 0;
1337 }
1338 /* set these so when the player walks off, we can unapply the sack */
1339 sack->move_off = MOVE_ALL; /* trying force closing it */
1340
1341 CLEAR_FLAG (sack, FLAG_APPLIED);
1342 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343 SET_FLAG (sack, FLAG_APPLIED);
1344 op->container = sack;
1345 esrv_update_item (UPD_FLAGS, op, sack);
1346 esrv_send_inventory (op, sack);
1347
1348 } else { /* sack is in players inventory */
1349 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350 CLEAR_FLAG (sack, FLAG_APPLIED);
1351 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1352 SET_FLAG (sack, FLAG_APPLIED);
1353 op->container = sack;
1354 esrv_update_item (UPD_FLAGS, op, sack); 1084 esrv_update_item (UPD_FLAGS, op, sack);
1355 esrv_send_inventory (op, sack); 1085 op->statusmsg (format ("You ready %s.", query_name (sack)));
1356 }
1357 else {
1358 CLEAR_FLAG (sack, FLAG_APPLIED);
1359 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1360 SET_FLAG (sack, FLAG_APPLIED);
1361 esrv_update_item (UPD_FLAGS, op, sack);
1362 }
1363 }
1364 return 1; 1086 return 1;
1365} 1087 }
1366 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}
1367 1105
1368/** 1106/**
1369 * Handles dropping things on altar. 1107 * Handles dropping things on altar.
1370 * Returns true if sacrifice was accepted. 1108 * Returns true if sacrifice was accepted.
1371 */ 1109 */
1110static int
1372static int apply_altar (object *altar, object *sacrifice, object *originator) 1111apply_altar (object *altar, object *sacrifice, object *originator)
1373{ 1112{
1374 /* Only players can make sacrifices on spell casting altars. */ 1113 /* Only players can make sacrifices on spell casting altars. */
1375 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1114 if (altar->inv && (!originator || originator->type != PLAYER))
1376 return 0; 1115 return 0;
1377 1116
1378 if (operate_altar (altar, &sacrifice)) { 1117 if (operate_altar (altar, &sacrifice))
1118 {
1379 /* Simple check. Unfortunately, it means you can't cast magic bullet 1119 /* Simple check. Unfortunately, it means you can't cast magic bullet
1380 * 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
1381 * is up to map designers to use them properly. 1121 * is up to map designers to use them properly.
1382 */ 1122 */
1383 if (altar->inv && altar->inv->type==SPELL) { 1123 if (altar->inv && altar->inv->type == SPELL)
1384 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1124 {
1385 altar->inv->name); 1125 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1386 cast_spell (originator, altar, 0, altar->inv, NULL); 1126 cast_spell (originator, altar, 0, altar->inv, NULL);
1387 /* If it is connected, push the button. Fixes some problems with 1127 /* If it is connected, push the button. Fixes some problems with
1388 * old maps. 1128 * old maps.
1389 */ 1129 */
1130
1390/* push_button (altar);*/ 1131/* push_button (altar);*/
1391 } else { 1132 }
1133 else
1134 {
1392 altar->value = 1; /* works only once */ 1135 altar->value = 1; /* works only once */
1393 push_button (altar); 1136 push_button (altar);
1394 } 1137 }
1395 return sacrifice == NULL; 1138
1396 } else { 1139 return !sacrifice;
1140 }
1141 else
1397 return 0; 1142 return 0;
1398 }
1399} 1143}
1400
1401 1144
1402/** 1145/**
1403 * Handles 'movement' of shop mats. 1146 * Handles 'movement' of shop mats.
1404 * Returns 1 if 'op' was destroyed, 0 if not. 1147 * Returns 1 if 'op' was destroyed, 0 if not.
1405 * Largely re-written to not use nearly as many gotos, plus 1148 * Largely re-written to not use nearly as many gotos, plus
1406 * some of this code just looked plain out of date. 1149 * some of this code just looked plain out of date.
1407 * MSW 2001-08-29 1150 * MSW 2001-08-29
1408 */ 1151 */
1152int
1409int apply_shop_mat (object *shop_mat, object *op) 1153apply_shop_mat (object *shop_mat, object *op)
1410{ 1154{
1411 int rv = 0; 1155 int rv = 0;
1412 double opinion; 1156 double opinion;
1413 object *tmp, *next; 1157 object *tmp, *next;
1414 1158
1415 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1159 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1416 1160
1161 bool has_unpaid = false;
1162
1163 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1164 // a quick and small change :(
1165 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1166 if (item->flag [FLAG_UNPAID])
1167 {
1168 has_unpaid = true;
1169 break;
1170 }
1171
1417 if (op->type != PLAYER) { 1172 if (op->type != PLAYER)
1173 {
1418 /* Remove all the unpaid objects that may be carried here. 1174 /* Remove all the unpaid objects that may be carried here.
1419 * This could be pets or monsters that are somehow in 1175 * This could be pets or monsters that are somehow in
1420 * the shop. 1176 * the shop.
1421 */ 1177 */
1422 for (tmp=op->inv; tmp; tmp=next) { 1178 for (tmp = op->inv; tmp; tmp = next)
1179 {
1423 next = tmp->below; 1180 next = tmp->below;
1181
1424 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1182 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1183 {
1425 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);
1426 1185
1427 remove_ob(tmp); 1186 tmp->remove ();
1428 if (i==-1) i=0; 1187
1429 tmp->map = op->map; 1188 if (i == -1)
1189 i = 0;
1190
1191 tmp->map = op->map;
1430 tmp->x = op->x + freearr_x[i]; 1192 tmp->x = op->x + freearr_x[i];
1431 tmp->y = op->y + freearr_y[i]; 1193 tmp->y = op->y + freearr_y[i];
1432 insert_ob_in_map(tmp, op->map, op, 0); 1194 insert_ob_in_map (tmp, op->map, op, 0);
1433 } 1195 }
1434 } 1196 }
1435 1197
1436 /* Don't teleport things like spell effects */ 1198 /* Don't teleport things like spell effects */
1437 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1199 if (QUERY_FLAG (op, FLAG_NO_PICK))
1200 return 0;
1438 1201
1439 /* unpaid objects, or non living objects, can't transfer by 1202 /* unpaid objects, or non living objects, can't transfer by
1440 * shop mats. Instead, put it on a nearby space. 1203 * shop mats. Instead, put it on a nearby space.
1441 */ 1204 */
1442 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1205 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1443 1206 {
1444 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1207 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1208 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1209
1210 if (i != -1)
1211 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1212
1213 return 0;
1214 }
1215 /* Removed code that checked for multipart objects - it appears that
1216 * the teleport function should be able to handle this just fine.
1217 */
1218 rv = teleport (shop_mat, SHOP_MAT, op);
1219 }
1220 else if (can_pay (op) && get_payment (op))
1221 {
1222 /* this is only used for players */
1223 rv = teleport (shop_mat, SHOP_MAT, op);
1224
1225 if (has_unpaid)
1226 op->contr->play_sound (sound_find ("shop_buy"));
1227 else if (is_in_shop (op))
1228 op->contr->play_sound (sound_find ("shop_enter"));
1229 else
1230 op->contr->play_sound (sound_find ("shop_leave"));
1231
1232 if (shop_mat->msg)
1233 op->statusmsg (shop_mat->msg);
1234 /* This check below is a bit simplistic - generally it should be correct,
1235 * but there is never a guarantee that the bottom space on the map is
1236 * actually the shop floor.
1237 */
1238 else if (!rv && !is_in_shop (op))
1239 {
1240 opinion = shopkeeper_approval (op->map, op);
1241
1242 op->statusmsg (
1243 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1244 : opinion >= 0.75 ? "The shopkeeper waves to you."
1245 : opinion >= 0.50 ? "The shopkeeper ignores you."
1246 : "The shopkeeper glares at you with contempt."
1247 );
1248 }
1249 }
1250 else
1251 {
1252 /* if we get here, a player tried to leave a shop but was not able
1253 * to afford the items he has. We try to move the player so that
1254 * they are not on the mat anymore
1255 */
1445 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
1446 if (i != -1) { 1258 if (i == -1)
1447 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1448 shop_mat);
1449 }
1450 return 0;
1451 }
1452 /* Removed code that checked for multipart objects - it appears that
1453 * the teleport function should be able to handle this just fine.
1454 */
1455 rv = teleport (shop_mat, SHOP_MAT, op);
1456 }
1457 /* immediate block below is only used for players */
1458 else if (can_pay(op)) {
1459 get_payment (op, op->inv);
1460 rv = teleport (shop_mat, SHOP_MAT, op);
1461 if (shop_mat->msg) {
1462 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463 }
1464 /* This check below is a bit simplistic - generally it should be correct,
1465 * but there is never a guarantee that the bottom space on the map is
1466 * actually the shop floor.
1467 */
1468 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469 && tmp->type != SHOP_FLOOR) {
1470 opinion = shopkeeper_approval(op->map, op);
1471 if ( opinion > 0.9)
1472 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473 else if ( opinion > 0.75)
1474 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475 else if ( opinion > 0.5)
1476 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477 else
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479 }
1480 }
1481 else {
1482 /* if we get here, a player tried to leave a shop but was not able
1483 * to afford the items he has. We try to move the player so that
1484 * they are not on the mat anymore
1485 */
1486
1487 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488 if(i == -1) {
1489 LOG (llevError, "Internal shop-mat problem.\n"); 1259 LOG (llevError, "Internal shop-mat problem.\n");
1490 } else { 1260 else
1491 remove_ob (op); 1261 {
1262 op->remove ();
1492 op->x += freearr_x[i]; 1263 op->x += freearr_x[i];
1493 op->y += freearr_y[i]; 1264 op->y += freearr_y[i];
1494 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;
1495 } 1266 }
1496 } 1267 }
1268
1497 CLEAR_FLAG (op, FLAG_NO_APPLY); 1269 CLEAR_FLAG (op, FLAG_NO_APPLY);
1498 return rv; 1270 return rv;
1499} 1271}
1500 1272
1501/** 1273/**
1502 * Handles applying a sign. 1274 * Handles applying a sign.
1503 */ 1275 */
1276static void
1504static void apply_sign (object *op, object *sign, int autoapply) 1277apply_sign (object *op, object *sign, int autoapply)
1505{ 1278{
1506 readable_message_type* msgType; 1279 readable_message_type *msgType;
1507 char newbuf[HUGE_BUF]; 1280
1508 if (sign->msg == NULL) { 1281 if (!sign->msg)
1509 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1282 {
1283 op->statusmsg ("Nothing is written on it.");
1284 return;
1285 }
1286
1287 if (sign->stats.food)
1288 {
1289 if (sign->last_eat >= sign->stats.food)
1290 {
1291 if (!sign->move_on)
1292 op->statusmsg ("You cannot read it anymore.");
1293
1510 return; 1294 return;
1511 } 1295 }
1512 1296
1513 if (sign->stats.food) {
1514 if (sign->last_eat >= sign->stats.food) {
1515 if (!sign->move_on)
1516 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1517 return;
1518 }
1519
1520 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1297 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1521 sign->last_eat++; 1298 sign->last_eat++;
1522 } 1299 }
1523 1300
1524 /* 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?
1525 * 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
1526 * 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
1527 * to us). 1304 * to us).
1528 */ 1305 */
1529 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)
1530 new_draw_info (NDI_UNIQUE, 0, op, 1307 {
1531 "You are unable to read while blind."); 1308 op->failmsg ("You are unable to read while blind!");
1532 return; 1309 return;
1533 } 1310 }
1311
1312 if (op->contr)
1313 if (client *ns = op->contr->ns)
1314 {
1315 ns->play_sound (sign->sound);
1534 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];
1535 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1323 snprintf (newbuf, sizeof (newbuf), "%u %s", autoapply ? 1 : 0, &sign->msg);
1536 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 }
1537} 1327}
1538
1539 1328
1540/** 1329/**
1541 * 'victim' moves onto 'trap' 1330 * 'victim' moves onto 'trap'
1542 * 'victim' leaves 'trap' 1331 * 'victim' leaves 'trap'
1543 * effect is determined by move_on/move_off of trap and move_type of victime. 1332 * effect is determined by move_on/move_off of trap and move_type of victime.
1544 * 1333 *
1545 * originator: Player, monster or other object that caused 'victim' to move 1334 * originator: Player, monster or other object that caused 'victim' to move
1546 * 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.
1547 * However, some types of traps require an originator to function. 1336 * However, some types of traps require an originator to function.
1548 */ 1337 */
1338void
1549void move_apply (object *trap, object *victim, object *originator) 1339move_apply (object *trap, object *victim, object *originator)
1550{ 1340{
1551 static int recursion_depth = 0; 1341 static int recursion_depth = 0;
1552 1342
1553 /* Only exits affect DMs. */ 1343 /* Only exits affect DMs. */
1554 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)
1555 return; 1345 return;
1556 1346
1557 /* move_apply() is the most likely candidate for causing unwanted and 1347 /* move_apply() is the most likely candidate for causing unwanted and
1558 * possibly unlimited recursion. 1348 * possibly unlimited recursion.
1559 */ 1349 */
1561 * maps to fail. 1) it's not an error to recurse: 1351 * maps to fail. 1) it's not an error to recurse:
1562 * rune detonates, summoning monster. monster lands on nearby rune. 1352 * rune detonates, summoning monster. monster lands on nearby rune.
1563 * nearby rune detonates. This sort of recursion is expected and 1353 * nearby rune detonates. This sort of recursion is expected and
1564 * proper. This code was causing needless crashes. 1354 * proper. This code was causing needless crashes.
1565 */ 1355 */
1566 if (recursion_depth >= 500) { 1356 if (recursion_depth >= 500)
1357 {
1567 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1358 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1568 "[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);
1569 trap->arch->name, trap->name, victim->arch->name, victim->name); 1360 return;
1570 return;
1571 } 1361 }
1362
1572 recursion_depth++; 1363 recursion_depth++;
1573 if (trap->head) trap=trap->head; 1364 if (trap->head)
1365 trap = trap->head;
1574 1366
1575 /* Lauwenmark: Handle for plugin trigger event */ 1367 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1576 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 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 }
1577 goto leave; 1391 goto leave;
1578 1392
1579 switch (trap->type) {
1580 case PLAYERMOVER:
1581 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1582 !should_director_abort(trap, victim)) {
1583 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1584
1585 /* Is this correct? From the docs, it doesn't look like it
1586 * should be divided by trap->speed
1587 */
1588 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1589
1590 /* Just put in some sanity check. I think there is a bug in the
1591 * above with some objects have zero speed, and thus the player
1592 * getting permanently paralyzed.
1593 */
1594 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1595 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1596 }
1597 goto leave;
1598
1599 case SPINNER: 1393 case SPINNER:
1600 if(victim->direction) { 1394 if (victim->direction)
1395 {
1601 victim->direction=absdir(victim->direction-trap->stats.sp); 1396 victim->direction = absdir (victim->direction - trap->stats.sp);
1602 update_turn_face(victim); 1397 update_turn_face (victim);
1603 } 1398 }
1604 goto leave; 1399 goto leave;
1605 1400
1606 case DIRECTOR: 1401 case DIRECTOR:
1607 if(victim->direction && !should_director_abort(trap, victim)) { 1402 if (victim->direction && !should_director_abort (trap, victim))
1403 {
1608 victim->direction=trap->stats.sp; 1404 victim->direction = trap->stats.sp;
1609 update_turn_face(victim); 1405 update_turn_face (victim);
1610 } 1406 }
1611 goto leave; 1407 goto leave;
1612 1408
1613 case BUTTON: 1409 case BUTTON:
1614 case PEDESTAL: 1410 case PEDESTAL:
1615 update_button(trap); 1411 update_button (trap);
1616 goto leave; 1412 goto leave;
1617 1413
1618 case ALTAR: 1414 case ALTAR:
1619 /* sacrifice victim on trap */ 1415 /* sacrifice victim on trap */
1620 apply_altar (trap, victim, originator); 1416 apply_altar (trap, victim, originator);
1621 goto leave; 1417 goto leave;
1622 1418
1623 case THROWN_OBJ: 1419 case THROWN_OBJ:
1624 if (trap->inv == NULL) 1420 if (trap->inv == NULL)
1625 goto leave; 1421 goto leave;
1626 /* fallthrough */ 1422 /* fallthrough */
1627 1423
1628 case ARROW: 1424 case ARROW:
1629
1630 /* bad bug: monster throw a object, make a step forwards, step on object , 1425 /* bad bug: monster throw a object, make a step forwards, step on object ,
1631 * trigger this here and get hit by own missile - and will be own enemy. 1426 * trigger this here and get hit by own missile - and will be own enemy.
1632 * Victim then is his own enemy and will start to kill herself (this is 1427 * Victim then is his own enemy and will start to kill herself (this is
1633 * removed) but we have not synced victim and his missile. To avoid senseless 1428 * removed) but we have not synced victim and his missile. To avoid senseless
1634 * action, we avoid hits here 1429 * action, we avoid hits here
1635 */ 1430 */
1636 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1431 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1637 hit_with_arrow (trap, victim); 1432 hit_with_arrow (trap, victim);
1638 goto leave; 1433 goto leave;
1639 1434
1640 case SPELL_EFFECT: 1435 case SPELL_EFFECT:
1641 apply_spell_effect(trap, victim); 1436 apply_spell_effect (trap, victim);
1642 goto leave; 1437 goto leave;
1643 1438
1644 case TRAPDOOR: 1439 case TRAPDOOR:
1645 { 1440 {
1646 int max, sound_was_played; 1441 int max, sound_was_played;
1647 object *ab, *ab_next; 1442 object *ab, *ab_next;
1443
1648 if(!trap->value) { 1444 if (!trap->value)
1649 int tot; 1445 {
1446 int tot;
1447
1650 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1448 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1651 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1449 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1652 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1450 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1653 1451
1654 if(!(trap->value=(tot>trap->weight)?1:0)) 1452 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1655 goto leave; 1453 goto leave;
1656 1454
1657 SET_ANIMATION(trap, trap->value); 1455 SET_ANIMATION (trap, trap->value);
1658 update_object(trap,UP_OBJ_FACE); 1456 update_object (trap, UP_OBJ_FACE);
1659 } 1457 }
1660 1458
1661 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 {
1662 /* 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,
1663 * ab->above would be bogus 1462 * ab->above would be bogus
1664 */ 1463 */
1665 ab_next = ab->above; 1464 ab_next = ab->above;
1666 1465
1667 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1466 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1668 if ( ! sound_was_played) { 1467 {
1669 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1468 if (!sound_was_played)
1670 sound_was_played = 1; 1469 {
1671 } 1470 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1672 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1471 sound_was_played = 1;
1472 }
1473
1474 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1673 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);
1674 } 1476 }
1675 } 1477 }
1676 goto leave; 1478 goto leave;
1677 } 1479 }
1678 1480
1679
1680 case CONVERTER: 1481 case CONVERTER:
1681 if (convert_item (victim, trap) < 0) { 1482 if (convert_item (victim, trap) < 0)
1682 object *op; 1483 {
1484 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1485 get_archetype ("burnout")->insert_at (trap, trap);
1486 }
1683 1487
1684 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1685
1686 op = get_archetype("burnout");
1687 if (op != NULL) {
1688 op->x = trap->x;
1689 op->y = trap->y;
1690 insert_ob_in_map(op, trap->map, trap, 0);
1691 }
1692 }
1693 goto leave; 1488 goto leave;
1694 1489
1695 case TRIGGER_BUTTON: 1490 case TRIGGER_BUTTON:
1696 case TRIGGER_PEDESTAL: 1491 case TRIGGER_PEDESTAL:
1697 case TRIGGER_ALTAR: 1492 case TRIGGER_ALTAR:
1698 check_trigger (trap, victim); 1493 check_trigger (trap, victim);
1699 goto leave; 1494 goto leave;
1700 1495
1701 case DEEP_SWAMP: 1496 case DEEP_SWAMP:
1702 walk_on_deep_swamp (trap, victim); 1497 walk_on_deep_swamp (trap, victim);
1703 goto leave; 1498 goto leave;
1704 1499
1705 case CHECK_INV: 1500 case CHECK_INV:
1706 check_inv (victim, trap); 1501 check_inv (victim, trap);
1707 goto leave; 1502 goto leave;
1708 1503
1709 case HOLE: 1504 case HOLE:
1710 /* Hole not open? */ 1505 /* Hole not open? */
1711 if(trap->stats.wc > 0) 1506 if (trap->stats.wc > 0)
1712 goto leave; 1507 goto leave;
1713 1508
1714 /* 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.
1715 * Processing will happen if the head runs into the pit 1510 * Processing will happen if the head runs into the pit
1716 */ 1511 */
1717 if (victim->head) 1512 if (victim->head)
1718 goto leave; 1513 goto leave;
1719 1514
1720 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1515 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1721 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1516 victim->statusmsg ("You fall through the hole!", NDI_RED);
1722 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1517 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1723 goto leave; 1518 goto leave;
1724 1519
1725 case EXIT: 1520 case EXIT:
1726 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1521 if (victim->type == PLAYER && EXIT_PATH (trap))
1522 {
1727 /* Basically, don't show exits leading to random maps the 1523 /* Basically, don't show exits leading to random maps the
1728 * players output. 1524 * players output.
1729 */ 1525 */
1730 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1526 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1731 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1527 victim->statusmsg (trap->msg, NDI_NAVY);
1732 enter_exit (victim, trap); 1528
1733 } 1529 victim->enter_exit (trap);
1530 }
1734 goto leave; 1531 goto leave;
1735 1532
1736 case ENCOUNTER: 1533 case ENCOUNTER:
1737 /* may be some leftovers on this */ 1534 /* may be some leftovers on this */
1738 goto leave; 1535 goto leave;
1739 1536
1740 case SHOP_MAT: 1537 case SHOP_MAT:
1741 apply_shop_mat (trap, victim); 1538 apply_shop_mat (trap, victim);
1742 goto leave; 1539 goto leave;
1743 1540
1744 /* Drop a certain amount of gold, and have one item identified */ 1541 /* Drop a certain amount of gold, and have one item identified */
1745 case IDENTIFY_ALTAR: 1542 case IDENTIFY_ALTAR:
1746 apply_id_altar (victim, trap, originator); 1543 apply_id_altar (victim, trap, originator);
1747 goto leave; 1544 goto leave;
1748 1545
1749 case SIGN: 1546 case SIGN:
1750 if (victim->type != PLAYER && trap->stats.food > 0) 1547 if (victim->type != PLAYER && trap->stats.food > 0)
1751 goto leave; /* monsters musn't apply magic_mouths with counters */ 1548 goto leave; /* monsters musn't apply magic_mouths with counters */
1752 1549
1753 apply_sign (victim, trap, 1); 1550 apply_sign (victim, trap, 1);
1754 goto leave; 1551 goto leave;
1755 1552
1756 case CONTAINER: 1553 case CONTAINER:
1757 if (victim->type==PLAYER)
1758 (void) esrv_apply_container (victim, trap);
1759 else
1760 (void) apply_container (victim, trap); 1554 apply_container (victim, trap);
1761 goto leave; 1555 goto leave;
1762 1556
1763 case RUNE: 1557 case RUNE:
1764 case TRAP: 1558 case TRAP:
1765 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1559 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1766 spring_trap(trap, victim); 1560 spring_trap (trap, victim);
1767 }
1768 goto leave; 1561 goto leave;
1769 1562
1770 default: 1563 default:
1771 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 "
1772 "handled in move_apply()\n", trap->name, trap->arch->name, 1565 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1773 trap->type);
1774 goto leave; 1566 goto leave;
1775 } 1567 }
1776 1568
1777 leave: 1569leave:
1778 recursion_depth--; 1570 recursion_depth--;
1779} 1571}
1780 1572
1781/** 1573/**
1782 * Handles reading a regular (ie not containing a spell) book. 1574 * Handles reading a regular (ie not containing a spell) book.
1783 */ 1575 */
1576static void
1784static void apply_book (object *op, object *tmp) 1577apply_book (object *op, object *tmp)
1785{ 1578{
1786 int lev_diff; 1579 int lev_diff;
1787 object *skill_ob; 1580 object *skill_ob;
1788 1581
1789 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1582 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1790 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!");
1791 return; 1585 return;
1792 } 1586 }
1793 if(tmp->msg==NULL) { 1587
1794 new_draw_info_format(NDI_UNIQUE, 0, op, 1588 if (!tmp->msg)
1589 {
1795 "You open the %s and find it empty.", tmp->name); 1590 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1796 return; 1591 return;
1797 } 1592 }
1798 1593
1799 /* need a literacy skill to read stuff! */ 1594 /* need a literacy skill to read stuff! */
1800 skill_ob = find_skill_by_name(op, tmp->skill); 1595 skill_ob = find_skill_by_name (op, tmp->skill);
1801 if ( ! skill_ob) { 1596 if (!skill_ob)
1802 new_draw_info(NDI_UNIQUE, 0,op,
1803 "You are unable to decipher the strange symbols.");
1804 return;
1805 } 1597 {
1598 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1599 return;
1600 }
1601
1806 lev_diff = tmp->level - (skill_ob->level + 5); 1602 lev_diff = tmp->level - (skill_ob->level + 5);
1807 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1603 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1808 if (lev_diff < 2)
1809 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1810 else if (lev_diff < 3)
1811 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1812 else if (lev_diff < 5)
1813 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1814 else if (lev_diff < 8)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1816 else if (lev_diff < 15)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1818 else
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1820 return;
1821 } 1604 {
1822 1605 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1823 1606 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1824 /* Lauwenmark: Handle for plugin book event */ 1607 : lev_diff < 5 ? "This book is beyond your comprehension."
1825 /*printf("Book apply: %s\n", tmp->name); 1608 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1826 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); 1609 : lev_diff < 15 ? "This book is way beyond your comprehension."
1827 printf("Book applied: %s\n", tmp->name);*/ 1610 : "This book is totally beyond your comprehension.");
1828 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) 1611 return;
1829 { 1612 }
1830 CFParm CFP; 1613
1831 int k, l, m;
1832 uint32 n;
1833 new_draw_info_format (NDI_UNIQUE, 0, op,
1834 "You open the %s and start reading.", tmp->name);
1835 k = EVENT_APPLY;
1836 l = SCRIPT_FIX_ALL;
1837 m = 0;
1838 n = 0;
1839 CFP.Value[0] = &k;
1840 CFP.Value[1] = op;
1841 CFP.Value[2] = tmp;
1842 CFP.Value[3] = NULL;
1843 CFP.Value[4] = NULL;
1844 CFP.Value[5] = &n;
1845 CFP.Value[6] = &m;
1846 CFP.Value[7] = &m;
1847 CFP.Value[8] = &l;
1848 CFP.Value[9] = (void*)evt->hook;
1849 CFP.Value[10]= (void*)evt->options;
1850 if (findPlugin(evt->plugin)>=0)
1851 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1852 }
1853 else*/{
1854 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
1855 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1628 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1856 msgType->message_type, msgType->message_subtype, 1629 msgType->message_type, msgType->message_subtype,
1857 "You open the %s and start reading.\n%s", 1630 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1858 "%s\n%s",
1859 long_desc(tmp,op), tmp->msg); 1631 long_desc (tmp, op), &tmp->msg);
1860 }
1861 1632
1862 /* gain xp from reading */ 1633 /* gain xp from reading */
1863 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 */
1864 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1636 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1637
1865 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1638 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1639 {
1866 /*exp_gain *= 2; because they just identified it too */ 1640 /*exp_gain *= 2; because they just identified it too */
1867 SET_FLAG(tmp,FLAG_IDENTIFIED); 1641 SET_FLAG (tmp, FLAG_IDENTIFIED);
1642
1868 /* If in a container, update how it looks */ 1643 /* If in a container, update how it looks */
1644 if (tmp->env)
1869 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1645 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1870 else op->contr->socket.update_look=1; 1646 else
1647 op->contr->ns->floorbox_update ();
1871 } 1648 }
1649
1872 change_exp(op,exp_gain, skill_ob->skill, 0); 1650 change_exp (op, exp_gain, skill_ob->skill, 0);
1873 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 */
1874 } 1652 }
1875} 1653}
1876 1654
1877/** 1655/**
1878 * Handles the applying of a skill scroll, calling learn_skill straight. 1656 * Handles the applying of a skill scroll, calling learn_skill straight.
1879 * 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
1880 */ 1658 */
1659static void
1881static void apply_skillscroll (object *op, object *tmp) 1660apply_skillscroll (object *op, object *tmp)
1882{ 1661{
1883 switch ((int) learn_skill (op, tmp)) { 1662 switch (learn_skill (op, tmp))
1884 case 0: 1663 {
1885 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1664 case 0:
1886 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1665 op->play_sound (sound_find ("generic_fail"));
1887 return; 1666 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1667 break;
1888 1668
1889 case 1: 1669 case 1:
1890 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1891 tmp->skill);
1892 new_draw_info_format(NDI_UNIQUE, 0, op,
1893 "Type 'bind ready_skill %s",tmp->skill);
1894 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1895 decrease_ob(tmp); 1670 decrease_ob (tmp);
1896 return; 1671 op->play_sound (sound_find ("skill_learn"));
1672 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1673 break;
1897 1674
1898 default: 1675 default:
1899 new_draw_info_format(NDI_UNIQUE,0,op,
1900 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1901 decrease_ob(tmp); 1676 decrease_ob (tmp);
1902 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;
1903 } 1680 }
1904} 1681}
1905 1682
1906/** 1683/**
1907 * Actually makes op learn spell. 1684 * Actually makes op learn spell.
1908 * Informs player of what happens. 1685 * Informs player of what happens.
1909 */ 1686 */
1687void
1910void do_learn_spell (object *op, object *spell, int special_prayer) 1688do_learn_spell (object *op, object *spell, int special_prayer)
1911{ 1689{
1912 object *tmp; 1690 object *tmp;
1913 1691
1914 if (op->type != PLAYER) { 1692 if (op->type != PLAYER)
1693 {
1915 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1694 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1916 return; 1695 return;
1917 } 1696 }
1918 1697
1919 /* Upgrade special prayers to normal prayers */ 1698 /* Upgrade special prayers to normal prayers */
1920 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1699 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1700 {
1921 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1701 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1702 {
1922 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");
1923 return; 1704 return;
1924 } 1705 }
1925 return; 1706 return;
1926 } 1707 }
1927 1708
1928 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1709 op->contr->play_sound (sound_find ("learn_spell"));
1929 tmp = get_object(); 1710
1930 copy_object(spell, tmp); 1711 tmp = spell->clone ();
1931 insert_ob_in_ob(tmp, op); 1712 insert_ob_in_ob (tmp, op);
1932 1713
1933 if (special_prayer) { 1714 if (special_prayer)
1934 SET_FLAG(tmp, FLAG_STARTEQUIP); 1715 SET_FLAG (tmp, FLAG_STARTEQUIP);
1935 }
1936 1716
1937 new_draw_info_format (NDI_UNIQUE, 0, op,
1938 "Type 'bind cast %s", spell->name);
1939 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1940 esrv_add_spells(op->contr, tmp); 1717 esrv_add_spells (op->contr, tmp);
1941} 1718}
1942 1719
1943/** 1720/**
1944 * Erases spell from player's inventory. 1721 * Erases spell from player's inventory.
1945 */ 1722 */
1723void
1946void do_forget_spell (object *op, const char *spell) 1724do_forget_spell (object *op, const char *spell)
1947{ 1725{
1948 object *spob; 1726 object *spob;
1949 1727
1950 if (op->type != PLAYER) { 1728 if (op->type != PLAYER)
1729 {
1951 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1730 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1952 return; 1731 return;
1953 } 1732 }
1954 if ( (spob=check_spell_known (op, spell)) == NULL) { 1733 if ((spob = check_spell_known (op, spell)) == NULL)
1734 {
1955 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1735 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1956 return; 1736 return;
1957 }
1958 1737 }
1959 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1738
1960 "You lose knowledge of %s.", spell); 1739 op->failmsg (format ("You lose knowledge of %s.", spell));
1961 player_unready_range_ob(op->contr, spob); 1740 player_unready_range_ob (op->contr, spob);
1962 esrv_remove_spell(op->contr, spob); 1741 esrv_remove_spell (op->contr, spob);
1963 remove_ob(spob); 1742 spob->destroy ();
1964 free_object(spob);
1965} 1743}
1966 1744
1967/** 1745/**
1968 * Handles player applying a spellbook. 1746 * Handles player applying a spellbook.
1969 * 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,
1970 * stuff like that. Random learning failure too. 1748 * stuff like that. Random learning failure too.
1971 */ 1749 */
1750static void
1972static void apply_spellbook (object *op, object *tmp) 1751apply_spellbook (object *op, object *tmp)
1973{ 1752{
1974 object *skop, *spell, *spell_skill; 1753 object *skop, *spell, *spell_skill;
1975 1754
1976 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1755 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1977 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1978 return;
1979 } 1756 {
1757 op->failmsg ("You are unable to read while blind.");
1758 return;
1759 }
1980 1760
1981 /* artifact_spellbooks have 'slaying' field point to a spell name, 1761 /* artifact_spellbooks have 'slaying' field point to a spell name,
1982 * instead of having their spell stored in stats.sp. These are 1762 * instead of having their spell stored in stats.sp. These are
1983 * legacy spellbooks 1763 * legacy spellbooks
1984 */ 1764 */
1985 1765 if (tmp->slaying)
1986 if(tmp->slaying != NULL) { 1766 {
1987 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1767 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1988 if (!spell) { 1768 if (!spell)
1989 new_draw_info_format(NDI_UNIQUE, 0, op, 1769 {
1990 "The book's formula for %s is incomplete", tmp->slaying); 1770 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1991 return; 1771 return;
1992 } 1772 }
1993 else 1773 else
1994 insert_ob_in_ob(spell, tmp); 1774 insert_ob_in_ob (spell, tmp);
1995 free_string(tmp->slaying); 1775
1996 tmp->slaying=NULL; 1776 tmp->slaying = 0;
1997 } 1777 }
1998 1778
1999 skop = find_skill_by_name(op, tmp->skill); 1779 skop = find_skill_by_name (op, tmp->skill);
2000 1780
2001 /* 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
2002 * lower than the spell will make learning the spell more difficult */ 1782 * lower than the spell will make learning the spell more difficult */
2003 if ( !skop) { 1783 if (!skop)
2004 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2005 return;
2006 } 1784 {
1785 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1786 return;
1787 }
2007 1788
2008 spell = tmp->inv; 1789 spell = tmp->inv;
1790
2009 if (!spell) { 1791 if (!spell)
1792 {
2010 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);
2011 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!");
2012 return; 1795 return;
2013 }
2014 if (spell->level > (skop->level+10)) {
2015 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2016 return;
2017 } 1796 }
2018 1797
2019 new_draw_info_format(NDI_UNIQUE, 0, op, 1798 if (skop->level < int (sqrtf (spell->level) * 1.5f))
2020 "The spellbook contains the %s level spell %s.", 1799 {
2021 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 }
2022 1803
1804 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1805
2023 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1806 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1807 {
2024 identify(tmp); 1808 identify (tmp);
1809
2025 if (tmp->env) 1810 if (tmp->env)
2026 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1811 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
2027 else 1812 else
2028 op->contr->socket.update_look=1; 1813 op->contr->ns->floorbox_update ();
2029 } 1814 }
2030 1815
2031 /* 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
2032 * 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
2033 * 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
2034 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
2035 */ 1820 */
2036 if (check_spell_known (op, spell->name)) { 1821 if (check_spell_known (op, spell->name))
2037 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2038 return;
2039 } 1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1824 return;
1825 }
2040 1826
2041 if (spell->skill) { 1827 if (spell->skill)
1828 {
2042 spell_skill = find_skill_by_name(op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
2043 if (!spell_skill) { 1831 if (!spell_skill)
2044 new_draw_info_format(NDI_UNIQUE, 0, op, 1832 {
2045 "You lack the skill %s to use this spell", 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2046 spell->skill);
2047 return; 1834 return;
2048 } 1835 }
1836
2049 if (spell_skill->level < spell->level) { 1837 if (spell_skill->level < spell->level)
2050 new_draw_info_format(NDI_UNIQUE, 0, op, 1838 {
2051 "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));
2052 spell->level, spell->skill);
2053 return; 1840 return;
2054 } 1841 }
2055 } 1842 }
2056 1843
2057 /* Logic as follows 1844 /* Logic as follows
2058 * 1845 *
2059 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2060 * 1847 *
2061 * 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
2062 * a spell. 1849 * a spell.
2063 * 1850 *
2064 * 3 -Automatically fail to learn if you read while confused 1851 * 3 -Automatically fail to learn if you read while confused
2065 * 1852 *
2066 * 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
2067 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
2068 */ 1855 */
2069 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
2070 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1857 {
1858 op->failmsg ("In your confused state you flub the wording of the text!");
2071 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 }
2072 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2073 (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])
2074 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1863 {
2075 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2076 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2077 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
2078 1866
2079 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
2080 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2081 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);
2082 } else { 1870 }
2083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1871 else
2084 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2085 } 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
2086 decrease_ob(tmp); 1877 decrease_ob (tmp);
2087} 1878}
2088 1879
2089/** 1880/**
2090 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
2091 */ 1882 */
1883void
2092void apply_scroll (object *op, object *tmp, int dir) 1884apply_scroll (object *op, object *tmp, int dir)
2093{ 1885{
2094 object *skop; 1886 object *skop;
2095 1887
2096 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2097 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2098 return;
2099 } 1889 {
1890 op->failmsg ("You are unable to read while blind.");
1891 return;
1892 }
2100 1893
2101 if (!tmp->inv || tmp->inv->type != SPELL) { 1894 if (!tmp->inv || tmp->inv->type != SPELL)
2102 new_draw_info (NDI_UNIQUE, 0, op, 1895 {
2103 "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2104 return; 1897 return;
2105 } 1898 }
2106 1899
2107 if(op->type==PLAYER) { 1900 if (op->type == PLAYER)
1901 {
2108 /* players need a literacy skill to read stuff! */ 1902 /* players need a literacy skill to read stuff! */
2109 int exp_gain=0; 1903 int exp_gain = 0;
2110 1904
2111 /* hard code literacy - tmp->skill points to where the exp 1905 /* hard code literacy - tmp->skill points to where the exp
2112 * should go for anything killed by the spell. 1906 * should go for anything killed by the spell.
2113 */ 1907 */
2114 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2115 1909
2116 if ( ! skop) { 1910 if (!skop)
2117 new_draw_info(NDI_UNIQUE, 0,op, 1911 {
2118 "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]));
2119 return; 1913 return;
2120 } 1914 }
2121 1915
2122 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2123 change_exp(op,exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
2124 } 1918 }
2125 1919
2126 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2127 identify(tmp); 1921 identify (tmp);
2128 1922
2129 new_draw_info_format(NDI_BLACK, 0, op,
2130 "The scroll of %s turns to dust.", tmp->inv->name); 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2131 1924
2132
2133 cast_spell(op,tmp,dir,tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
2134 decrease_ob(tmp); 1926 decrease_ob (tmp);
2135} 1927}
2136 1928
2137/** 1929/**
2138 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
2139 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
2140 * chest. 1932 * chest.
2141 */ 1933 */
1934static void
2142static void apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
2143{ 1936{
2144 object *treas;
2145 tag_t tmp_tag = tmp->count, op_tag = op->count;
2146
2147
2148 /* 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
2149 * 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
2150 * 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
2151 * 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
2152 * treasure 1941 * treasure
2153 */ 1942 */
2154
2155 treas = tmp->inv; 1943 object *treas = tmp->inv;
2156 if(treas==NULL) { 1944
2157 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1945 if (!treas)
2158 decrease_ob(tmp);
2159 return;
2160 } 1946 {
2161 while (tmp->inv) { 1947 op->statusmsg ("The chest was empty.");
2162 treas = tmp->inv;
2163
2164 remove_ob(treas);
2165 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2166 query_name(treas));
2167
2168 treas->x=op->x;
2169 treas->y=op->y;
2170 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2171
2172 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2173 && QUERY_FLAG (op, FLAG_ALIVE))
2174 spring_trap (treas, op);
2175 /* If either player or container was destroyed, no need to do
2176 * further processing. I think this should be enclused with
2177 * spring trap above, as I don't think there is otherwise
2178 * any way for the treasure chest or player to get killed
2179 */
2180 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2181 break;
2182 }
2183
2184 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2185 decrease_ob (tmp); 1948 decrease_ob (tmp);
1949 return;
1950 }
2186 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);
2187} 1975}
2188 1976
2189/** 1977/**
2190 * op eats food. 1978 * op eats food.
2191 * If player, takes care of messages and dragon special food. 1979 * If player, takes care of messages and dragon special food.
2192 */ 1980 */
1981static void
2193static void apply_food (object *op, object *tmp) 1982apply_food (object *op, object *tmp)
2194{ 1983{
2195 int capacity_remaining; 1984 int capacity_remaining;
2196 1985
2197 if(op->type!=PLAYER) 1986 if (op->type != PLAYER)
2198 op->stats.hp=op->stats.maxhp; 1987 op->stats.hp = op->stats.maxhp;
2199 else { 1988 else
1989 {
2200 /* check if this is a dragon (player), eating some flesh */ 1990 /* check if this is a dragon (player), eating some flesh */
2201 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))
2202 ; 1992 ;
2203 else { 1993 else
1994 {
2204 /* usual case - no dragon meal: */ 1995 /* usual case - no dragon meal: */
2205 if(op->stats.food+tmp->stats.food>999) { 1996 if (op->stats.food + tmp->stats.food > 999)
1997 {
2206 if(tmp->type==FOOD || tmp->type==FLESH) 1998 if (tmp->type == FOOD || tmp->type == FLESH)
2207 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!");
2208 else 2000 else
2209 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!");
2210 } 2002 }
2211 2003
2212 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2004 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2213 char buf[MAX_BUF]; 2005 {
2214 2006 const char *buf;
2007
2215 if (!is_dragon_pl(op)) { 2008 if (!is_dragon_pl (op))
2009 {
2216 /* eating message for normal players*/ 2010 /* eating message for normal players */
2217 if(tmp->type==DRINK) 2011 if (tmp->type == DRINK)
2218 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2012 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2219 else 2013 else
2220 sprintf(buf,"The %s tasted %s",tmp->name, 2014 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2221 tmp->type==FLESH?"terrible!":"good."); 2015 }
2222 } 2016 else
2223 else {
2224 /* eating message for dragon players*/ 2017 /* eating message for dragon players */
2225 sprintf(buf,"The %s tasted terrible!",tmp->name); 2018 buf = format ("The %s tasted terrible!", &tmp->name);
2226 }
2227 2019
2228 new_draw_info(NDI_UNIQUE, 0,op,buf); 2020 op->statusmsg (buf);
2021
2229 capacity_remaining = 999 - op->stats.food; 2022 capacity_remaining = 999 - op->stats.food;
2230 op->stats.food+=tmp->stats.food; 2023 op->stats.food += tmp->stats.food;
2231 if(capacity_remaining < tmp->stats.food) 2024 if (capacity_remaining < tmp->stats.food)
2232 op->stats.hp += capacity_remaining / 50; 2025 op->stats.hp += capacity_remaining / 50;
2233 else 2026 else
2234 op->stats.hp+=tmp->stats.food/50; 2027 op->stats.hp += tmp->stats.food / 50;
2028
2235 if(op->stats.hp>op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2236 op->stats.hp=op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2237 if (op->stats.food > 999) 2031 if (op->stats.food > 999)
2238 op->stats.food = 999; 2032 op->stats.food = 999;
2239 } 2033 }
2240 2034
2241 /* special food hack -b.t. */ 2035 /* special food hack -b.t. */
2242 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2036 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2243 eat_special_food(op,tmp); 2037 eat_special_food (op, tmp);
2244 } 2038 }
2245 } 2039 }
2040
2246 handle_apply_yield(tmp); 2041 handle_apply_yield (tmp);
2247 decrease_ob(tmp); 2042 decrease_ob (tmp);
2248} 2043}
2249 2044
2250/** 2045/**
2251 * A dragon is eating some flesh. If the flesh contains resistances, 2046 * A dragon is eating some flesh. If the flesh contains resistances,
2252 * 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.
2255 * object *op the object (dragon player) eating the flesh 2050 * object *op the object (dragon player) eating the flesh
2256 * object *meal the flesh item, getting chewed in dragon's mouth 2051 * object *meal the flesh item, getting chewed in dragon's mouth
2257 * return: 2052 * return:
2258 * int 1 if eating successful, 0 if it doesn't work 2053 * int 1 if eating successful, 0 if it doesn't work
2259 */ 2054 */
2055int
2260int dragon_eat_flesh(object *op, object *meal) { 2056dragon_eat_flesh (object *op, object *meal)
2057{
2261 object *skin = NULL; /* pointer to dragon skin force*/ 2058 object *skin = NULL; /* pointer to dragon skin force */
2262 object *abil = NULL; /* pointer to dragon ability force*/ 2059 object *abil = NULL; /* pointer to dragon ability force */
2263 object *tmp = NULL; /* tmp. object */ 2060 object *tmp = NULL; /* tmp. object */
2264 2061
2265 char buf[MAX_BUF]; /* tmp. string buffer */
2266 double chance; /* improvement-chance of one resistance type */ 2062 double chance; /* improvement-chance of one resistance type */
2267 double totalchance=1; /* total chance of gaining one resistance */ 2063 double totalchance = 1; /* total chance of gaining one resistance */
2268 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2064 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2269 double mbonus=0; /* monster bonus */ 2065 double mbonus = 0; /* monster bonus */
2270 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2066 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2271 int winners=0; /* number of winners */ 2067 int winners = 0; /* number of winners */
2272 int i; /* index */ 2068 int i; /* index */
2273 2069
2274 /* let's make sure and doublecheck the parameters */ 2070 /* let's make sure and doublecheck the parameters */
2275 if (meal->type!=FLESH || !is_dragon_pl(op)) 2071 if (meal->type != FLESH || !is_dragon_pl (op))
2276 return 0; 2072 return 0;
2277 2073
2278 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2074 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2279 from the player's inventory */ 2075 from the player's inventory */
2280 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2076 for (tmp = op->inv; tmp; tmp = tmp->below)
2281 if (tmp->type == FORCE) { 2077 if (tmp->type == FORCE)
2282 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2078 if (tmp->arch->archname == shstr_dragon_skin_force)
2283 skin = tmp; 2079 skin = tmp;
2284 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2080 else if (tmp->arch->archname == shstr_dragon_ability_force)
2285 abil = tmp; 2081 abil = tmp;
2286 } 2082
2287 }
2288
2289 /* 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
2290 which is not to be considered a dragon -> bail out */ 2084 which is not to be considered a dragon -> bail out */
2291 if (skin == NULL || abil == NULL) return 0; 2085 if (skin == NULL || abil == NULL)
2292 2086 return 0;
2087
2293 /* now start by filling stomache and health, according to food-value */ 2088 /* now start by filling stomache and health, according to food-value */
2294 if((999 - op->stats.food) < meal->stats.food) 2089 if ((999 - op->stats.food) < meal->stats.food)
2295 op->stats.hp += (999 - op->stats.food) / 50; 2090 op->stats.hp += (999 - op->stats.food) / 50;
2296 else 2091 else
2297 op->stats.hp += meal->stats.food/50; 2092 op->stats.hp += meal->stats.food / 50;
2093
2298 if(op->stats.hp>op->stats.maxhp) 2094 if (op->stats.hp > op->stats.maxhp)
2299 op->stats.hp=op->stats.maxhp; 2095 op->stats.hp = op->stats.maxhp;
2300 2096
2301 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2097 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2302 2098
2303 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2099 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2304 2100
2305 /* on to the interesting part: chances for adding resistance */ 2101 /* on to the interesting part: chances for adding resistance */
2306 for (i=0; i<NROFATTACKS; i++) { 2102 for (i = 0; i < NROFATTACKS; i++)
2103 {
2307 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2104 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2105 {
2308 /* got positive resistance, now calculate improvement chance (0-100) */ 2106 /* got positive resistance, now calculate improvement chance (0-100) */
2309 2107
2310 /* this bonus makes resistance increase easier at lower levels */ 2108 /* this bonus makes resistance increase easier at lower levels */
2311 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2109 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2312 if (i == abil->stats.exp) 2110 if (i == abil->stats.exp)
2313 bonus += 5; /* additional bonus for resistance of ability-focus */ 2111 bonus += 5; /* additional bonus for resistance of ability-focus */
2314 2112
2315 /* monster bonus increases with level, because high-level 2113 /* monster bonus increases with level, because high-level
2316 flesh is too rare */ 2114 flesh is too rare */
2317 mbonus = op->level * 20. / ((double)settings.max_level); 2115 mbonus = op->level * 20. / ((double) settings.max_level);
2318 2116
2319 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2117 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2320 ((double)settings.max_level)) - skin->resist[i]; 2118 ((double) settings.max_level)) - skin->resist[i];
2321 2119
2322 if (chance >= 0.) 2120 if (chance >= 0.)
2323 chance += 1.; 2121 chance += 1.;
2324 else 2122 else
2325 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2123 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2326 2124
2327 /* chance is proportional to amount of resistance (max. 50) */ 2125 /* chance is proportional to amount of resistance (max. 50) */
2328 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2126 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2329 2127
2330 /* doubled chance for resistance of ability-focus */ 2128 /* doubled chance for resistance of ability-focus */
2331 if (i == abil->stats.exp) 2129 if (i == abil->stats.exp)
2332 chance = MIN(100., chance*2.); 2130 chance = MIN (100., chance * 2.);
2333 2131
2334 /* 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!) */
2335 if (RANDOM()%10000 < (int)(chance*100)) { 2133 if (rndm (10000) < (unsigned int) (chance * 100))
2134 {
2336 atnr_winner[winners] = i; 2135 atnr_winner[winners] = i;
2337 winners++; 2136 winners++;
2338 } 2137 }
2339 2138
2340 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2139 if (chance >= 0.01)
2341 2140 totalchance *= 1 - chance / 100;
2141
2342 /*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); */
2343 } 2143 }
2344 } 2144 }
2345 2145
2346 /* inverse totalchance as until now we have the failure-chance */ 2146 /* inverse totalchance as until now we have the failure-chance */
2347 totalchance = 100 - totalchance*100; 2147 totalchance = 100 - totalchance * 100;
2148
2348 /* print message according to totalchance */ 2149 /* print message according to totalchance */
2150 const char *buf;
2349 if (totalchance > 50.) 2151 if (totalchance > 50.)
2350 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2152 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2351 else if (totalchance > 10.) 2153 else if (totalchance > 10.)
2352 sprintf(buf, "The %s tasted very good.", meal->name); 2154 buf = format ("The %s tasted very good.", &meal->name);
2353 else if (totalchance > 1.) 2155 else if (totalchance > 1.)
2354 sprintf(buf, "The %s tasted good.", meal->name); 2156 buf = format ("The %s tasted good.", &meal->name);
2355 else if (totalchance > 0.1) 2157 else if (totalchance > 0.1)
2356 sprintf(buf, "The %s tasted bland.", meal->name); 2158 buf = format ("The %s tasted bland.", &meal->name);
2357 else if (totalchance >= 0.01) 2159 else if (totalchance >= 0.01)
2358 sprintf(buf, "The %s had a boring taste.", meal->name); 2160 buf = format ("The %s had a boring taste.", &meal->name);
2359 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))
2360 sprintf(buf, "The %s tasted strange.", meal->name); 2162 buf = format ("The %s tasted strange.", &meal->name);
2361 else 2163 else
2362 sprintf(buf, "The %s had no taste.", meal->name); 2164 buf = format ("The %s had no taste.", &meal->name);
2363 new_draw_info(NDI_UNIQUE, 0, op, buf); 2165
2364 2166 op->statusmsg (buf);
2167
2365 /* now choose a winner if we have any */ 2168 /* now choose a winner if we have any */
2366 i = -1; 2169 i = -1;
2367 if (winners>0) 2170 if (winners > 0)
2368 i = atnr_winner[RANDOM()%winners]; 2171 i = atnr_winner[RANDOM () % winners];
2369 2172
2370 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2173 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2174 {
2371 /* resistance increased! */ 2175 /* resistance increased! */
2372 skin->resist[i]++; 2176 skin->resist[i]++;
2373 fix_player(op); 2177 op->update_stats ();
2178
2179 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2374 2180 }
2375 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2181
2376 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2377 }
2378
2379 /* if this flesh contains a new ability focus, we mark it 2182 /* if this flesh contains a new ability focus, we mark it
2380 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 */
2381 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)
2382 && meal->last_eat != abil->last_eat) { 2185 {
2383 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> */
2384 2187
2385 if (meal->last_eat != abil->stats.exp) { 2188 if (meal->last_eat != abil->stats.exp)
2189 op->statusmsg (format (
2386 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.",
2387 change_resist_msg[meal->last_eat]); 2192 change_resist_msg[meal->last_eat],
2388 new_draw_info(NDI_UNIQUE, 0, op, buf); 2193 abil->level + 1
2389 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2194 ));
2390 new_draw_info(NDI_UNIQUE, 0, op, buf);
2391 }
2392 else { 2195 else
2393 sprintf(buf, "Your metabolism will continue to focus on %s.", 2196 {
2394 change_resist_msg[meal->last_eat]); 2197 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2395 new_draw_info(NDI_UNIQUE, 0, op, buf);
2396 abil->last_eat = 0; 2198 abil->last_eat = 0;
2397 } 2199 }
2398 } 2200 }
2201
2399 return 1; 2202 return 1;
2400}
2401
2402static void apply_savebed (object *pl)
2403{
2404#ifndef COZY_SERVER
2405 if(!pl->contr->name_changed||!pl->stats.exp) {
2406 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2407 return;
2408 }
2409#endif
2410 /* Need to call terminate_all_pets() before we remove the player ob */
2411 terminate_all_pets(pl);
2412 remove_ob(pl);
2413 pl->direction=0;
2414 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2415 "%s leaves the game.",pl->name);
2416
2417 /* update respawn position */
2418 strcpy(pl->contr->savebed_map, pl->map->path);
2419 pl->contr->bed_x = pl->x;
2420 pl->contr->bed_y = pl->y;
2421
2422 strcpy(pl->contr->killer,"left");
2423 check_score(pl); /* Always check score */
2424 (void)save_player(pl,0);
2425 pl->map->players--;
2426#if MAP_MAXTIMEOUT
2427 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2428#endif
2429 play_again(pl);
2430 pl->speed = 0;
2431 update_ob_speed(pl);
2432} 2203}
2433 2204
2434/** 2205/**
2435 * Handles applying an improve armor scroll. 2206 * Handles applying an improve armor scroll.
2436 * Does some sanity checks, then calls improve_armour. 2207 * Does some sanity checks, then calls improve_armour.
2437 */ 2208 */
2209static void
2438static void apply_armour_improver (object *op, object *tmp) 2210apply_armour_improver (object *op, object *tmp)
2439{ 2211{
2440 object *armor; 2212 object *armor;
2441 2213
2442 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))
2443 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2444 return;
2445 } 2215 {
2446 armor=find_marked_object(op); 2216 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2447 if ( ! armor) {
2448 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2449 return; 2217 return;
2450 } 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
2451 if (armor->type != ARMOUR 2228 if (armor->type != ARMOUR
2452 && armor->type != CLOAK 2229 && armor->type != CLOAK
2453 && armor->type != BOOTS && armor->type != GLOVES 2230 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2454 && armor->type != BRACERS && armor->type != SHIELD
2455 && armor->type != HELMET)
2456 { 2231 {
2457 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2232 op->failmsg ("Your marked item is not armour!\n");
2458 return; 2233 return;
2459 } 2234 }
2460 2235
2461 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2236 op->statusmsg ("Applying armour enchantment.");
2462 improve_armour(op,tmp,armor); 2237 improve_armour (op, tmp, armor);
2463} 2238}
2464 2239
2465 2240extern void
2466extern void apply_poison (object *op, object *tmp) 2241apply_poison (object *op, object *tmp)
2467{ 2242{
2468 if (op->type == PLAYER) { 2243 if (op->type == PLAYER)
2469 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2244 {
2470 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!");
2471 strcpy(op->contr->killer,"poisonous booze"); 2247 strcpy (op->contr->killer, "poisonous booze");
2472 } 2248 }
2249
2473 if (tmp->stats.hp > 0) { 2250 if (tmp->stats.hp > 0)
2251 {
2474 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);
2475 tmp->stats.hp);
2476 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2253 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2477 } 2254 }
2255
2478 op->stats.food-=op->stats.food/4; 2256 op->stats.food -= op->stats.food / 4;
2479 handle_apply_yield(tmp); 2257 handle_apply_yield (tmp);
2480 decrease_ob(tmp); 2258 decrease_ob (tmp);
2481} 2259}
2482 2260
2483/** 2261/**
2484 * 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.
2485 * A valid 2 way exit means: 2263 * A valid 2 way exit means:
2486 * -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)
2487 * -You are 2265 * -You are
2488 * ° the owner of the exit 2266 * ° the owner of the exit
2489 * ° or in the same party as the owner 2267 * ° or in the same party as the owner
2490 * 2268 *
2491 * 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
2492 * 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
2493 * 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).
2494 */ 2272 */
2273int
2495int is_legal_2ways_exit (object* op, object *exit) 2274is_legal_2ways_exit (object *op, object *exit)
2496 { 2275{
2497 object * tmp; 2276 if (exit->stats.exp != 1)
2498 object * exit_owner; 2277 return 1; /*This is not a 2 way, so it is legal */
2499 player * pp; 2278
2500 mapstruct * exitmap; 2279#if 0 //TODO
2501 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)
2502 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 */
2503 /* To know if an exit has a correspondant, we look at 2282#endif
2504 * all the exits in destination and try to find one with same path as 2283
2505 * the current exit's position */ 2284 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2506 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2285
2507 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2508 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2509 if (exitmap) 2286 if (exitmap)
2510 { 2287 {
2511 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2288 exitmap->load_sync ();
2512 if (!tmp) return 0; 2289
2513 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)
2514 { 2296 {
2515 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2297 if (tmp->type != EXIT)
2516 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2298 continue; /*Not an exit */
2517 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2518 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2519 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
2520 /* 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
2521 * 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
2522 * town portals to prevent strangers from visiting your appartments 2311 * town portals to prevent strangers from visiting your appartments
2523 */ 2312 */
2313 if (!exit->race)
2524 if (!exit->race) return 1; /*No owner, free for all!*/ 2314 return 1; /*No owner, free for all! */
2525 exit_owner=NULL; 2315
2526 for (pp=first_player;pp;pp=pp->next) 2316 object *exit_owner = 0;
2317
2318 for_all_players (pp)
2527 { 2319 {
2528 if (!pp->ob) continue; 2320 if (!pp->ob)
2321 continue;
2322
2529 if (pp->ob->name!=exit->race) continue; 2323 if (pp->ob->name != exit->race)
2324 continue;
2325
2530 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 */
2531 break; 2327 break;
2532 } 2328 }
2533 if (!exit_owner) return 0; /* No more owner*/ 2329
2534 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
2535 if ( exit_owner && /*There is a owner*/ 2336 if (exit_owner && /*There is a owner */
2536 (op->contr) && /*A player tries to pass */ 2337 (op->contr) && /*A player tries to pass */
2537 ( (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 */
2538 (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 */
2539 return 0; 2340 return 0;
2341
2540 return 1; 2342 return 1;
2541 } 2343 }
2542 } 2344 }
2345
2543 return 0; 2346 return 0;
2544 } 2347}
2545
2546 2348
2547/** 2349/**
2548 * Main apply handler. 2350 * Main apply handler.
2549 * 2351 *
2550 * Checks for unpaid items before applying. 2352 * Checks for unpaid items before applying.
2558 * being applied. 2360 * being applied.
2559 * 2361 *
2560 * aflag is special (always apply/unapply) flags. Nothing is done with 2362 * aflag is special (always apply/unapply) flags. Nothing is done with
2561 * them in this function - they are passed to apply_special 2363 * them in this function - they are passed to apply_special
2562 */ 2364 */
2563 2365int
2564int manual_apply (object *op, object *tmp, int aflag) 2366manual_apply (object *op, object *tmp, int aflag)
2565{ 2367{
2566 if (tmp->head) tmp=tmp->head; 2368 if (tmp->head)
2369 tmp = tmp->head;
2567 2370
2568 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2371 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2372 {
2569 if (op->type == PLAYER) { 2373 if (op->type == PLAYER)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2374 {
2375 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2571 return 1; 2376 return 1;
2572 } else { 2377 }
2378 else
2573 return 0; /* monsters just skip unpaid items */ 2379 return 0; /* monsters just skip unpaid items */
2574 } 2380 }
2381
2382 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2383 return RESULT_INT (0);
2384
2385 switch (tmp->type)
2575 } 2386 {
2576 2387 case CF_HANDLE:
2577 2388 op->play_sound (sound_find ("turn_handle"));
2578 /* Lauwenmark: Handle for plugin apply event */ 2389 op->statusmsg ("You turn the handle.");
2579 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2390 tmp->value = tmp->value ? 0 : 1;
2391 SET_ANIMATION (tmp, tmp->value);
2392 update_object (tmp, UP_OBJ_FACE);
2393 push_button (tmp);
2580 return 1; 2394 return 1;
2581 2395
2582 switch (tmp->type) {
2583
2584 case TRANSPORT:
2585 return apply_transport(op, tmp, aflag);
2586
2587 case CF_HANDLE:
2588 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2589 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2590 tmp->value=tmp->value?0:1;
2591 SET_ANIMATION(tmp, tmp->value);
2592 update_object(tmp,UP_OBJ_FACE);
2593 push_button(tmp);
2594 return 1;
2595
2596 case TRIGGER: 2396 case TRIGGER:
2597 if (check_trigger (tmp, op)) { 2397 if (check_trigger (tmp, op))
2598 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2398 {
2599 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2399 op->statusmsg ("You turn the handle.");
2600 } else { 2400 op->play_sound (sound_find ("turn_handle"));
2601 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2401 }
2602 } 2402 else
2403 op->failmsg ("The handle doesn't move.");
2404
2603 return 1; 2405 return 1;
2604 2406
2605 case EXIT: 2407 case EXIT:
2606 if (op->type != PLAYER) 2408 if (op->type != PLAYER)
2607 return 0; 2409 return 0;
2410
2608 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2411 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2609 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2412 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2610 query_name(tmp)); 2413 else
2611 } else { 2414 {
2612 /* Don't display messages for random maps. */ 2415 /* Don't display messages for random maps. */
2613 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2416 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2614 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2417 op->statusmsg (tmp->msg, NDI_NAVY);
2615 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2418
2616 enter_exit(op,tmp); 2419 op->enter_exit (tmp);
2617 } 2420 }
2421
2618 return 1; 2422 return 1;
2619 2423
2620 case SIGN: 2424 case INSCRIBABLE:
2425 op->statusmsg (tmp->msg);
2426 // maybe show a spell menu to chose from or something like that
2427 return 1;
2428
2429 case SIGN:
2621 apply_sign (op, tmp, 0); 2430 apply_sign (op, tmp, 0);
2622 return 1; 2431 return 1;
2623 2432
2624 case BOOK: 2433 case BOOK:
2625 if (op->type == PLAYER) { 2434 if (op->type == PLAYER)
2435 {
2626 apply_book (op, tmp); 2436 apply_book (op, tmp);
2627 return 1; 2437 return 1;
2628 } else { 2438 }
2629 return 0; 2439 else
2630 } 2440 return 0;
2631 2441
2632 case SKILLSCROLL: 2442 case SKILLSCROLL:
2633 if (op->type == PLAYER) { 2443 if (op->type == PLAYER)
2444 {
2634 apply_skillscroll (op, tmp); 2445 apply_skillscroll (op, tmp);
2635 return 1; 2446 return 1;
2636 } 2447 }
2448 else
2637 return 0; 2449 return 0;
2638 2450
2639 case SPELLBOOK: 2451 case SPELLBOOK:
2640 if (op->type == PLAYER) { 2452 if (op->type == PLAYER)
2453 {
2641 apply_spellbook (op, tmp); 2454 apply_spellbook (op, tmp);
2642 return 1; 2455 return 1;
2643 } 2456 }
2457 else
2644 return 0; 2458 return 0;
2645 2459
2646 case SCROLL: 2460 case SCROLL:
2647 apply_scroll (op, tmp, 0); 2461 apply_scroll (op, tmp, 0);
2648 return 1; 2462 return 1;
2649 2463
2650 case POTION: 2464 case POTION:
2651 (void) apply_potion(op, tmp); 2465 apply_potion (op, tmp);
2652 return 1; 2466 return 1;
2653 2467
2654 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2468 /* Eneq(@csd.uu.se): Handle apply on containers. */
2469 //TODO: remove, as it is unsed?
2655 case CLOSE_CON: 2470 case CLOSE_CON:
2656 if (op->type==PLAYER)
2657 (void) esrv_apply_container (op, tmp->env);
2658 else
2659 (void) apply_container (op, tmp->env); 2471 apply_container (op, tmp->env);
2660 return 1; 2472 return 1;
2661 2473
2662 case CONTAINER: 2474 case CONTAINER:
2663 if (op->type==PLAYER)
2664 (void) esrv_apply_container (op, tmp);
2665 else
2666 (void) apply_container (op, tmp); 2475 apply_container (op, tmp);
2667 return 1; 2476 return 1;
2668 2477
2669 case TREASURE: 2478 case TREASURE:
2670 if (op->type == PLAYER) { 2479 if (op->type == PLAYER)
2480 {
2671 apply_treasure (op, tmp); 2481 apply_treasure (op, tmp);
2672 return 1; 2482 return 1;
2673 } else { 2483 }
2674 return 0; 2484 else
2675 } 2485 return 0;
2676 2486
2677 case WEAPON: 2487 case WEAPON:
2678 case ARMOUR: 2488 case ARMOUR:
2679 case BOOTS: 2489 case BOOTS:
2680 case GLOVES: 2490 case GLOVES:
2681 case AMULET: 2491 case AMULET:
2682 case GIRDLE: 2492 case GIRDLE:
2683 case BRACERS: 2493 case BRACERS:
2684 case SHIELD: 2494 case SHIELD:
2685 case HELMET: 2495 case HELMET:
2686 case RING: 2496 case RING:
2687 case CLOAK: 2497 case CLOAK:
2688 case WAND: 2498 case WAND:
2689 case ROD: 2499 case ROD:
2690 case HORN: 2500 case HORN:
2691 case SKILL: 2501 case SKILL:
2692 case BOW: 2502 case BOW:
2693 case LAMP: 2503 case LAMP:
2694 case BUILDER: 2504 case BUILDER:
2695 case SKILL_TOOL: 2505 case SKILL_TOOL:
2696 if (tmp->env != op) 2506 if (tmp->env != op)
2697 return 2; /* not in inventory */ 2507 return 2; /* not in inventory */
2508
2698 (void) apply_special (op, tmp, aflag); 2509 apply_special (op, tmp, aflag);
2699 return 1; 2510 return 1;
2700 2511
2701 case DRINK: 2512 case DRINK:
2702 case FOOD: 2513 case FOOD:
2703 case FLESH: 2514 case FLESH:
2704 apply_food (op, tmp); 2515 apply_food (op, tmp);
2705 return 1; 2516 return 1;
2706 2517
2707 case POISON: 2518 case POISON:
2708 apply_poison (op, tmp); 2519 apply_poison (op, tmp);
2709 return 1; 2520 return 1;
2710 2521
2711 case SAVEBED: 2522 case SAVEBED:
2523 return 1;
2524
2525 case ARMOUR_IMPROVER:
2712 if (op->type == PLAYER) { 2526 if (op->type == PLAYER)
2713 apply_savebed (op); 2527 {
2714 return 1; 2528 apply_armour_improver (op, tmp);
2715 } else { 2529 return 1;
2716 return 0; 2530 }
2717 } 2531 else
2532 return 0;
2718 2533
2719 case ARMOUR_IMPROVER: 2534 case WEAPON_IMPROVER:
2535 check_improve_weapon (op, tmp);
2536 return 1;
2537
2538 case CLOCK:
2720 if (op->type == PLAYER) { 2539 if (op->type == PLAYER)
2721 apply_armour_improver (op, tmp); 2540 {
2722 return 1; 2541 char buf[MAX_BUF];
2723 } else { 2542 timeofday_t tod;
2724 return 0;
2725 }
2726 2543
2727 case WEAPON_IMPROVER: 2544 get_tod (&tod);
2728 (void) check_improve_weapon(op, tmp); 2545 op->play_sound (sound_find ("sound_clock"));
2729 return 1; 2546 op->statusmsg (format (
2547 "It is %d minute%s past %d o'clock %s",
2548 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2550 ));
2551 return 1;
2552 }
2553 else
2554 return 0;
2730 2555
2731 case CLOCK: 2556 case MENU:
2732 if (op->type == PLAYER) { 2557 if (op->type == PLAYER)
2733 char buf[MAX_BUF]; 2558 {
2734 timeofday_t tod; 2559 shop_listing (tmp, op);
2560 return 1;
2561 }
2562 else
2563 return 0;
2735 2564
2736 get_tod(&tod);
2737 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2738 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2739 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2740 ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2742 new_draw_info(NDI_UNIQUE, 0,op, buf);
2743 return 1;
2744 } else {
2745 return 0;
2746 }
2747
2748 case MENU:
2749 if (op->type == PLAYER) {
2750 shop_listing (op);
2751 return 1;
2752 } else {
2753 return 0;
2754 }
2755
2756 case POWER_CRYSTAL: 2565 case POWER_CRYSTAL:
2757 apply_power_crystal(op,tmp); /* see egoitem.c */ 2566 apply_power_crystal (op, tmp); /* see egoitem.c */
2758 return 1; 2567 return 1;
2759 2568
2760 case LIGHTER: /* for lighting torches/lanterns/etc */ 2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2761 if (op->type == PLAYER) { 2570 if (op->type == PLAYER)
2762 apply_lighter(op,tmp); 2571 {
2763 return 1; 2572 apply_lighter (op, tmp);
2764 } else { 2573 return 1;
2765 return 0; 2574 }
2766 } 2575 else
2576 return 0;
2767 2577
2768 case ITEM_TRANSFORMER: 2578 case ITEM_TRANSFORMER:
2769 apply_item_transformer( op, tmp ); 2579 apply_item_transformer (op, tmp);
2770 return 1; 2580 return 1;
2771 2581
2772 default: 2582 default:
2773 return 0; 2583 return 0;
2774 } 2584 }
2775} 2585}
2776 2586
2777 2587
2778/* 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"
2779 * 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
2780 * "but you are floating high above the ground" messages. 2590 * "but you are floating high above the ground" messages.
2781 * 2591 *
2782 * Same return value as apply() function. 2592 * Same return value as apply() function.
2783 */ 2593 */
2594int
2784int player_apply (object *pl, object *op, int aflag, int quiet) 2595player_apply (object *pl, object *op, int aflag, int quiet)
2785{ 2596{
2786 int tmp; 2597 int tmp;
2787 2598
2788 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2599 if (op->env && (pl->move_type & MOVE_FLYING))
2600 {
2789 /* player is flying and applying object not in inventory */ 2601 /* player is flying and applying object not in inventory */
2790 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2602 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2791 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2603 {
2792 "above the ground!"); 2604 op->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2793 return 0; 2605 return 0;
2794 } 2606 }
2795 }
2796
2797 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2798 * applied.
2799 */
2800 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2801 { 2607 }
2802 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2803 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2804 "of smoke!");
2805 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2806 remove_ob (op);
2807 free_object (op);
2808 return 1;
2809 }
2810 2608
2811 pl->contr->last_used = op; 2609 pl->contr->last_used = op;
2812 pl->contr->last_used_id = op->count;
2813 2610
2814 tmp = manual_apply (pl, op, aflag); 2611 tmp = manual_apply (pl, op, aflag);
2815 if ( ! quiet) { 2612 if (!quiet)
2613 {
2816 if (tmp == 0) 2614 if (tmp == 0)
2817 new_draw_info_format (NDI_UNIQUE, 0, pl, 2615 op->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2818 "I don't know how to apply the %s.",
2819 query_name (op));
2820 else if (tmp == 2) 2616 else if (tmp == 2)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl, 2617 op->failmsg ("You must get it first!\n");
2822 "You must get it first!\n");
2823 } 2618 }
2619
2824 return tmp; 2620 return tmp;
2825} 2621}
2826 2622
2827/** 2623/**
2828 * player_apply_below attempts to apply the object 'below' the player. 2624 * player_apply_below attempts to apply the object 'below' the player.
2829 * 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
2830 * we use the ground. 2626 * we use the ground.
2831 */ 2627 */
2832 2628void
2833void player_apply_below (object *pl) 2629player_apply_below (object *pl)
2834{ 2630{
2835 object *tmp, *next;
2836 int floors; 2631 int floors = 0;
2837 2632
2838 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2839 apply_transport(pl, pl->contr->transport, 0);
2840 return;
2841 }
2842
2843 /* 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
2844 * item in the container. Otherwise, use the map. 2634 * item in the container. Otherwise, use the map.
2845 */
2846 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847
2848 /* 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
2849 * 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
2850 * 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
2851 * 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
2852 * not return a proper value. 2639 * not return a proper value.
2853 */ 2640 */
2854 for (floors = 0; tmp!=NULL; tmp=next) { 2641 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2642 {
2855 next = tmp->below; 2643 next = tmp->below;
2644
2856 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2645 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2857 floors++; 2646 floors++;
2858 else if (floors > 0) 2647 else if (floors > 0)
2859 return; /* process only floor objects after first floor object */ 2648 return; /* process only floor objects after first floor object */
2860 2649
2861 /* 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
2862 * person moving on it, also activate. Added code to make it 2651 * person moving on it, also activate. Added code to make it
2863 * 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
2864 * the item needs. 2653 * the item needs.
2865 */ 2654 */
2866 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2655 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2656 {
2867 if (player_apply (pl, tmp, 0, 1) == 1) 2657 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return; 2658 return;
2869 } 2659 }
2870 if (floors >= 2) 2660 if (floors >= 2)
2871 return; /* process at most two floor objects */ 2661 return; /* process at most two floor objects */
2872 } 2662 }
2873} 2663}
2874 2664
2875/** 2665/**
2876 * Unapplies specified item. 2666 * Unapplies specified item.
2877 * No check done on cursed/damned. 2667 * No check done on cursed/damned.
2878 * Break this out of apply_special - this is just done 2668 * Break this out of apply_special - this is just done
2879 * 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.
2880 */ 2670 */
2671static int
2881static int unapply_special (object *who, object *op, int aflags) 2672unapply_special (object *who, object *op, int aflags)
2882{ 2673{
2883 object *tmp2; 2674 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2675 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2676 return RESULT_INT (0);
2884 2677
2885 CLEAR_FLAG(op, FLAG_APPLIED); 2678 CLEAR_FLAG (op, FLAG_APPLIED);
2679
2886 switch(op->type) { 2680 switch (op->type)
2887 case WEAPON: 2681 {
2888 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2889
2890 (void) change_abil (who,op);
2891 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2892 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2893 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2894 who->current_weapon_script = NULL;
2895 who->current_weapon = NULL;
2896 clear_skill(who);
2897 break;
2898
2899 case SKILL: /* allows objects to impart skills */
2900 case SKILL_TOOL: 2682 case SKILL_TOOL:
2901 if (op != who->chosen_skill) { 2683 // unapplying a skill tool should also unapply the skill it governs
2902 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
2903 } 2685 // be used for other reasons
2904 if (who->type==PLAYER) { 2686 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2905 if (who->contr->shoottype == range_skill) 2687 if (tmp->skill == op->skill
2906 who->contr->shoottype = range_none; 2688 && tmp->type == SKILL
2907 if ( ! op->invisible) { 2689 && tmp->flag [FLAG_APPLIED]
2908 new_draw_info_format (NDI_UNIQUE, 0, who, 2690 && !tmp->flag [FLAG_CAN_USE_SKILL])
2909 "You stop using the %s.", query_name(op)); 2691 unapply_special (who, tmp, 0);
2910 } else {
2911 new_draw_info_format (NDI_UNIQUE, 0, who,
2912 "You can no longer use the skill: %s.",
2913 op->skill);
2914 }
2915 }
2916 (void) change_abil (who, op);
2917 who->chosen_skill = NULL;
2918 CLEAR_FLAG (who, FLAG_READY_SKILL);
2919 break;
2920 2692
2921 case ARMOUR: 2693 change_abil (who, op);
2922 case HELMET:
2923 case SHIELD:
2924 case RING:
2925 case BOOTS:
2926 case GLOVES:
2927 case AMULET:
2928 case GIRDLE:
2929 case BRACERS:
2930 case CLOAK:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2932 (void) change_abil (who,op);
2933 break;
2934 case LAMP:
2935 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2936 op->name);
2937 tmp2 = arch_to_object(op->other_arch);
2938 tmp2->x = op->x;
2939 tmp2->y = op->y;
2940 tmp2->map = op->map;
2941 tmp2->below = op->below;
2942 tmp2->above = op->above;
2943 tmp2->stats.food = op->stats.food;
2944 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2945 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2946 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2947 if (who->type == PLAYER)
2948 esrv_del_item(who->contr, (tag_t)op->count);
2949 remove_ob(op);
2950 free_object(op);
2951 insert_ob_in_ob(tmp2, who);
2952 fix_player(who);
2953 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2954 if (who->type == PLAYER) {
2955 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2956 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2957 }
2958 }
2959 if(who->type==PLAYER)
2960 esrv_send_item(who, tmp2);
2961 return 1; /* otherwise, an attempt to drop causes problems */
2962 break;
2963 case BOW:
2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 clear_skill(who);
2968 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2969 if(who->type==PLAYER) {
2970 who->contr->shoottype = range_none;
2971 } else {
2972 if (op->type == BOW)
2973 CLEAR_FLAG (who, FLAG_READY_BOW);
2974 else
2975 CLEAR_FLAG(who, FLAG_READY_RANGE);
2976 }
2977 break;
2978
2979 case BUILDER:
2980 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2981 who->contr->shoottype = range_none;
2982 who->contr->ranges[ range_builder ] = NULL;
2983 break; 2694 break;
2984 2695
2985 default: 2696 case WEAPON:
2986 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2697 if (player *pl = who->contr)
2987 break; 2698 if (op == pl->combat_ob)
2988 } 2699 {
2989 2700 pl->combat_ob = 0;
2990 fix_player(who); 2701 who->change_weapon (pl->ranged_ob);
2991
2992 if ( ! (aflags & AP_NO_MERGE)) {
2993 object *tmp;
2994
2995 tag_t del_tag = op->count;
2996 tmp = merge_ob (op, NULL);
2997 if (who->type == PLAYER) {
2998 if (tmp) { /* it was merged */
2999 esrv_del_item (who->contr, del_tag);
3000 op = tmp;
3001 } 2702 }
2703
2704 who->statusmsg (format ("You unwield %s.", query_name (op)));
2705
2706 change_abil (who, op);
2707 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2708 break;
2709
2710 case SKILL:
2711 if (who->contr)
2712 {
2713 if (!op->invisible)
2714 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2715 else
2716 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2717 }
2718
2719 change_abil (who, op);
2720 CLEAR_FLAG (who, FLAG_READY_SKILL);
2721 break;
2722
2723 case ARMOUR:
2724 case HELMET:
2725 case SHIELD:
2726 case RING:
2727 case BOOTS:
2728 case GLOVES:
2729 case AMULET:
2730 case GIRDLE:
2731 case BRACERS:
2732 case CLOAK:
2733 who->statusmsg (format ("You unwear %s.", query_name (op)));
2734 change_abil (who, op);
2735 break;
2736
2737 case LAMP:
2738 {
2739 who->statusmsg (format ("You turn off your %s.", &op->name));
2740
2741 object *tmp2 = arch_to_object (op->other_arch);
2742 tmp2->x = op->x;
2743 tmp2->y = op->y;
2744 tmp2->map = op->map;
2745 tmp2->below = op->below;
2746 tmp2->above = op->above;
2747 tmp2->stats.food = op->stats.food;
2748 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2749
2750 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2751 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2752
2753 if (who->contr)
2754 esrv_del_item (who->contr, op->count);
2755
2756 op->destroy ();
2757 insert_ob_in_ob (tmp2, who);
2758 who->update_stats ();
2759
2760 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2761 {
2762 if (who->contr)
2763 {
2764 who->failmsg ("Oops, it feels deadly cold!");
2765 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2766 }
2767 }
2768
2769 if (who->contr)
2770 esrv_send_item (who, tmp2);
2771 }
2772
2773 return 1; /* otherwise, an attempt to drop causes problems */
2774
2775 case BOW:
2776 case WAND:
2777 case ROD:
2778 case HORN:
2779 if (player *pl = who->contr)
2780 {
2781 if (op == pl->ranged_ob)
2782 {
2783 pl->ranged_ob = 0;
2784 who->change_weapon (pl->combat_ob);
2785 }
2786
2787 who->statusmsg (format ("You unready %s.", query_name (op)));
2788 }
2789 else
2790 {
2791 who->change_skill (0);
2792
2793 if (op->type == BOW)
2794 CLEAR_FLAG (who, FLAG_READY_BOW);
2795 else
2796 CLEAR_FLAG (who, FLAG_READY_RANGE);
2797 }
2798
2799 break;
2800
2801 case BUILDER:
2802 if (who->contr)
2803 who->statusmsg (format ("You unready %s.", query_name (op)));
2804 break;
2805
2806 default:
2807 who->statusmsg (format ("You unapply %s.", query_name (op)));
2808 break;
2809 }
2810
2811 who->update_stats ();
2812
2813 if (!(aflags & AP_NO_MERGE))
2814 {
2815 object *tmp = merge_ob (op, 0);
2816
2817 if (who->contr)
2818 {
2819 if (tmp)
2820 { /* it was merged */
2821 esrv_del_item (who->contr, op->count);
2822 op = tmp;
2823 }
2824
3002 esrv_send_item (who, op); 2825 esrv_send_item (who, op);
3003 } 2826 }
3004 } 2827 }
2828
3005 return 0; 2829 return 0;
3006} 2830}
3007 2831
3008/** 2832/**
3009 * Returns the object that is using location 'loc'. 2833 * Returns the object that is using location 'loc'.
3010 * Note that 'start' is the first object to start examing - we 2834 * Note that 'start' is the first object to start examing - we
3011 * 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
3012 * something like: 2836 * something like:
3013 * tmp = get_item_from_body_location(who->inv, 1); 2837 * tmp = get_next_item_from_body_location(who->inv, 1);
3014 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2838 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3015 * to find the second object that may use this location, etc. 2839 * to find the second object that may use this location, etc.
3016 * Returns NULL if no match is found. 2840 * Returns NULL if no match is found.
3017 * 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.
3018 * don't return invisible objects unless they are skill objects 2842 * don't return invisible objects unless they are skill objects
3019 * invisible other objects that use 2843 * invisible other objects that use
3020 * up body locations can be used as restrictions. 2844 * up body locations can be used as restrictions.
3021 */ 2845 */
3022object *get_item_from_body_location(object *start, int loc) 2846static object *
2847get_next_item_from_body_location (int loc, object *start)
3023{ 2848{
3024 object *tmp;
3025
3026 if (!start) return NULL;
3027
3028 for (tmp=start; tmp; tmp=tmp->below) 2849 for (object *tmp = start; tmp; tmp = tmp->below)
3029 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2850 if (tmp->flag [FLAG_APPLIED]
3030 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2851 && tmp->slot[loc].info
2852 && (!tmp->invisible || tmp->type == SKILL))
2853 return tmp;
3031 2854
3032 return NULL; 2855 return 0;
3033} 2856}
3034
3035
3036 2857
3037/** 2858/**
3038 * '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.
3039 * This should only be called when it is known 2860 * This should only be called when it is known
3040 * that there are objects to unapply. This makes pretty heavy 2861 * that there are objects to unapply. This makes pretty heavy
3043 * Returns 0 on success, returns 1 if there is some problem. 2864 * Returns 0 on success, returns 1 if there is some problem.
3044 * 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
3045 * 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
3046 * another function that does just that. 2867 * another function that does just that.
3047 */ 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
3048int unapply_for_ob(object *who, object *op, int aflags) 2876unapply_for_ob (object *who, object *op, int aflags)
3049{ 2877{
3050 int i; 2878 if (op->is_range ())
3051 object *tmp=NULL, *last;
3052
3053 /* If we are applying a shield or weapon, unapply any equipped shield
3054 * or weapons first - only allowed to use one weapon/shield at a time.
3055 */
3056 if (op->type == WEAPON || op->type == SHIELD) {
3057 for (tmp=who->inv; tmp; tmp=tmp->below) { 2879 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3058 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2880 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3059 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)))
3060 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2882 {
3061 if (aflags & AP_PRINT) 2883 if (aflags & AP_PRINT)
3062 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2884 who->failmsg (query_name (tmp));
3063 else 2885 else
3064 unapply_special(who, tmp, aflags); 2886 unapply_special (who, tmp, aflags);
3065 } 2887 }
3066 else { 2888 else
2889 {
3067 /* In this case, we want to try and remove a cursed item. 2890 /* In this case, we want to try and remove a cursed item.
3068 * While we know it won't work, we want unapply_special to 2891 * While we know it won't work, we want unapply_special to
3069 * at least generate the message. 2892 * at least generate the message.
3070 */ 2893 */
3071 new_draw_info_format(NDI_UNIQUE, 0, who, 2894 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3072 "No matter how hard you try, you just can't\nremove %s.", 2895 return 1;
3073 query_name(tmp)); 2896 }
3074 return 1;
3075 }
3076 2897
3077 }
3078 }
3079 }
3080
3081 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2898 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2899 {
3082 /* this used up a slot that we need to free */ 2900 /* this used up a slot that we need to free */
3083 if (op->body_info[i]) { 2901 if (op->slot[i].info)
3084 last = who->inv; 2902 {
2903 object *last = who->inv;
3085 2904
3086 /* We do a while loop - may need to remove several items in order 2905 /* We do a while loop - may need to remove several items in order
3087 * to free up enough slots. 2906 * to free up enough slots.
3088 */ 2907 */
3089 while ((who->body_used[i] + op->body_info[i]) < 0) { 2908 while ((who->slot[i].used + op->slot[i].info) < 0)
3090 tmp = get_item_from_body_location(last, i); 2909 {
3091 if (!tmp) { 2910 object *tmp = get_next_item_from_body_location (i, last);
2911
2912 if (!tmp)
2913 {
3092#if 0 2914#if 0
3093 /* Not a bug - we'll get this if the player has cursed items 2915 /* Not a bug - we'll get this if the player has cursed items
3094 * equipped. 2916 * equipped.
3095 */ 2917 */
3096 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2918 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3097 i, body_locations[i].save_name, who->name);
3098#endif 2919#endif
3099 return 1; 2920 return 1;
3100 } 2921 }
2922
3101 /* If we are just printing, we don't care about cursed status */ 2923 /* If we are just printing, we don't care about cursed status */
3102 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2924 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3103 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2925 {
3104 if (aflags & AP_PRINT) 2926 if (aflags & AP_PRINT)
3105 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2927 who->failmsg (query_name (tmp));
3106 else 2928 else
3107 unapply_special(who, tmp, aflags); 2929 unapply_special (who, tmp, aflags);
3108 } 2930 }
3109 else { 2931 else
2932 {
3110 /* Cursed item that we can't unequip - tell the player. 2933 /* Cursed item that we can't unequip - tell the player.
3111 * Note this could be annoying if this is just one of a few, 2934 * Note this could be annoying if this is just one of a few,
3112 * so it may not be critical (eg, putting on a ring and you have 2935 * so it may not be critical (eg, putting on a ring and you have
3113 * one cursed ring.) 2936 * one cursed ring.)
3114 */ 2937 */
3115 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2938 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3116 } 2939 }
3117 last = tmp->below; 2940
3118 } 2941 last = tmp->below;
2942 }
3119 /* 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
3120 * return in the !tmp would have kicked in. 2944 * return in the !tmp would have kicked in.
3121 */ 2945 */
3122 } /* if op is using this body location */ 2946 } /* if op is using this body location */
3123 } /* for body lcoations */ 2947 } /* for body lcoations */
2948
3124 return 0; 2949 return 0;
3125} 2950}
3126 2951
3127/** 2952/**
3128 * Checks to see if 'who' can apply object 'op'. 2953 * Checks to see if 'who' can apply object 'op'.
3129 * Returns 0 if apply can be done without anything special. 2954 * Returns 0 if apply can be done without anything special.
3130 * Otherwise returns a bitmask - potentially several of these may be 2955 * Otherwise returns a bitmask - potentially several of these may be
3131 * set, but largely depends on circumstance - in the future, processing 2956 * set, but largely depends on circumstance - in the future, processing
3132 * 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
3133 * 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?)
3134 * 2959 *
3135 * See include/define.h for detailed description of the meaning of 2960 * See include/define.h for detailed description of the meaning of
3136 * these return values. 2961 * these return values.
3137 */ 2962 */
2963int
3138int can_apply_object(object *who, object *op) 2964can_apply_object (object *who, object *op)
3139{ 2965{
2966 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2967 return RESULT_INT (0);
2968
3140 int i, retval=0; 2969 int retval = 0;
3141 object *tmp=NULL, *ws=NULL; 2970 object *tmp = 0, *ws = 0;
3142 2971
3143 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3144 * 2 weapons, but we don't want to let them do that. So if they are
3145 * trying to equip a weapon or shield, see if they already have one
3146 * in place and store that way.
3147 */
3148 if (op->type == WEAPON || op->type == SHIELD) {
3149 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3150 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3151 retval = CAN_APPLY_UNAPPLY;
3152 ws = tmp;
3153 }
3154 }
3155 }
3156
3157
3158 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2972 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3159 if (op->body_info[i]) { 2973 {
2974 if (op->slot[i].info)
2975 {
3160 /* Item uses more slots than we have */ 2976 /* Item uses more slots than we have */
3161 if (FABS(op->body_info[i]) > who->body_info[i]) { 2977 if (who->slot[i].info + op->slot [i].info < 0)
2978 {
3162 /* Could return now for efficiently - rest of info below isn' 2979 /* Could return now for efficiency - rest of info below isn't
3163 * really needed. 2980 * really needed.
3164 */ 2981 */
3165 retval |= CAN_APPLY_NEVER; 2982 retval |= CAN_APPLY_NEVER;
3166 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2983 }
2984 else if (who->slot[i].used + op->slot[i].info < 0)
2985 {
3167 /* in this case, equipping this would use more free spots than 2986 /* in this case, equipping this would use more free spots than
3168 * we have. 2987 * we have.
3169 */ 2988 */
3170 object *tmp1;
3171 2989
3172
3173 /* 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
3174 * enough slots to equip the new item, then just set this can 2991 * enough slots to equip the new item, then just set "can
3175 * 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
3176 * shield equipped and try to equip another shield, there is only 2993 * shield equipped and try to equip another shield, there is only
3177 * one choice. However, the check for the number of body locations 2994 * one choice. However, the check for the number of body locations
3178 * does take into the account cases where what is being applied 2995 * does take into the account cases where what is being applied
3179 * may be two handed for example. 2996 * may be two handed for example.
3180 */ 2997 */
3181 if (ws) { 2998 if (ws)
3182 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)
3183 retval |= CAN_APPLY_UNAPPLY; 3000 {
3184 continue; 3001 retval |= CAN_APPLY_UNAPPLY;
3185 } 3002 continue;
3186 } 3003 }
3187 3004
3188 tmp1 = get_item_from_body_location(who->inv, i); 3005 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3189 if (!tmp1) { 3006 if (!tmp1)
3007 {
3190#if 0 3008#if 0
3191 /* This is sort of an error, but happens a lot when old players 3009 /* This is sort of an error, but happens a lot when old players
3192 * join in with more stuff equipped than they are now allowed. 3010 * join in with more stuff equipped than they are now allowed.
3193 */ 3011 */
3194 LOG(llevError,"Can't find object using location %d on %s\n", 3012 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3195 i, who->name);
3196#endif 3013#endif
3197 retval |= CAN_APPLY_NEVER; 3014 retval |= CAN_APPLY_NEVER;
3198 } else { 3015 }
3016 else
3017 {
3199 /* need to unapply something. However, if this something 3018 /* need to unapply something. However, if this something
3200 * is different than we had found before, it means they need 3019 * is different than we had found before, it means they need
3201 * to apply multiple objects 3020 * to apply multiple objects
3202 */ 3021 */
3203 retval |= CAN_APPLY_UNAPPLY; 3022 retval |= CAN_APPLY_UNAPPLY;
3204 if (!tmp) tmp = tmp1; 3023
3205 else if (tmp != tmp1) { 3024 if (!tmp)
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 3025 tmp = tmp1;
3207 } 3026 else if (tmp != tmp1)
3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3028
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 3031 * the slots, the player then has a choice.
3211 */ 3032 */
3212 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)
3213 (FABS(op->body_info[i]) < who->body_info[i])) 3034 && abs (op->slot[i].info) < who->slot[i].info)
3214 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3035 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3215 3036
3216 /* Does unequippint 'tmp1' free up enough slots for this to be 3037 /* Does unequippint 'tmp1' free up enough slots for this to be
3217 * equipped? If not, there must be something else to unapply. 3038 * equipped? If not, there must be something else to unapply.
3218 */ 3039 */
3219 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)
3220 retval |= CAN_APPLY_UNAPPLY_MULT; 3041 retval |= CAN_APPLY_UNAPPLY_MULT;
3221 3042 }
3222 } 3043 } /* if not enough free slots */
3223 } /* if not enough free slots */ 3044 } /* if this object uses location i */
3224 } /* if this object uses location i */
3225 } /* for i -> num_body_locations loop */ 3045 } /* for i -> num_body_locations loop */
3226 3046
3227 /* 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
3228 * really be controlled by use of body locations. We do have 3048 * really be controlled by use of body locations. We do have
3229 * the weapon/shield checks, and the range checks for monsters, 3049 * the weapon/shield checks, and the range checks for monsters,
3230 * 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,
3231 * 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
3232 * all use the same location. 3052 * all use the same location.
3233 */ 3053 */
3234 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3054 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3235 retval |= CAN_APPLY_RESTRICTION;
3236 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3237 retval |= CAN_APPLY_RESTRICTION;
3238
3239
3240 if (who->type != PLAYER) {
3241 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3242 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3243 retval |= CAN_APPLY_RESTRICTION;
3244 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3245 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3246 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3057 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3247 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3248 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3059
3060 if (who->type != PLAYER)
3061 {
3062 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3249 retval |= CAN_APPLY_RESTRICTION; 3063 retval |= CAN_APPLY_RESTRICTION;
3064
3065 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION;
3067
3068 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3069 retval |= CAN_APPLY_RESTRICTION;
3070
3071 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3072 retval |= CAN_APPLY_RESTRICTION;
3250 } 3073 }
3074
3251 return retval; 3075 return retval;
3252} 3076}
3253
3254
3255 3077
3256/** 3078/**
3257 * 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.
3258 * 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,
3259 * 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
3268 * AP_UNAPPLY=always unapply). 3090 * AP_UNAPPLY=always unapply).
3269 * 3091 *
3270 * Optional flags: 3092 * Optional flags:
3271 * 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
3272 * 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
3273 * 3096 *
3274 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3097 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3275 * 3098 *
3276 * apply_special() doesn't check for unpaid items. 3099 * apply_special() doesn't check for unpaid items.
3277 */ 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
3278int apply_special (object *who, object *op, int aflags) 3106apply_special (object *who, object *op, int aflags)
3279{ 3107{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3108 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop=NULL; 3109 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3110
3284 if(who==NULL) { 3111 if (who == NULL)
3112 {
3285 LOG(llevError,"apply_special() from object without environment.\n"); 3113 LOG (llevError, "apply_special() from object without environment.\n");
3286 return 1; 3114 return 1;
3287 } 3115 }
3288 3116
3289 if(op->env!=who) 3117 if (op->env != who)
3290 return 1; /* op is not in inventory */ 3118 return 1; /* op is not in inventory */
3291 3119
3292 /* trying to unequip op */ 3120 /* trying to unequip op */
3293 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3121 if (QUERY_FLAG (op, FLAG_APPLIED))
3122 {
3294 /* always apply, so no reason to unapply */ 3123 /* always apply, so no reason to unapply */
3295 if (basic_flag == AP_APPLY) return 0; 3124 if (basic_flag == AP_APPLY)
3125 return 0;
3296 3126
3297 if ( ! (aflags & AP_IGNORE_CURSE) 3127 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3298 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3128 {
3299 new_draw_info_format(NDI_UNIQUE, 0, who, 3129 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3300 "No matter how hard you try, you just can't\nremove %s.",
3301 query_name(op));
3302 return 1; 3130 return 1;
3303 } 3131 }
3132
3304 return unapply_special(who, op, aflags); 3133 return unapply_special (who, op, aflags);
3305 } 3134 }
3306 3135
3307 if (basic_flag == AP_UNAPPLY) return 0; 3136 if (basic_flag == AP_UNAPPLY)
3137 return 0;
3308 3138
3309 i = can_apply_object(who, op); 3139 // if the item is combat/ranged, wield the relevant slot first
3140 // to resolve conflicts.
3141 if (player *pl = who->contr)
3142 switch (op->slottype ())
3143 {
3144 case slot_combat: who->change_weapon (pl->combat_ob); break;
3145 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3146 }
3310 3147
3148 splay (op);
3149
3311 /* Can't just apply this object. Lets see what not and what to do */ 3150 /* Can't just apply this object. Lets see what not and what to do */
3312 if (i) { 3151 if (int i = can_apply_object (who, op))
3152 {
3313 if (i & CAN_APPLY_NEVER) { 3153 if (i & CAN_APPLY_NEVER)
3314 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3154 {
3155 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3315 return 1; 3156 return 1;
3157 }
3316 } else if (i & CAN_APPLY_RESTRICTION) { 3158 else if (i & CAN_APPLY_RESTRICTION)
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3159 {
3160 who->failmsg (format (
3161 "You have a prohibition against using a %s. "
3162 "H<Your belief, profession or class prevents you from applying this item.>",
3163 query_name (op)
3164 ));
3318 return 1; 3165 return 1;
3319 } 3166 }
3167
3320 if (who->type != PLAYER) { 3168 if (who->type != PLAYER)
3169 {
3321 /* Some error, so don't try to equip something more */ 3170 /* Some error, so don't try to equip something more */
3322 if (unapply_for_ob(who, op, aflags)) return 1; 3171 if (unapply_for_ob (who, op, aflags))
3323 } else { 3172 return 1;
3324 if (who->contr->unapply == unapply_never || 3173 }
3325 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3174 else
3326 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3175 {
3176 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3177 {
3178 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3327 unapply_for_ob(who, op, AP_PRINT); 3179 unapply_for_ob (who, op, AP_PRINT);
3328 return 1; 3180 return 1;
3329 } 3181 }
3330 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3182 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3331 i = unapply_for_ob(who, op, aflags); 3183 if (unapply_for_ob (who, op, aflags))
3332 if (i) return 1; 3184 return 1;
3185 }
3333 } 3186 }
3334 } 3187
3335 }
3336 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3188 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3189 {
3337 skop=find_skill_by_name(who, op->skill); 3190 skop = find_skill_by_name (who, op->skill);
3338 if (!skop) { 3191
3339 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3192 if (!skop)
3193 {
3194 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3340 return 1; 3195 return 1;
3341 } else { 3196 }
3197 else
3342 /* While experience will be credited properly, we want to change the 3198 /* While experience will be credited properly, we want to change the
3343 * skill so that the dam and wc get updated 3199 * skill so that the dam and wc get updated
3344 */ 3200 */
3345 change_skill(who, skop, 0); 3201 who->change_skill (skop);
3346 }
3347 } 3202 }
3348 3203
3349 if (who->type == PLAYER && op->item_power && 3204 if (who->type == PLAYER
3205 && op->item_power
3350 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3206 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3351 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3352 return 1;
3353 } 3207 {
3354 3208 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3209 return 1;
3210 }
3355 3211
3356 /* Ok. We are now at the state where we can apply the new object. 3212 /* Ok. We are now at the state where we can apply the new object.
3357 * Note that we don't have the checks for can_use_... 3213 * Note that we don't have the checks for can_use_...
3358 * below - that is already taken care of by can_apply_object. 3214 * below - that is already taken care of by can_apply_object.
3359 */ 3215 */
3360
3361
3362 if(op->nrof > 1) 3216 if (op->nrof > 1)
3363 tmp = get_split_ob(op,op->nrof - 1); 3217 tmp = get_split_ob (op, op->nrof - 1);
3364 else 3218 else
3365 tmp = NULL; 3219 tmp = 0;
3366 3220
3221 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3222 return RESULT_INT (0);
3223
3367 switch(op->type) { 3224 switch (op->type)
3225 {
3368 case WEAPON: 3226 case WEAPON:
3369 if (!check_weapon_power(who, op->last_eat)) { 3227 if (!check_weapon_power (who, op->last_eat))
3370 new_draw_info(NDI_UNIQUE, 0,who, 3228 {
3371 "That weapon is too powerful for you to use."); 3229 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3372 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3230
3373 if(tmp!=NULL) 3231 if (tmp)
3374 (void) insert_ob_in_ob(tmp,who); 3232 insert_ob_in_ob (tmp, who);
3375 return 1; 3233
3376 } 3234 return 1;
3235 }
3236
3237 //TODO: this obviously fails for players using a shorter prefix
3238 // i.e. "R" can use Ragnarok's sword.
3377 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3239 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3240 {
3378 /* if the weapon does not have the name as the character, can't use it. */ 3241 /* if the weapon does not have the name as the character, can't use it. */
3379 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3242 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3380 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3243 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3381 if(tmp!=NULL)
3382 (void) insert_ob_in_ob(tmp,who);
3383 return 1;
3384 }
3385 SET_FLAG(op, FLAG_APPLIED);
3386 3244
3387 if (skop) change_skill(who, skop, 1); 3245 if (tmp)
3388 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3389 SET_FLAG(who, FLAG_READY_WEAPON);
3390
3391 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3392
3393 (void) change_abil (who,op);
3394 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3395 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3396 LOG(llevDebug, "Scripting Weapon wielded\n");
3397 if (who->current_weapon_script) free_string(who->current_weapon_script);
3398 who->current_weapon_script=add_string(query_name(op));
3399 }
3400 who->current_weapon = op;*/
3401 break;
3402
3403 case ARMOUR:
3404 case HELMET:
3405 case SHIELD:
3406 case BOOTS:
3407 case GLOVES:
3408 case GIRDLE:
3409 case BRACERS:
3410 case CLOAK:
3411 case RING:
3412 case AMULET:
3413 SET_FLAG(op, FLAG_APPLIED);
3414 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3415 (void) change_abil (who,op);
3416 break;
3417 case LAMP:
3418 if (op->stats.food < 1) {
3419 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3420 " fuel!", op->name);
3421 return 1;
3422 }
3423 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3424 op->name);
3425 tmp2 = arch_to_object(op->other_arch);
3426 tmp2->stats.food = op->stats.food;
3427 SET_FLAG(tmp2, FLAG_APPLIED);
3428 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3429 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3430 insert_ob_in_ob(tmp2, who); 3246 insert_ob_in_ob (tmp, who);
3431 3247
3432 /* Remove the old lantern */ 3248 return 1;
3433 if (who->type == PLAYER) 3249 }
3434 esrv_del_item(who->contr, (tag_t)op->count);
3435 remove_ob(op);
3436 free_object(op);
3437 3250
3438 /* insert the portion that was split off */ 3251 if (!skop)
3439 if(tmp!=NULL) { 3252 {
3440 (void) insert_ob_in_ob(tmp,who); 3253 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3441 if(who->type==PLAYER) 3254 return 1;
3442 esrv_send_item(who, tmp); 3255 }
3443 }
3444 fix_player(who);
3445 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3446 if (who->type == PLAYER) {
3447 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3448 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3449 }
3450 }
3451 if(who->type==PLAYER)
3452 esrv_send_item(who, tmp2);
3453 return 0;
3454 break;
3455 3256
3456 /* this part is needed for skill-tools */
3457 case SKILL:
3458 case SKILL_TOOL:
3459 if (who->chosen_skill) {
3460 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3461 return 1;
3462 }
3463 if (who->type == PLAYER) {
3464 who->contr->shoottype = range_skill;
3465 who->contr->ranges[range_skill] = op;
3466 if ( ! op->invisible) {
3467 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3468 query_name (op));
3469 new_draw_info_format (NDI_UNIQUE, 0, who,
3470 "You can now use the skill: %s.",
3471 op->skill);
3472 } else {
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3474 op->skill? op->skill:op->name);
3475 }
3476 }
3477 SET_FLAG (op, FLAG_APPLIED); 3257 SET_FLAG (op, FLAG_APPLIED);
3478 (void) change_abil (who, op); 3258 who->change_skill (skop);
3479 who->chosen_skill = op;
3480 SET_FLAG (who, FLAG_READY_SKILL);
3481 break;
3482
3483 case BOW:
3484 if (!check_weapon_power(who, op->last_eat)) {
3485 new_draw_info(NDI_UNIQUE, 0, who,
3486 "That item is too powerful for you to use.");
3487 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3488 if(tmp != NULL)
3489 (void)insert_ob_in_ob(tmp,who);
3490 return 1;
3491 }
3492 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3493 new_draw_info(NDI_UNIQUE, 0, who,
3494 "The weapon does not recognize you as its owner.");
3495 if(tmp != NULL)
3496 (void)insert_ob_in_ob(tmp,who);
3497 return 1;
3498 }
3499 /*FALLTHROUGH*/
3500 case WAND:
3501 case ROD:
3502 case HORN:
3503 /* check for skill, alter player status */
3504 SET_FLAG(op, FLAG_APPLIED);
3505 if (skop) change_skill(who, skop, 0);
3506 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3507 3259
3508 if(who->type==PLAYER) { 3260 if (who->contr)
3509 if (op->type == BOW) { 3261 who->change_weapon (who->contr->combat_ob = op);
3510 (void)change_abil(who, op); 3262
3511 new_draw_info_format (NDI_UNIQUE, 0, who, 3263 who->statusmsg (format ("You wield %s.", query_name (op)));
3512 "You will now fire %s with %s.", 3264
3513 op->race ? op->race : "nothing", query_name(op));
3514 who->contr->shoottype = range_bow;
3515 } else {
3516 who->contr->shoottype = range_misc;
3517 }
3518 } else {
3519 if (op->type == BOW)
3520 SET_FLAG (who, FLAG_READY_BOW);
3521 else
3522 SET_FLAG (who, FLAG_READY_RANGE); 3265 SET_FLAG (who, FLAG_READY_WEAPON);
3523 } 3266 change_abil (who, op);
3524 break;
3525
3526 case BUILDER:
3527 if ( who->contr->ranges[ range_builder ] )
3528 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3529 who->contr->shoottype = range_builder;
3530 who->contr->ranges[ range_builder ] = op;
3531 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3532 break; 3267 break;
3533 3268
3534 default: 3269 case ARMOUR:
3535 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3270 case HELMET:
3536 } /* end of switch op->type */ 3271 case SHIELD:
3272 case BOOTS:
3273 case GLOVES:
3274 case GIRDLE:
3275 case BRACERS:
3276 case CLOAK:
3277 case RING:
3278 case AMULET:
3279 SET_FLAG (op, FLAG_APPLIED);
3280 who->statusmsg (format ("You wear %s.", query_name (op)));
3281 change_abil (who, op);
3282 break;
3537 3283
3284 case LAMP:
3285 if (op->stats.food < 1)
3286 {
3287 who->failmsg (format (
3288 "Your %s is out of fuel! "
3289 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3290 &op->name
3291 ));
3292 return 1;
3293 }
3294
3295 who->statusmsg (format ("You turn on your %s.", &op->name));
3296
3297 tmp2 = arch_to_object (op->other_arch);
3298 tmp2->stats.food = op->stats.food;
3299 SET_FLAG (tmp2, FLAG_APPLIED);
3300
3301 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3302 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3303
3304 insert_ob_in_ob (tmp2, who);
3305
3306 /* Remove the old lantern */
3307 if (who->type == PLAYER)
3308 esrv_del_item (who->contr, op->count);
3309
3310 op->destroy ();
3311
3312 /* insert the portion that was split off */
3313 if (tmp)
3314 {
3315 insert_ob_in_ob (tmp, who);
3316 if (who->type == PLAYER)
3317 esrv_send_item (who, tmp);
3318 }
3319
3320 who->update_stats ();
3321
3322 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3323 if (who->type == PLAYER)
3324 {
3325 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3326 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3327 }
3328
3329 if (who->type == PLAYER)
3330 esrv_send_item (who, tmp2);
3331
3332 return 0;
3333
3334 case SKILL_TOOL:
3335 // applying a skill tool also readies the skill
3336 SET_FLAG (op, FLAG_APPLIED);
3337
3338 if (!(aflags & AP_NO_READY))
3339 {
3340 skop = find_skill_by_name (who, op->skill);
3341 if (!skop->flag [FLAG_APPLIED])
3342 apply_special (who, skop, AP_APPLY);
3343 }
3344 break;
3345
3346 case SKILL:
3347 if (player *pl = who->contr)
3348 {
3349 if (IS_COMBAT_SKILL (op->subtype))
3350 {
3351 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3352 {
3353 for (object *item = who->inv; item; item = item->below)
3354 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3355 {
3356 if (item->skill == op->skill)
3357 {
3358 who->change_weapon (pl->combat_ob = item);
3359 goto found_weapon;
3360 }
3361 }
3362
3363 who->failmsg (format (
3364 "You need to apply a '%s' melee weapon before readying this skill. "
3365 "H<Some skills need an item, in this case a melee weapon, to function.>",
3366 &op->skill
3367 ));
3368 return 1;
3369
3370 found_weapon:;
3371 }
3372 else
3373 who->change_weapon (pl->combat_ob = op);
3374 }
3375 else if (IS_RANGED_SKILL (op->subtype))
3376 {
3377 if (skill_flags [op->subtype] & SF_NEED_BOW)
3378 {
3379 for (object *item = who->inv; item; item = item->below)
3380 if (item->type == BOW && item->flag [FLAG_APPLIED])
3381 {
3382 //TODO: bows should/must all have skill missile weapon right now
3383 who->change_weapon (pl->ranged_ob = item);
3384 goto found_bow;
3385 }
3386
3387 who->failmsg (
3388 "You need to apply a missile weapon before readying this skill. "
3389 "H<Some skills need an item, in this case a missile weapon, to function.>"
3390 );
3391 return 1;
3392
3393 found_bow:;
3394 }
3395 else
3396 who->change_weapon (pl->ranged_ob = op);
3397 }
3398
3399 if (!op->invisible)
3400 {
3401 who->statusmsg (format (
3402 "You ready %s."
3403 "You can now use the skill: %s.",
3404 query_name (op),
3405 &op->skill
3406 ));
3407 }
3408 else
3409 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3410 }
3411 else
3412 {
3413 SET_FLAG (op, FLAG_APPLIED);
3414 change_abil (who, op);
3415 who->chosen_skill = op;
3416 SET_FLAG (who, FLAG_READY_SKILL);
3417 }
3418
3419 break;
3420
3421 case BOW:
3422 if (!check_weapon_power (who, op->last_eat))
3423 {
3424 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3425
3426 if (tmp)
3427 insert_ob_in_ob (tmp, who);
3428
3429 return 1;
3430 }
3431
3432 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3433 {
3434 who->failmsg ("The weapon does not recognize you as its owner. "
3435 "H<Its name indicates that it belongs to somebody else.>");
3436 if (tmp)
3437 insert_ob_in_ob (tmp, who);
3438
3439 return 1;
3440 }
3441
3442 /*FALLTHROUGH*/
3443 case WAND:
3444 case ROD:
3445 case HORN:
3446 /* check for skill, alter player status */
3447
3448 if (!skop)
3449 {
3450 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3451 return 1;
3452 }
3453
3454 SET_FLAG (op, FLAG_APPLIED);
3455 who->change_skill (skop);
3456
3457 if (who->contr)
3458 {
3459 who->contr->ranged_ob = op;
3460
3461 who->statusmsg (format ("You ready %s.", query_name (op)));
3462
3463 if (op->type == BOW)
3464 {
3465 who->current_weapon = op;
3466 change_abil (who, op);
3467 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3468 }
3469 }
3470 else
3471 {
3472 if (op->type == BOW)
3473 SET_FLAG (who, FLAG_READY_BOW);
3474 else
3475 SET_FLAG (who, FLAG_READY_RANGE);
3476 }
3477
3478 break;
3479
3480 case BUILDER:
3481 if (who->type == PLAYER)
3482 {
3483 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3484 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3485 unapply_special (who, who->contr->ranged_ob, 0);
3486
3487 who->statusmsg (format ("You ready your %s.", query_name (op)));
3488
3489 who->contr->ranged_ob = op;
3490 }
3491 break;
3492
3493 default:
3494 who->statusmsg (format ("You apply %s.", query_name (op)));
3495 }
3496
3538 SET_FLAG(op, FLAG_APPLIED); 3497 SET_FLAG (op, FLAG_APPLIED);
3539 3498
3540 if(tmp!=NULL) 3499 if (tmp)
3541 tmp = insert_ob_in_ob(tmp,who); 3500 tmp = insert_ob_in_ob (tmp, who);
3542 3501
3543 fix_player(who); 3502 who->update_stats ();
3544 3503
3545 /* We exclude spell casting objects. The fire code will set the 3504 /* We exclude spell casting objects. The fire code will set the
3546 * been applied flag when they are used - until that point, 3505 * been applied flag when they are used - until that point,
3547 * you don't know anything about them. 3506 * you don't know anything about them.
3548 */ 3507 */
3549 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3508 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3550 op->type!=ROD)
3551 SET_FLAG(op,FLAG_BEEN_APPLIED); 3509 SET_FLAG (op, FLAG_BEEN_APPLIED);
3552 3510
3553 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3511 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3554 if (who->type == PLAYER) {
3555 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3556 SET_FLAG(op,FLAG_KNOWN_CURSED);
3557 }
3558 }
3559 if(who->type==PLAYER) { 3512 if (who->type == PLAYER)
3513 {
3514 who->failmsg (
3515 "Oops, it feels deadly cold! "
3516 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3517 );
3518 SET_FLAG (op, FLAG_KNOWN_CURSED);
3519 }
3520
3521 if (who->type == PLAYER)
3522 {
3560 /* if multiple objects were applied, update both slots */ 3523 /* if multiple objects were applied, update both slots */
3561 if (tmp) 3524 if (tmp)
3562 esrv_send_item(who, tmp); 3525 esrv_send_item (who, tmp);
3526
3563 esrv_send_item(who, op); 3527 esrv_send_item (who, op);
3564 } 3528 }
3529
3565 return 0; 3530 return 0;
3566} 3531}
3567 3532
3568 3533int
3569int monster_apply_special (object *who, object *op, int aflags) 3534monster_apply_special (object *who, object *op, int aflags)
3570{ 3535{
3571 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3536 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3572 return 1; 3537 return 1;
3538
3573 return apply_special (who, op, aflags); 3539 return apply_special (who, op, aflags);
3574} 3540}
3575 3541
3576/** 3542/**
3577 * Map was just loaded, handle op's initialisation. 3543 * Map was just loaded, handle op's initialisation.
3578 * 3544 *
3579 * Generates shop floor's item, and treasures. 3545 * Generates shop floor's item, and treasures.
3580 */ 3546 */
3547int
3581int auto_apply (object *op) { 3548auto_apply (object *op)
3549{
3582 object *tmp = NULL, *tmp2; 3550 object *tmp = NULL, *tmp2;
3583 int i; 3551 int i;
3584 3552
3585 switch(op->type) { 3553 switch (op->type)
3554 {
3586 case SHOP_FLOOR: 3555 case SHOP_FLOOR:
3587 if (!HAS_RANDOM_ITEMS(op)) return 0; 3556 if (!op->has_random_items ())
3588 do { 3557 return 0;
3589 i=10; /* let's give it 10 tries */ 3558
3559 do
3560 {
3561 i = 10; /* let's give it 10 tries */
3590 while((tmp=generate_treasure(op->randomitems, 3562 while ((tmp = generate_treasure (op->randomitems,
3591 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);
3592 if(tmp==NULL) 3564 if (tmp == NULL)
3593 return 0; 3565 return 0;
3594 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3566 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3595 free_object(tmp); 3567 {
3596 tmp = NULL; 3568 tmp->destroy ();
3597 } 3569 tmp = NULL;
3598 } while(!tmp); 3570 }
3571 }
3572 while (!tmp);
3573
3599 tmp->x=op->x; 3574 tmp->x = op->x;
3600 tmp->y=op->y; 3575 tmp->y = op->y;
3601 SET_FLAG(tmp,FLAG_UNPAID); 3576 SET_FLAG (tmp, FLAG_UNPAID);
3602 insert_ob_in_map(tmp,op->map,NULL,0); 3577 insert_ob_in_map (tmp, op->map, NULL, 0);
3603 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3578 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3604 identify(tmp); 3579 identify (tmp);
3605 break; 3580 break;
3606 3581
3607 case TREASURE: 3582 case TREASURE:
3608 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3583 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3609 return 0; 3584 return 0;
3585
3610 while ((op->stats.hp--)>0) 3586 while (op->stats.hp-- > 0)
3611 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3587 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3612 op->stats.exp ? (int)op->stats.exp : 3588 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3613 op->map == NULL ? 14: op->map->difficulty,0);
3614 3589
3615 /* 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,
3616 * 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
3617 * to disappear. An example of this item is the random_* stuff 3592 * to disappear. An example of this item is the random_* stuff
3618 * that is put inside other objects. 3593 * that is put inside other objects.
3619 */ 3594 */
3620 for (tmp=op->inv; tmp; tmp=tmp2) { 3595 for (tmp = op->inv; tmp; tmp = tmp2)
3621 tmp2 = tmp->below; 3596 {
3622 remove_ob(tmp); 3597 tmp2 = tmp->below;
3623 if (op->env) insert_ob_in_ob(tmp, op->env); 3598 tmp->remove ();
3624 else free_object(tmp); 3599
3600 if (op->env)
3601 insert_ob_in_ob (tmp, op->env);
3602 else
3603 tmp->destroy ();
3604 }
3605
3606 op->destroy ();
3607 break;
3625 } 3608 }
3626 remove_ob(op);
3627 free_object(op);
3628 break;
3629 }
3630 return tmp ? 1 : 0; 3609 return tmp ? 1 : 0;
3631} 3610}
3632 3611
3633/** 3612/**
3634 * 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
3635 * when an original map is loaded) and performs special actions for 3614 * is loaded or swapped in and performs special actions for
3636 * certain objects (most initialization of chests and creation of 3615 * certain objects (most initialization of chests and creation of
3637 * treasures and stuff). Calls auto_apply if appropriate. 3616 * treasures and stuff). Calls auto_apply if appropriate.
3638 */ 3617 */
3618void
3619maptile::fix_auto_apply ()
3620{
3621 if (!spaces)
3622 return;
3639 3623
3640void fix_auto_apply(mapstruct *m) { 3624 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3641 object *tmp,*above=NULL; 3625 for (object *tmp = ms->bot; tmp; )
3642 int x,y; 3626 {
3627 object *above = tmp->above;
3643 3628
3644 if(m==NULL) return; 3629 if (tmp->inv)
3645 3630 {
3646 for(x=0;x<MAP_WIDTH(m);x++)
3647 for(y=0;y<MAP_HEIGHT(m);y++)
3648 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3649 above=tmp->above;
3650
3651 if (tmp->inv) {
3652 object *invtmp, *invnext; 3631 object *invtmp, *invnext;
3653 3632
3654 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3633 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3655 invnext = invtmp->below; 3634 {
3635 invnext = invtmp->below;
3656 3636
3657 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3637 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3658 auto_apply(invtmp); 3638 auto_apply (invtmp);
3659 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3639 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3640 {
3660 while ((invtmp->stats.hp--)>0) 3641 while ((invtmp->stats.hp--) > 0)
3661 create_treasure(invtmp->randomitems, invtmp, 0, 3642 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3662 m->difficulty,0); 3643
3663 invtmp->randomitems = NULL; 3644 invtmp->randomitems = NULL;
3664 } 3645 }
3665 else if (invtmp && invtmp->arch && 3646 else if (invtmp && invtmp->arch
3666 invtmp->type!=TREASURE && 3647 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3667 invtmp->type != SPELL && 3648 {
3668 invtmp->type != CLASS && 3649 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3669 HAS_RANDOM_ITEMS(invtmp)) {
3670 create_treasure(invtmp->randomitems, invtmp, 0,
3671 m->difficulty,0);
3672 /* Need to clear this so that we never try to create 3650 /* Need to clear this so that we never try to create
3673 * treasure again for this object 3651 * treasure again for this object
3674 */ 3652 */
3675 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3676 } 3654 }
3677 } 3655 }
3678 /* This is really temporary - the code at the bottom will 3656 /* This is really temporary - the code at the bottom will
3679 * also set randomitems to null. The problem is there are bunches 3657 * also set randomitems to null. The problem is there are bunches
3680 * of maps/players already out there with items that have spells 3658 * of maps/players already out there with items that have spells
3681 * which haven't had the randomitems set to null yet. 3659 * which haven't had the randomitems set to null yet.
3682 * MSW 2004-05-13 3660 * MSW 2004-05-13
3683 * 3661 *
3684 * 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,
3685 * else you get two spells in the book ^_- 3663 * else you get two spells in the book ^_-
3686 * Ryo 2004-08-16 3664 * Ryo 2004-08-16
3687 */ 3665 */
3688 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3666 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3689 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3667 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3690 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3691 tmp->randomitems = NULL; 3668 tmp->randomitems = NULL;
3692 3669
3693 } 3670 }
3694 3671
3695 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3672 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3696 auto_apply(tmp); 3673 auto_apply (tmp);
3697 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3674 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3675 {
3698 while ((tmp->stats.hp--)>0) 3676 while ((tmp->stats.hp--) > 0)
3699 create_treasure(tmp->randomitems, tmp, 0, 3677 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3700 m->difficulty,0);
3701 tmp->randomitems = NULL; 3678 tmp->randomitems = NULL;
3702 } 3679 }
3703 else if(tmp->type==TIMED_GATE) { 3680 else if (tmp->type == TIMED_GATE)
3681 {
3704 object *head = tmp->head != NULL ? tmp->head : tmp; 3682 object *head = tmp->head != NULL ? tmp->head : tmp;
3683
3705 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3684 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3706 tmp->speed = 0; 3685 tmp->set_speed (0);
3707 update_ob_speed(tmp); 3686 }
3708 }
3709 }
3710 /* 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
3711 * 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
3712 * 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
3713 * 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.
3714 * 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
3715 * which say how many times to make the treasure. 3692 * which say how many times to make the treasure.
3716 */ 3693 */
3717 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3694 else if (tmp && tmp->arch && tmp->type != PLAYER
3718 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3695 && tmp->type != TREASURE && tmp->type != SPELL
3719 HAS_RANDOM_ITEMS(tmp)) { 3696 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3697 {
3720 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3698 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3721 m->difficulty,0);
3722 tmp->randomitems = NULL; 3699 tmp->randomitems = NULL;
3723 } 3700 }
3701
3702 // close all containers
3703 else if (tmp->type == CONTAINER)
3704 tmp->flag [FLAG_APPLIED] = 0;
3705
3706 tmp = above;
3724 } 3707 }
3725 3708
3726 for(x=0;x<MAP_WIDTH(m);x++) 3709 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3727 for(y=0;y<MAP_HEIGHT(m);y++) 3710 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3728 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3729 if (tmp->above &&
3730 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3711 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3731 check_trigger (tmp, tmp->above); 3712 check_trigger (tmp, tmp->above);
3732} 3713}
3733 3714
3734/** 3715/**
3735 * Handles player eating food that temporarily changes status (resistances, stats). 3716 * Handles player eating food that temporarily changes status (resistances, stats).
3736 * This used to call cast_change_attr(), but 3717 * This used to call cast_change_attr(), but
3737 * 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
3738 * the food changes, just grab a force and use that instead. 3719 * the food changes, just grab a force and use that instead.
3739 */ 3720 */
3740 3721void
3741void eat_special_food(object *who, object *food) { 3722eat_special_food (object *who, object *food)
3723{
3742 object *force; 3724 object *force;
3743 int i, did_one=0; 3725 int i, did_one = 0;
3744 sint8 k;
3745 3726
3746 force = get_archetype(FORCE_NAME); 3727 force = get_archetype (FORCE_NAME);
3747 3728
3748 for (i=0; i < NUM_STATS; i++) { 3729 for (i = 0; i < NUM_STATS; i++)
3749 k = get_attr_value(&food->stats, i); 3730 if (sint8 k = food->stats.stat (i))
3750 if (k) { 3731 {
3751 set_attr_value(&force->stats, i, k); 3732 force->stats.stat (i) = k;
3752 did_one = 1; 3733 did_one = 1;
3753 }
3754 } 3734 }
3755 3735
3756 /* check if we can protect the eater */ 3736 /* check if we can protect the eater */
3757 for (i=0; i<NROFATTACKS; i++) { 3737 for (i = 0; i < NROFATTACKS; i++)
3738 {
3758 if (food->resist[i]>0) { 3739 if (food->resist[i] > 0)
3740 {
3759 force->resist[i] = food->resist[i] / 2; 3741 force->resist[i] = food->resist[i] / 2;
3760 did_one = 1; 3742 did_one = 1;
3761 } 3743 }
3762 } 3744 }
3745
3763 if (did_one) { 3746 if (did_one)
3764 force->speed = 0.1; 3747 {
3765 update_ob_speed(force); 3748 force->set_speed (0.1);
3766 /* bigger morsel of food = longer effect time */ 3749 /* bigger morsel of food = longer effect time */
3767 force->stats.food = food->stats.food / 5; 3750 force->duration = food->stats.food / 5;
3768 SET_FLAG(force, FLAG_IS_USED_UP);
3769 SET_FLAG(force, FLAG_APPLIED); 3751 SET_FLAG (force, FLAG_APPLIED);
3770 change_abil(who, force); 3752 change_abil (who, force);
3771 insert_ob_in_ob(force, who); 3753 insert_ob_in_ob (force, who);
3772 } else {
3773 free_object(force);
3774 } 3754 }
3755 else
3756 force->destroy ();
3775 3757
3776 /* check for hp, sp change */ 3758 /* check for hp, sp change */
3777 if(food->stats.hp!=0) { 3759 if (food->stats.hp != 0)
3760 {
3778 if(QUERY_FLAG(food, FLAG_CURSED)) { 3761 if (QUERY_FLAG (food, FLAG_CURSED))
3779 strcpy(who->contr->killer,food->name); 3762 {
3763 assign (who->contr->killer, food->name);
3780 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3764 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3781 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3765 who->failmsg ("Eck!...that was poisonous!");
3782 } else { 3766 }
3767 else
3768 {
3783 if(food->stats.hp>0) 3769 if (food->stats.hp > 0)
3784 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3770 who->statusmsg ("You begin to feel better.");
3785 else 3771 else
3786 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3772 who->failmsg ("Eck!...that was poisonous!");
3773
3787 who->stats.hp += food->stats.hp; 3774 who->stats.hp += food->stats.hp;
3788 } 3775 }
3789 }
3790 if(food->stats.sp!=0) {
3791 if(QUERY_FLAG(food, FLAG_CURSED)) {
3792 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3793 who->stats.sp -= food->stats.sp;
3794 if(who->stats.sp<0) who->stats.sp=0;
3795 } else {
3796 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3797 who->stats.sp += food->stats.sp;
3798 /* place limit on max sp from food? */
3799 } 3776 }
3777 if (food->stats.sp != 0)
3800 } 3778 {
3801 fix_player(who); 3779 if (QUERY_FLAG (food, FLAG_CURSED))
3802} 3780 {
3781 who->failmsg ("You are drained of mana!");
3782 who->stats.sp -= food->stats.sp;
3783 if (who->stats.sp < 0)
3784 who->stats.sp = 0;
3785 }
3786 else
3787 {
3788 who->statusmsg ("You feel a rush of magical energy!");
3789 who->stats.sp += food->stats.sp;
3790 /* place limit on max sp from food? */
3791 }
3792 }
3803 3793
3794 who->update_stats ();
3795}
3804 3796
3805/** 3797/**
3806 * Designed primarily to light torches/lanterns/etc. 3798 * Designed primarily to light torches/lanterns/etc.
3807 * 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
3808 * the selected object to "burn". -b.t. 3800 * the selected object to "burn". -b.t.
3809 */ 3801 */
3810 3802void
3811void apply_lighter(object *who, object *lighter) { 3803apply_lighter (object *who, object *lighter)
3804{
3812 object *item; 3805 object *item;
3813 int is_player_env=0; 3806 int is_player_env = 0;
3814 uint32 nrof;
3815 tag_t count;
3816 char item_name[MAX_BUF];
3817 3807
3818 item=find_marked_object(who); 3808 item = find_marked_object (who);
3819 if(item) { 3809 if (item)
3810 {
3820 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3811 if (lighter->last_eat && lighter->stats.food)
3812 { /* lighter gets used up */
3821 /* Split multiple lighters if they're being used up. Otherwise * 3813 /* Split multiple lighters if they're being used up. Otherwise *
3822 * one charge from each would be used up. --DAMN */ 3814 * one charge from each would be used up. --DAMN */
3823 if(lighter->nrof > 1) { 3815 if (lighter->nrof > 1)
3824 object *oneLighter = get_object(); 3816 {
3825 copy_object(lighter, oneLighter); 3817 object *oneLighter = lighter->clone ();
3818
3826 lighter->nrof -= 1; 3819 lighter->nrof -= 1;
3827 oneLighter->nrof = 1; 3820 oneLighter->nrof = 1;
3828 oneLighter->stats.food--; 3821 oneLighter->stats.food--;
3829 esrv_send_item(who, lighter); 3822 esrv_send_item (who, lighter);
3830 oneLighter=insert_ob_in_ob(oneLighter, who); 3823 oneLighter = insert_ob_in_ob (oneLighter, who);
3831 esrv_send_item(who, oneLighter); 3824 esrv_send_item (who, oneLighter);
3832 } else { 3825 }
3826 else
3833 lighter->stats.food--; 3827 lighter->stats.food--;
3834 } 3828 }
3835 3829 else if (lighter->last_eat)
3836 } else if(lighter->last_eat) { /* no charges left in lighter */
3837 new_draw_info_format(NDI_UNIQUE, 0,who,
3838 "You attempt to light the %s with a used up %s.",
3839 item->name, lighter->name);
3840 return;
3841 } 3830 {
3831 /* no charges left in lighter */
3832 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3833 return;
3834 }
3835
3842 /* 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?
3843 * 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
3844 * objects at once. 3838 * objects at once.
3845 */ 3839 */
3846 nrof=item->nrof;
3847 count=item->count;
3848 /* If the item is destroyed, we don't have a valid pointer to the
3849 * name object, so make a copy so the message we print out makes
3850 * some sense.
3851 */
3852 strcpy(item_name, item->name);
3853 if (who == is_player_inv(item)) is_player_env=1;
3854 3840
3841 if (who == item->in_player ())
3842 is_player_env = 1;
3843
3855 save_throw_object(item,AT_FIRE,who); 3844 save_throw_object (item, AT_FIRE, who);
3856 /* Change to check count and not freed, since the object pointer 3845
3857 * may have gotten recycled 3846 if (item->destroyed ())
3858 */ 3847 {
3859 if ((nrof != item->nrof ) || (count != item->count)) { 3848 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3860 new_draw_info_format(NDI_UNIQUE, 0,who,
3861 "You light the %s with the %s.",item_name,lighter->name);
3862 /* Need to update the player so that the players glow radius 3849 /* Need to update the player so that the players glow radius
3863 * gets changed. 3850 * gets changed.
3864 */ 3851 */
3865 if (is_player_env) fix_player(who); 3852 if (is_player_env)
3866 } else { 3853 who->update_stats ();
3867 new_draw_info_format(NDI_UNIQUE, 0,who, 3854 }
3855 else
3868 "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));
3869 } 3857 }
3870 3858 else
3871 } else /* nothing to light */ 3859 who->failmsg ("You need to mark a lightable object.");
3872 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3873
3874} 3860}
3875 3861
3876/** 3862/**
3877 * 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.
3878 * scroll_failure()- hacked directly from spell_failure 3864 * scroll_failure()- hacked directly from spell_failure
3879 */ 3865 */
3866void
3880void scroll_failure(object *op, int failure, int power) 3867scroll_failure (object *op, int failure, int power)
3881{ 3868{
3882 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 */
3883 3871
3884 if(failure<= -1&&failure > -15) {/* wonder */ 3872 if (failure <= -1 && failure > -15)
3873 { /* wonder */
3885 object *tmp; 3874 object *tmp;
3886 3875
3887 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3876 op->failmsg ("Your spell warps!");
3888 tmp=get_archetype(SPELL_WONDER); 3877 tmp = get_archetype (SPELL_WONDER);
3889 cast_wonder(op, op, 0, tmp); 3878 cast_wonder (op, op, 0, tmp);
3890 free_object(tmp); 3879 tmp->destroy ();
3880 }
3891 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3881 else if (failure <= -15 && failure > -35)
3892 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3882 { /* drain mana */
3883 op->failmsg ("Your mana is drained!");
3893 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3884 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3894 if(op->stats.sp<0) op->stats.sp = 0; 3885 if (op->stats.sp < 0)
3886 op->stats.sp = 0;
3887 }
3895 } else if (settings.spell_failure_effects == TRUE) { 3888 else if (settings.spell_failure_effects == TRUE)
3896 if (failure <= -35&&failure > -60) { /* confusion */ 3889 {
3897 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3890 if (failure <= -35 && failure > -60)
3891 { /* confusion */
3892 op->failmsg ("The magic recoils on you!");
3898 confuse_player(op,op,power); 3893 confuse_player (op, op, power);
3899 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3894 }
3900 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3895 else if (failure <= -60 && failure > -70)
3901 "you!"); 3896 { /* paralysis */
3897 op->failmsg ("The magic recoils and paralyzes you!");
3902 paralyze_player(op,op,power); 3898 paralyze_player (op, op, power);
3899 }
3903 } else if (failure <= -70&&failure> -80) {/* blind */ 3900 else if (failure <= -70 && failure > -80)
3904 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3901 { /* blind */
3902 op->failmsg ("The magic recoils on you!");
3905 blind_player(op,op,power); 3903 blind_player (op, op, power);
3906 } else if (failure <= -80) {/* blast the immediate area */ 3904 }
3907 object *tmp; 3905 else if (failure <= -80)
3908 tmp=get_archetype(LOOSE_MANA); 3906 { /* blast the immediate area */
3907 object *tmp = get_archetype (LOOSE_MANA);
3909 cast_magic_storm(op,tmp, power); 3908 cast_magic_storm (op, tmp, power);
3910 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3909 op->failmsg ("You unleash uncontrolled mana!");
3911 free_object(tmp); 3910 tmp->destroy ();
3912 } 3911 }
3913 } 3912 }
3914} 3913}
3915 3914
3915void
3916void apply_changes_to_player(object *pl, object *change) { 3916apply_changes_to_player (object *pl, object *change)
3917{
3917 int excess_stat=0; /* if the stat goes over the maximum 3918 int excess_stat = 0; /* if the stat goes over the maximum
3918 for the race, put the excess stat some 3919 for the race, put the excess stat some
3919 where else. */ 3920 where else. */
3920 3921
3921 switch (change->type) { 3922 switch (change->type)
3922 case CLASS: { 3923 {
3924 case CLASS:
3925 {
3923 living *stats = &(pl->contr->orig_stats); 3926 living *stats = &(pl->contr->orig_stats);
3924 living *ns = &(change->stats); 3927 living *ns = &(change->stats);
3925 object *walk; 3928 object *walk;
3926 int flag_change_face=1; 3929 int flag_change_face = 1;
3927 3930
3928 /* the following code assigns stats up to the stat max 3931 /* the following code assigns stats up to the stat max
3929 * for the race, and if the stat max is exceeded, 3932 * for the race, and if the stat max is exceeded,
3930 * tries to randomly reassign the excess stat 3933 * tries to randomly reassign the excess stat
3931 */ 3934 */
3932 int i,j; 3935 int i, j;
3936
3933 for(i=0;i<NUM_STATS;i++) { 3937 for (i = 0; i < NUM_STATS; i++)
3934 sint8 stat=get_attr_value(stats,i); 3938 {
3935 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3939 int race_bonus = pl->arch->stats.stat (i);
3936 stat += get_attr_value(ns,i); 3940 sint8 stat = stats->stat (i) + ns->stat (i);
3937 if(stat > 20 + race_bonus) {
3938 excess_stat++;
3939 stat = 20+race_bonus;
3940 }
3941 set_attr_value(stats,i,stat);
3942 }
3943 3941
3944 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3942 if (stat > 20 + race_bonus)
3945 int i = rndm(0, 6); 3943 {
3946 int stat=get_attr_value(stats,i); 3944 excess_stat++;
3947 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3945 stat = 20 + race_bonus;
3948 if(i==CHA) continue; /* exclude cha from this */ 3946 }
3949 if( stat < 20 + race_bonus) { 3947
3948 stats->stat (i) = stat;
3949 }
3950
3951 for (j = 0; excess_stat > 0 && j < 100; j++)
3952 { /* try 100 times to assign excess stats */
3953 int i = rndm (0, 6);
3954
3955 if (i == CHA)
3956 continue; /* exclude cha from this */
3957
3958 int stat = stats->stat (i);
3959 int race_bonus = pl->arch->stats.stat (i);
3960 if (stat < 20 + race_bonus)
3961 {
3950 change_attr_value(stats,i,1); 3962 change_attr_value (stats, i, 1);
3951 excess_stat--; 3963 excess_stat--;
3952 } 3964 }
3953 } 3965 }
3954 3966
3955 /* insert the randomitems from the change's treasurelist into 3967 /* insert the randomitems from the change's treasurelist into
3956 * the player ref: player.c 3968 * the player ref: player.c
3957 */ 3969 */
3958 if(change->randomitems!=NULL) 3970 if (change->randomitems != NULL)
3959 give_initial_items(pl,change->randomitems); 3971 give_initial_items (pl, change->randomitems);
3960 3972
3961
3962 /* set up the face, for some races. */ 3973 /* set up the face, for some races. */
3963 3974
3964 /* first, look for the force object banning 3975 /* first, look for the force object banning
3965 * changing the face. Certain races never change face with class. 3976 * changing the face. Certain races never change face with class.
3966 */ 3977 */
3967 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3978 for (walk = pl->inv; walk != NULL; walk = walk->below)
3968 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3979 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3980 flag_change_face = 0;
3969 3981
3970 if(flag_change_face) { 3982 if (flag_change_face)
3983 {
3971 pl->animation_id = GET_ANIM_ID(change); 3984 pl->animation_id = GET_ANIM_ID (change);
3972 pl->face = change->face; 3985 pl->face = change->face;
3973 3986
3974 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3987 if (QUERY_FLAG (change, FLAG_ANIMATE))
3975 SET_FLAG(pl,FLAG_ANIMATE); 3988 SET_FLAG (pl, FLAG_ANIMATE);
3976 else 3989 else
3977 CLEAR_FLAG(pl,FLAG_ANIMATE); 3990 CLEAR_FLAG (pl, FLAG_ANIMATE);
3978 } 3991 }
3979 3992
3980 /* check the special case of can't use weapons */ 3993 /* check the special case of can't use weapons */
3981 /*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); */
3982 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3995 if (!strcmp (change->name, "monk"))
3996 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3983 3997
3984 break; 3998 break;
3985 } 3999 }
3986 } 4000 }
3987} 4001}
3988 4002
3989/** 4003/**
3990 * This handles items of type 'transformer'. 4004 * This handles items of type 'transformer'.
3994 * 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.
3995 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4009 * The format is as follow: transformer:[number ]yield[;transformer:...].
3996 * 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.
3997 * 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.
3998 */ 4012 */
4013void
3999void apply_item_transformer( object* pl, object* transformer ) 4014apply_item_transformer (object *pl, object *transformer)
4000 { 4015{
4001 object* marked; 4016 object *marked;
4002 object* new_item; 4017 object *new_item;
4003 char* find; 4018 char *find;
4004 char* separator; 4019 char *separator;
4005 int yield; 4020 int yield;
4006 char got[ MAX_BUF ]; 4021 char got[MAX_BUF];
4007 int len; 4022 int len;
4008 4023
4009 if ( !pl || !transformer ) 4024 if (!pl || !transformer)
4010 return; 4025 return;
4026
4011 marked = find_marked_object( pl ); 4027 marked = find_marked_object (pl);
4028
4012 if ( !marked ) 4029 if (!marked)
4013 { 4030 {
4014 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)));
4015 return; 4032 return;
4016 } 4033 }
4034
4017 if ( !marked->slaying ) 4035 if (!marked->slaying)
4018 { 4036 {
4019 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)));
4020 return; 4038 return;
4021 } 4039 }
4040
4022 /* check whether they are compatible or not */ 4041 /* check whether they are compatible or not */
4023 find = strstr( marked->slaying, transformer->arch->name ); 4042 find = strstr (marked->slaying, transformer->arch->archname);
4024 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4043 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4025 { 4044 {
4026 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)));
4027 return; 4046 return;
4028 } 4047 }
4048
4029 find += strlen( transformer->arch->name ) + 1; 4049 find += strlen (transformer->arch->archname) + 1;
4030 /* 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 */
4031 if ( isdigit( *( find ) ) ) 4051 if (isdigit (*(find)))
4032 { 4052 {
4033 yield = atoi( find ); 4053 yield = atoi (find);
4034 if ( yield < 1 ) 4054 if (yield < 1)
4035 { 4055 {
4036 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);
4037 yield = 1; 4057 yield = 1;
4038 } 4058 }
4039 } 4059 }
4040 else 4060 else
4041 yield = 1; 4061 yield = 1;
4042 4062
4043 while ( isdigit( *find ) ) 4063 while (isdigit (*find))
4044 find++; 4064 find++;
4065
4045 while ( *find == ' ' ) 4066 while (*find == ' ')
4046 find++; 4067 find++;
4068
4047 memset( got, 0, MAX_BUF ); 4069 memset (got, 0, MAX_BUF);
4070
4048 if ( (separator = strchr( find, ';' ))!=NULL) 4071 if ((separator = strchr (find, ';')) != NULL)
4049 {
4050 len = separator - find; 4072 len = separator - find;
4051 }
4052 else 4073 else
4053 {
4054 len = strlen(find); 4074 len = strlen (find);
4055 } 4075
4056 if ( len > MAX_BUF-1) 4076 if (len > MAX_BUF - 1)
4057 len = MAX_BUF-1; 4077 len = MAX_BUF - 1;
4078
4058 strcpy( got, find ); 4079 strcpy (got, find);
4059 got[len] = '\0'; 4080 got[len] = '\0';
4060 4081
4061 /* Now create new item, remove used ones when required. */ 4082 /* Now create new item, remove used ones when required. */
4062 new_item = get_archetype( got ); 4083 new_item = get_archetype (got);
4063 if ( !new_item ) 4084 if (!new_item)
4064 { 4085 {
4065 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)));
4066 return; 4087 return;
4067 } 4088 }
4089
4068 new_item->nrof = yield; 4090 new_item->nrof = yield;
4069 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
4070 insert_ob_in_ob( new_item, pl ); 4094 insert_ob_in_ob (new_item, pl);
4071 esrv_send_inventory( pl, pl ); 4095 esrv_send_inventory (pl, pl);
4072 /* Eat up one item */ 4096 /* Eat up one item */
4073 decrease_ob_nr( marked, 1 ); 4097 decrease_ob_nr (marked, 1);
4098
4074 /* Eat one transformer if needed */ 4099 /* Eat one transformer if needed */
4075 if ( transformer->stats.food ) 4100 if (transformer->stats.food)
4076 if ( --transformer->stats.food == 0 ) 4101 if (--transformer->stats.food == 0)
4077 decrease_ob_nr( transformer, 1 ); 4102 decrease_ob_nr (transformer, 1);
4078 } 4103}
4104

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