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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.2 by elmex, Mon Aug 14 21:45:06 2006 UTC vs.
Revision 1.142 by root, Sun Apr 13 20:21:50 2008 UTC

1/* 1/*
2 * static char *rcsid_apply_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: apply.C,v 1.2 2006/08/14 21:45:06 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 21 * The authors can be reached via e-mail to <support@deliantra.net>
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
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.\n\n", 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\n" << marked->msg << "\n\n";
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.\n\n", 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\n" << id->msg << "\n\n";
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 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("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; 194 object *force = 0, *floor = 0;
340 195
196 floor = GET_MAP_OB (op->map, op->x, op->y);
197
198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
199 {
200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
201
202 CLEAR_FLAG (tmp, FLAG_APPLIED);
203 return 0;
204 }
205
341 if(op->type==PLAYER) { 206 if (op->type == PLAYER)
342 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
343 identify(tmp); 208 identify (tmp);
344 }
345 209
346 handle_apply_yield(tmp); 210 handle_apply_yield (tmp);
347 211
348 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
349 if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) { 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 {
350 object *depl; 215 object *depl;
351 archetype *at; 216 archetype *at;
352 217
353 if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
354 drain_stat(op); 219 {
355 fix_player(op); 220 op->drain_stat ();
221 op->update_stats ();
356 decrease_ob(tmp); 222 decrease_ob (tmp);
357 return 1; 223 return 1;
358 } 224 }
359 if ((at = find_archetype(ARCH_DEPLETION))==NULL) { 225
226 if (!(at = archetype::find (ARCH_DEPLETION)))
227 {
360 LOG(llevError,"Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
361 return 0; 229 return 0;
362 } 230 }
363 depl = present_arch_in_ob(at, op); 231 depl = present_arch_in_ob (at, op);
364 if (depl!=NULL) { 232
233 if (depl)
234 {
365 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
366 if (get_attr_value(&depl->stats, i)) { 236 if (depl->stats.stat (i))
367 new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]); 237 op->statusmsg (restore_msg[i]);
368 }
369 remove_ob(depl);
370 free_object(depl);
371 fix_player(op);
372 }
373 else
374 new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect.");
375 238
239 depl->destroy ();
240 op->update_stats ();
241 }
242 else
243 op->statusmsg ("Your potion had no effect.");
244
376 decrease_ob(tmp); 245 decrease_ob (tmp);
377 return 1; 246 return 1;
378 } 247 }
379 248
380 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
381 if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) { 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
382 251 {
383 for(i=1;i<MIN(11,op->level);i++) { 252 for (i = 1; i < MIN (11, op->level); i++)
253 {
384 if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) { 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
385 if (op->contr->levhp[i]!=1) { 255 {
386 op->contr->levhp[i]=1; 256 if (op->contr->levhp[i] != 1)
387 break; 257 {
388 } 258 op->contr->levhp[i] = 1;
389 if (op->contr->levsp[i]!=1) { 259 break;
390 op->contr->levsp[i]=1; 260 }
391 break; 261
392 } 262 if (op->contr->levsp[i] != 1)
263 {
264 op->contr->levsp[i] = 1;
265 break;
266 }
267
393 if (op->contr->levgrace[i]!=1) { 268 if (op->contr->levgrace[i] != 1)
269 {
394 op->contr->levgrace[i]=1; 270 op->contr->levgrace[i] = 1;
395 break; 271 break;
396 } 272 }
397 } 273 }
398 else { 274 else
399 if(op->contr->levhp[i]<9) { 275 {
400 op->contr->levhp[i]=9; 276 if (op->contr->levhp[i] < 9)
401 break; 277 {
402 } 278 op->contr->levhp[i] = 9;
403 if(op->contr->levsp[i]<6) { 279 break;
404 op->contr->levsp[i]=6; 280 }
405 break; 281
406 } 282 if (op->contr->levsp[i] < 6)
407 if(op->contr->levgrace[i]<3) { 283 {
284 op->contr->levsp[i] = 6;
285 break;
286 }
287
288 if (op->contr->levgrace[i] < 3)
289 {
408 op->contr->levgrace[i]=3; 290 op->contr->levgrace[i] = 3;
409 break; 291 break;
410 } 292 }
411 } 293 }
412 } 294 }
295
413 /* Just makes checking easier */ 296 /* Just makes checking easier */
414 if (i<MIN(11, op->level)) got_one=1; 297 if (i < MIN (11, op->level))
298 got_one = 1;
299
415 if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) { 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
301 {
416 if (got_one) { 302 if (got_one)
417 fix_player(op); 303 {
418 new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you"); 304 op->update_stats ();
419 new_draw_info(NDI_UNIQUE,0,op,"a little more in their image."); 305 op->statusmsg ("The Gods smile upon you and remake you "
420 new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect."); 306 "a little more in their image. "
307 "You feel a little more perfect.", NDI_GREEN);
308 }
309 else
310 op->statusmsg ("The potion had no effect - you are already perfect.");
311 }
312 else
313 { /* cursed potion */
314 if (got_one)
315 {
316 op->update_stats ();
317 op->failmsg ("The Gods are angry and punish you.");
318 }
319 else
320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
321 }
322
323 decrease_ob (tmp);
324 return 1;
421 } 325 }
422 else
423 new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424 }
425 else { /* cursed potion */
426 if (got_one) {
427 fix_player(op);
428 new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429 }
430 else
431 new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432 }
433 decrease_ob(tmp);
434 return 1;
435 }
436 326
437 327
438 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 328 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439 * and heroism all fit into this category. Given the spell object code, 329 * and heroism all fit into this category. Given the spell object code,
440 * there is no limit to the number of spells that potions can be cast, 330 * there is no limit to the number of spells that potions can be cast,
441 * but direction is problematic to try and imbue fireball potions for example. 331 * but direction is problematic to try and imbue fireball potions for example.
442 */ 332 */
443 if (tmp->inv) { 333 if (tmp->inv)
334 {
444 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
336 {
445 object *fball; 337 object *fball;
446 338
447 new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
448 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
449 fball = get_archetype(EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
450 fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
451 fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
452 fball->x = op->x; 345 fball->x = op->x;
453 fball->y = op->y; 346 fball->y = op->y;
454 insert_ob_in_map(fball, op->map, NULL, 0); 347 insert_ob_in_map (fball, op->map, NULL, 0);
455 } else 348 }
349 else
456 cast_spell(op,tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
457 351
458 decrease_ob(tmp); 352 decrease_ob (tmp);
353
459 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
460 if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op); 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
461 return 1; 356 op->update_stats ();
462 }
463 357
358 return 1;
359 }
360
464 /* Deal with protection potions */ 361 /* Deal with protection potions */
465 force=NULL; 362 force = NULL;
466 for (i=0; i<NROFATTACKS; i++) { 363 for (i = 0; i < NROFATTACKS; i++)
364 {
467 if (tmp->resist[i]) { 365 if (tmp->resist[i])
468 if (!force) force=get_archetype(FORCE_NAME); 366 {
367 if (!force)
368 force = get_archetype (FORCE_NAME);
369
469 memcpy(force->resist, tmp->resist, sizeof(tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
470 force->type=POTION_EFFECT; 371 force->type = POTION_EFFECT;
471 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 */
472 } 373 }
473 } 374 }
375
474 /* This is a protection potion */ 376 /* This is a protection potion */
475 if (force) { 377 if (force)
378 {
476 /* cursed items last longer */ 379 /* cursed items last longer */
477 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
381 {
478 force->stats.food*=10; 382 force->stats.food *= 10;
479 for (i=0; i<NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
480 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
481 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
482 } 386 }
387
483 force->speed_left= -1; 388 force->speed_left = -1;
484 force = insert_ob_in_ob(force,op); 389 force = insert_ob_in_ob (force, op);
485 CLEAR_FLAG(tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
486 SET_FLAG(force,FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
487 change_abil(op,force); 392 change_abil (op, force);
488 decrease_ob(tmp); 393 decrease_ob (tmp);
489 return 1; 394 return 1;
490 } 395 }
491 396
492 /* Only thing left are the stat potions */ 397 /* Only thing left are the stat potions */
493 if(op->type==PLAYER) { /* only for players */ 398 if (op->type == PLAYER)
399 { /* only for players */
494 if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
495 CLEAR_FLAG(tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
496 else 402 else
497 SET_FLAG(tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
498 if(!change_abil(op,tmp)) 405 if (!change_abil (op, tmp))
499 new_draw_info(NDI_UNIQUE,0,op,"Nothing happened."); 406 op->statusmsg ("Nothing happened.");
500 } 407 }
501 408
502 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
503 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
504 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
505 * up all the stats. 412 * up all the stats.
506 */ 413 */
507 CLEAR_FLAG(tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
508 fix_player(op); 415 op->update_stats ();
509 decrease_ob(tmp); 416 decrease_ob (tmp);
510 return 1; 417 return 1;
511} 418}
512 419
513/**************************************************************************** 420/****************************************************************************
514 * Weapon improvement code follows 421 * Weapon improvement code follows
515 ****************************************************************************/ 422 ****************************************************************************/
516 423
517/** 424/**
518 * This returns the sum of nrof of item (arch name). 425 * This returns the sum of nrof of item (arch name).
519 */ 426 */
427static int
520static int check_item(object *op, const char *item) 428check_item (object *op, const char *item)
521{ 429{
522 int count=0; 430 int count = 0;
523 431
432 if (!item)
433 return 0;
524 434
525 if (item==NULL) return 0; 435 for (op = op->below; op; op = op->below)
526 op=op->below; 436 {
527 while(op!=NULL) {
528 if (strcmp(op->arch->name,item)==0){ 437 if (strcmp (op->arch->archname, item) == 0)
438 {
529 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
531 { 441 {
532 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
533 count++; 443 count++;
534 else 444 else
535 count += op->nrof; 445 count += op->nrof;
446 }
447 }
536 } 448 }
537 } 449
538 op=op->below;
539 }
540 return count; 450 return count;
541} 451}
542 452
543/** 453/**
544 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
545 * op is typically the player, which is only 455 * op is typically the player, which is only
546 * really used to determine what space to look at. 456 * really used to determine what space to look at.
547 * Modified to only eat 'nrof' of objects. 457 * Modified to only eat 'nrof' of objects.
548 */ 458 */
459static void
549static void eat_item(object *op,const char *item, uint32 nrof) 460eat_item (object *op, const char *item, uint32 nrof)
550{ 461{
551 object *prev; 462 object *prev;
552 463
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
553 prev = op; 485 prev = op;
554 op=op->below; 486 op = op->below;
555
556 while(op!=NULL) {
557 if (strcmp(op->arch->name,item)==0) {
558 if (op->nrof >= nrof) {
559 decrease_ob_nr(op,nrof);
560 return;
561 } else {
562 decrease_ob_nr(op,op->nrof);
563 nrof -= op->nrof;
564 }
565 op=prev;
566 }
567 prev = op;
568 op=op->below;
569 } 487 }
570} 488}
571 489
572/** 490/**
573 * 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
574 * with improvs improvements (typically last_eat). We take an int here 492 * with improvs improvements (typically last_eat). We take an int here
575 * 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
576 * increased value to see if the object is usuable. 494 * increased value to see if the object is usuable.
577 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
578 */ 496 */
497static int
579static int check_weapon_power(const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
580{ 499{
581/* 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
582 * 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
583 * 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.
584 */ 503 */
585#if 1 504#if 1
586 if (((who->level/5)+5) >= improvs) return 1; 505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
587 else return 0; 508 return 0;
588 509
589#else 510#else
590 int level=0; 511 int level = 0;
591 512
592 /* The skill system hands out wc and dam bonuses to fighters 513 /* The skill system hands out wc and dam bonuses to fighters
593 * more generously than the old system (see fix_player). Thus 514 * more generously than the old system (see fix_player). Thus
594 * we need to curtail the power of player enchanted weapons. 515 * we need to curtail the power of player enchanted weapons.
595 * 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.
596 * 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
597 * using normal level - it is just a matter of play balance. 518 * using normal level - it is just a matter of play balance.
598 */ 519 */
599 if(who->type==PLAYER) { 520 if (who->type == PLAYER)
521 {
600 object *wc_obj=NULL; 522 object *wc_obj = NULL;
601 523
602 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)
603 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)
604 level = wc_obj->level; 526 level = wc_obj->level;
605 527
606 if (!level ) { 528 if (!level)
529 {
607 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
608 level = who->level; 535 level = who->level;
609 }
610 }
611 else
612 level=who->level;
613 536
614 return (improvs <= ((level/5)+5)); 537 return (improvs <= ((level / 5) + 5));
615#endif 538#endif
616} 539}
617 540
618/** 541/**
619 * 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.
620 * 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.
621 */ 544 */
545static int
622static int check_sacrifice(object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
623{ 547{
624 int count=0; 548 int count = 0;
625 549
626 if (improver->slaying!=NULL) { 550 if (improver->slaying)
551 {
627 count = check_item(op,improver->slaying); 552 count = check_item (op, improver->slaying);
628 if (count<1) { 553 if (count < 1)
629 char buf[200]; 554 {
630 sprintf(buf,"The gods want more %ss",improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
631 new_draw_info(NDI_UNIQUE,0,op,buf);
632 return 0; 556 return 0;
633 } 557 }
634 } 558 }
635 else 559 else
636 count=1; 560 count = 1;
637 561
638 return count; 562 return count;
639} 563}
640 564
641/** 565/**
642 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
643 */ 567 */
644int improve_weapon_stat(object *op,object *improver,object *weapon, 568static int
645 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)
646{ 570{
647
648 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
649 *stat += sacrifice_count; 571 stat += sacrifice_count;
650 weapon->last_eat++; 572 weapon->last_eat++;
651 new_draw_info_format(NDI_UNIQUE,0,op,
652 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653 decrease_ob(improver); 573 decrease_ob (improver);
654 574
655 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
656 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
657 return 1; 584 return 1;
658} 585}
659 586
660/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
661#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
662#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
663#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
664#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
665#define IMPROVE_STR 5 592#define IMPROVE_STR 5
666#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
667#define IMPROVE_CON 7 594#define IMPROVE_CON 7
668#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
669#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
670#define IMPROVE_INT 10 597#define IMPROVE_INT 10
671#define IMPROVE_POW 11 598#define IMPROVE_POW 11
672
673 599
674/** 600/**
675 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
676 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
677 */ 603 */
678 604int
679int prepare_weapon(object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
680{ 606{
681 int sacrifice_count,i; 607 int sacrifice_count, i;
682 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
683 609
684 if (weapon->level!=0) { 610 if (weapon->level != 0)
685 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 611 {
612 op->failmsg ("Weapon is already prepared!");
686 return 0; 613 return 0;
687 } 614 }
615
688 for (i=0; i<NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
689 if (weapon->resist[i]) break; 617 if (weapon->resist[i])
618 break;
690 619
691 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
692 * improvement of items that already have protections. 621 * improvement of items that already have protections.
693 */ 622 */
694 if (i<NROFATTACKS || 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
695 weapon->stats.hp || /* regeneration */
696 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
698 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
699 { 627 {
700 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
701 return 0; 631 return 0;
702 } 632 }
633
703 sacrifice_count=check_sacrifice(op,improver); 634 sacrifice_count = check_sacrifice (op, improver);
704 if (sacrifice_count<=0) 635 if (sacrifice_count <= 0)
705 return 0; 636 return 0;
637
706 weapon->level=isqrt(sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
707 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
708 eat_item(op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
709 640
710 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 641 op->statusmsg (format (
642 "Your sacrifice was accepted."
643 "Your *%s may be improved %d times.",
711 weapon->name,weapon->level); 644 &weapon->name, weapon->level
645 ));
712 646
713 sprintf(buf,"%s's %s",op->name,weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
714 FREE_AND_COPY(weapon->name, buf); 648 weapon->name = weapon->name_pl = buf;
715 FREE_AND_COPY(weapon->name_pl, buf);
716 weapon->nrof=0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
717 slot at once! */ 650 slot at once! */
718 decrease_ob(improver); 651 decrease_ob (improver);
719 weapon->last_eat=0; 652 weapon->last_eat = 0;
720 return 1; 653 return 1;
721} 654}
722 655
723 656
724/** 657/**
725 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 658 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
730 * 663 *
731 * We are hiding extra information about the weapon in the level and 664 * We are hiding extra information about the weapon in the level and
732 * last_eat numbers for an object. Hopefully this won't break anything ?? 665 * last_eat numbers for an object. Hopefully this won't break anything ??
733 * level == max improve last_eat == current improve 666 * level == max improve last_eat == current improve
734 */ 667 */
668int
735int improve_weapon(object *op,object *improver,object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
736{ 670{
737 int sacrifice_count, sacrifice_needed=0; 671 int sacrifice_count, sacrifice_needed = 0;
738 672
739 if(improver->stats.sp==IMPROVE_PREPARE) { 673 if (improver->stats.sp == IMPROVE_PREPARE)
740 return prepare_weapon(op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
741 } 675
742 if (weapon->level==0) { 676 if (weapon->level == 0)
743 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 677 {
678 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
744 return 0; 679 return 0;
745 } 680 }
681
746 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
747 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 683 {
684 op->failmsg ("This weapon cannot be improved any more.");
748 return 0; 685 return 0;
749 } 686 }
750 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 687
751 !check_weapon_power(op, weapon->last_eat+1)) { 688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
752 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 689 {
753 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 690 op->failmsg ("Improving the weapon will make it too "
754 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 691 "powerful for you to use. Unready it if you "
755 return 0; 692 "really want to improve it.");
693 return 0;
756 } 694 }
695
757 /* This just increases damage by 5 points, no matter what. No sacrifice 696 /* This just increases damage by 5 points, no matter what. No sacrifice
758 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 697 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759 * don't put any maximum value on damage - the limit is how much the 698 * don't put any maximum value on damage - the limit is how much the
760 * weapon can be improved. 699 * weapon can be improved.
761 */ 700 */
762 if (improver->stats.sp==IMPROVE_DAMAGE) { 701 if (improver->stats.sp == IMPROVE_DAMAGE)
702 {
763 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
764 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
765 new_draw_info_format(NDI_UNIQUE, 0, op,
766 "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
767 weapon->last_eat++; 706 weapon->last_eat++;
768 707
769 weapon->item_power++; 708 weapon->item_power++;
770 decrease_ob(improver); 709 decrease_ob (improver);
771 return 1; 710 return 1;
772 } 711 }
712
773 if (improver->stats.sp == IMPROVE_WEIGHT) { 713 if (improver->stats.sp == IMPROVE_WEIGHT)
714 {
774 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
775 weapon->weight = (weapon->weight * 8)/10; 716 weapon->weight = (weapon->weight * 8) / 10;
776 if (weapon->weight < 1) weapon->weight = 1; 717 if (weapon->weight < 1)
777 new_draw_info_format(NDI_UNIQUE, 0, op, 718 weapon->weight = 1;
778 "Weapon weight reduced to %6.1f kg", 719
779 (float)weapon->weight/1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
780 weapon->last_eat++; 721 weapon->last_eat++;
781 weapon->item_power++; 722 weapon->item_power++;
782 decrease_ob(improver); 723 decrease_ob (improver);
783 return 1; 724 return 1;
784 } 725 }
785 if (improver->stats.sp == IMPROVE_ENCHANT) { 726 if (improver->stats.sp == IMPROVE_ENCHANT)
727 {
786 weapon->magic++; 728 weapon->magic++;
787 weapon->last_eat++; 729 weapon->last_eat++;
788 new_draw_info_format(NDI_UNIQUE, 0, op 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
789 ,"Weapon magic increased to %d",weapon->magic);
790 decrease_ob(improver); 731 decrease_ob (improver);
791 weapon->item_power++; 732 weapon->item_power++;
792 return 1; 733 return 1;
793 } 734 }
794 735
795 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
796 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 737 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
797 weapon->stats.Wis;
798 738
799 if (sacrifice_needed<1) 739 if (sacrifice_needed < 1)
800 sacrifice_needed =1; 740 sacrifice_needed = 1;
801 sacrifice_needed *=2; 741 sacrifice_needed *= 2;
802 742
803 sacrifice_count = check_sacrifice(op,improver); 743 sacrifice_count = check_sacrifice (op, improver);
804 if (sacrifice_count < sacrifice_needed) { 744 if (sacrifice_count < sacrifice_needed)
805 new_draw_info_format(NDI_UNIQUE, 0, op, 745 {
806 "You need at least %d %s", sacrifice_needed, improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
807 return 0; 747 return 0;
808 } 748 }
749
809 eat_item(op,improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
810 weapon->item_power++; 751 weapon->item_power++;
811 752
812 switch (improver->stats.sp) { 753 switch (improver->stats.sp)
813 case IMPROVE_STR: 754 {
814 return improve_weapon_stat(op,improver,weapon, 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
815 (signed char *) &(weapon->stats.Str), 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
816 1, "strength"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
817 case IMPROVE_DEX: 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
818 return improve_weapon_stat(op,improver,weapon, 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
819 (signed char *) &(weapon->stats.Dex), 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
820 1, "dexterity"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
821 case IMPROVE_CON:
822 return improve_weapon_stat(op,improver,weapon,
823 (signed char *) &(weapon->stats.Con),
824 1, "constitution");
825 case IMPROVE_WIS:
826 return improve_weapon_stat(op,improver,weapon,
827 (signed char *) &(weapon->stats.Wis),
828 1, "wisdom");
829 case IMPROVE_CHA:
830 return improve_weapon_stat(op,improver,weapon,
831 (signed char *) &(weapon->stats.Cha),
832 1, "charisma");
833 case IMPROVE_INT:
834 return improve_weapon_stat(op,improver,weapon,
835 (signed char *) &(weapon->stats.Int),
836 1, "intelligence");
837 case IMPROVE_POW:
838 return improve_weapon_stat(op,improver,weapon,
839 (signed char *) &(weapon->stats.Pow),
840 1, "power");
841 default: 762 default:
842 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
843 } 764 }
765
844 LOG(llevError,"improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
845 return 0; 767 return 0;
846} 768}
847 769
848/** 770/**
849 * Handles the applying of improve/prepare/enchant weapon scroll. 771 * Handles the applying of improve/prepare/enchant weapon scroll.
850 * Checks a few things (not on a non-magic square, marked weapon, ...), 772 * Checks a few things (not on a non-magic square, marked weapon, ...),
851 * then calls improve_weapon to do the dirty work. 773 * then calls improve_weapon to do the dirty work.
852 */ 774 */
775int
853int check_improve_weapon (object *op, object *tmp) 776check_improve_weapon (object *op, object *tmp)
854{ 777{
855 object *otmp; 778 object *otmp;
856 779
857 if(op->type!=PLAYER) 780 if (op->type != PLAYER)
781 return 0;
782
783 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
784 {
785 op->failmsg ("Something blocks the magic of the scroll!");
858 return 0; 786 return 0;
859 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861 return 0;
862 } 787 }
788
863 otmp=find_marked_object(op); 789 otmp = find_marked_object (op);
864 if(!otmp) { 790 if (!otmp)
865 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 791 {
792 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
866 return 0; 793 return 0;
867 } 794 }
795
868 if (otmp->type != WEAPON && otmp->type != BOW) { 796 if (otmp->type != WEAPON && otmp->type != BOW)
869 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 797 {
798 op->failmsg ("Marked item is not a weapon or bow!");
870 return 0; 799 return 0;
871 } 800 }
872 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
873 improve_weapon(op,tmp,otmp); 804 improve_weapon (op, tmp, otmp);
874 esrv_send_item(op, otmp); 805 esrv_send_item (op, otmp);
875 return 1; 806 return 1;
876} 807}
877 808
878/** 809/**
879 * This code deals with the armour improvment scrolls. 810 * This code deals with the armour improvment scrolls.
880 * Change limits on improvement - let players go up to 811 * Change limits on improvement - let players go up to
895 * the armour value of the piece of equipment exceed either 826 * the armour value of the piece of equipment exceed either
896 * the users level or 90) 827 * the users level or 90)
897 * Modified by MSW for partial resistance. Only support 828 * Modified by MSW for partial resistance. Only support
898 * changing of physical area right now. 829 * changing of physical area right now.
899 */ 830 */
831int
900int improve_armour(object *op, object *improver, object *armour) 832improve_armour (object *op, object *improver, object *armour)
901{ 833{
902 object *tmp; 834 object *tmp;
903 835
904 if (armour->magic >= settings.armor_max_enchant) { 836 if (armour->magic >= settings.armor_max_enchant)
905 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
906 return 0;
907 } 837 {
838 op->failmsg ("This armour can not be enchanted any further!");
839 return 0;
840 }
841
908 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 842 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909 * etc), so take the easy way out and don't worry about it. 843 * etc), so take the easy way out and don't worry about it.
910 * Note - maybe add scrolls which make the random artifact versions (eg, armour 844 * Note - maybe add scrolls which make the random artifact versions (eg, armour
911 * of gnarg and what not?) 845 * of gnarg and what not?)
912 */ 846 */
913 if (armour->title) { 847 if (armour->title)
914 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915 return 0;
916 } 848 {
917 849 op->failmsg ("This armour will not accept further enchantment.");
850 return 0;
851 }
852
918 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
919 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
920 */ 855 */
921 if(armour->nrof > 1) 856 if (armour->nrof > 1)
922 tmp = get_split_ob(armour,armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
923 else 858 else
924 tmp = NULL; 859 tmp = NULL;
925 860
926 armour->magic++; 861 armour->magic++;
927 862
928 if ( !settings.armor_speed_linear ) 863 if (!settings.armor_speed_linear)
929 { 864 {
930 int base = 100; 865 int base = 100;
931 int pow = 0; 866 int pow = 0;
867
932 while ( pow < armour->magic ) 868 while (pow < armour->magic)
933 { 869 {
934 base = base - ( base * settings.armor_speed_improvement ) / 100; 870 base = base - (base * settings.armor_speed_improvement) / 100;
935 pow++; 871 pow++;
936 } 872 }
937 873
938 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
939 } 875 }
940 else 876 else
941 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 877 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
942 878
943 if ( !settings.armor_weight_linear ) 879 if (!settings.armor_weight_linear)
944 { 880 {
945 int base = 100; 881 int base = 100;
946 int pow = 0; 882 int pow = 0;
883
947 while ( pow < armour->magic ) 884 while (pow < armour->magic)
948 { 885 {
949 base = base - ( base * settings.armor_weight_reduction ) / 100; 886 base = base - (base * settings.armor_weight_reduction) / 100;
950 pow++; 887 pow++;
951 } 888 }
952 889
953 armour->weight = ( armour->arch->clone.weight * base ) / 100; 890 armour->weight = (armour->arch->weight * base) / 100;
954 } 891 }
955 else 892 else
956 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 893 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
957 894
958 if ( armour->weight <= 0 ) 895 if (armour->weight <= 0)
959 { 896 {
960 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
961 armour->weight = 1; 898 armour->weight = 1;
962 } 899 }
963 900
964 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 901 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
965 902
966 if (op->type == PLAYER) { 903 if (op->type == PLAYER)
904 {
967 esrv_send_item(op, armour); 905 esrv_send_item (op, armour);
968 if(QUERY_FLAG(armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
969 fix_player(op); 907 op->update_stats ();
970 } 908 }
909
971 decrease_ob(improver); 910 decrease_ob (improver);
911
972 if (tmp) { 912 if (tmp)
913 {
973 insert_ob_in_ob(tmp, op); 914 insert_ob_in_ob (tmp, op);
974 esrv_send_item(op, tmp); 915 esrv_send_item (op, tmp);
975 } 916 }
917
976 return 1; 918 return 1;
977} 919}
978
979 920
980/* 921/*
981 * convert_item() returns 1 if anything was converted, 0 if the item was not 922 * convert_item() returns 1 if anything was converted, 0 if the item was not
982 * what the converter wants, -1 if the converter is broken. 923 * what the converter wants, -1 if the converter is broken.
983 */ 924 *
984#define CONV_FROM(xyz) xyz->slaying
985#define CONV_TO(xyz) xyz->other_arch
986#define CONV_NR(xyz) xyz->stats.sp
987#define CONV_NEED(xyz) xyz->stats.food
988
989/* Takes one items and makes another. 925 * Takes one type of items and makes another.
990 * converter is the object that is doing the conversion. 926 * converter is the object that is doing the conversion.
991 * item is the object that triggered the converter - if it is not 927 * item is the object that triggered the converter - if it is not
992 * what the converter wants, this will not do anything. 928 * what the converter wants, this will not do anything.
993 */ 929 */
930static int
994int convert_item(object *item, object *converter) { 931convert_item (object *item, object *converter)
995 int nr=0; 932{
996 object *tmp; 933 sint64 nr, price_in;
997 int is_in_shop;
998 uint32 price_in;
999 934
1000 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 935 if (item->flag [FLAG_UNPAID])
1001 tmp != NULL;
1002 tmp = tmp->above) {
1003 if(tmp->type == SHOP_FLOOR)
1004 break;
1005 }
1006 is_in_shop = (tmp != NULL);
1007
1008 /* We make some assumptions - we assume if it takes money as it type,
1009 * it wants some amount. We don't make change (ie, if something costs
1010 * 3 gp and player drops a platinum, tough luck)
1011 */
1012 if (!strcmp(CONV_FROM(converter),"money")) {
1013 int cost;
1014
1015 if(item->type!=MONEY)
1016 return 0; 936 return 0;
1017
1018 nr=(item->nrof*item->value)/CONV_NEED(converter);
1019 if (!nr) return 0;
1020 cost=nr*CONV_NEED(converter)/item->value;
1021 /* take into account rounding errors */
1022 if (nr*CONV_NEED(converter)%item->value) cost++;
1023 decrease_ob_nr(item, cost);
1024
1025 price_in = cost*item->value;
1026 }
1027 else {
1028 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1029 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1030 return 0;
1031
1032 if(CONV_NEED(converter)) {
1033 nr=item->nrof/CONV_NEED(converter);
1034 decrease_ob_nr(item,nr*CONV_NEED(converter));
1035 price_in = nr*CONV_NEED(converter)*item->value;
1036 } else {
1037 price_in = item->value;
1038 remove_ob(item);
1039 free_object(item);
1040 }
1041 }
1042
1043 if (converter->inv != NULL) {
1044 object *ob;
1045 int i;
1046 object *ob_to_copy;
1047
1048 /* select random object from inventory to copy */
1049 ob_to_copy = converter->inv;
1050 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1051 if (rndm(0, i) == 0) {
1052 ob_to_copy = ob;
1053 }
1054 }
1055 item = object_create_clone(ob_to_copy);
1056 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058 } else {
1059 if (converter->other_arch == NULL) {
1060 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);
1061 return -1;
1062 }
1063
1064 item = object_create_arch(converter->other_arch);
1065 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1066 }
1067
1068 if(CONV_NR(converter))
1069 item->nrof=CONV_NR(converter);
1070 if(nr)
1071 item->nrof*=nr;
1072 if(is_in_shop)
1073 SET_FLAG(item,FLAG_UNPAID);
1074 else if(price_in < item->nrof*item->value) {
1075 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076 converter->name, converter->map->path, converter->x, converter->y, price_in,
1077 item->nrof*item->value, item->name);
1078 /**
1079 * elmex: we are going to let the game continue, as the mapcreator
1080 * propably had something in mind when doing this
1081 */
1082 }
1083 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1084 return 1;
1085}
1086 937
938 shstr conv_from = converter->slaying;
939 archetype *conv_to = converter->other_arch;
940 sint64 need = converter->stats.food;
941 sint64 give = converter->stats.sp;
942
943 /* We make some assumptions - we assume if it takes money as it type,
944 * it wants some amount. We don't make change (ie, if something costs
945 * 3 gp and player drops a platinum, tough luck)
946 */
947 if (conv_from == shstr_money)
948 {
949 if (item->type != MONEY)
950 return 0;
951
952 nr = sint64 (item->nrof) * item->value / need;
953 if (!nr)
954 return 0;
955
956 converter->play_sound (sound_find ("shop_buy"));
957
958 sint64 cost = (nr * need + item->value - 1) / item->value;
959
960 decrease_ob_nr (item, cost);
961
962 price_in = cost * item->value;
963 }
964 else
965 {
966 if (item->type == PLAYER
967 || conv_from != item->arch->archname
968 || (need && need > (uint16) item->nrof))
969 return 0;
970
971 converter->play_sound (sound_find ("convert_item"));
972
973 if (need)
974 {
975 nr = sint64 (item->nrof) / need;
976 decrease_ob_nr (item, nr * need);
977 price_in = nr * need * item->value;
978 }
979 else
980 {
981 price_in = item->value;
982 item->destroy ();
983 }
984 }
985
986 if (converter->inv)
987 {
988 object *ob;
989 int i;
990 object *ob_to_copy;
991
992 /* select random object from inventory to copy */
993 ob_to_copy = converter->inv;
994 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
995 if (rndm (0, i) == 0)
996 ob_to_copy = ob;
997
998 item = object_create_clone (ob_to_copy);
999 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
1000 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1001 }
1002 else
1003 {
1004 if (!conv_to)
1005 {
1006 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1007 &converter->name, &converter->map->path, converter->x, converter->y);
1008 return -1;
1009 }
1010
1011 item = object_create_arch (conv_to);
1012 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1013 }
1014
1015 if (give)
1016 item->nrof = give;
1017
1018 if (nr)
1019 item->nrof *= nr;
1020
1021 if (is_in_shop (converter))
1022 SET_FLAG (item, FLAG_UNPAID);
1023 else if (price_in < sint64 (item->nrof) * item->value)
1024 {
1025 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1026 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1027 /**
1028 * elmex: we are going to let the game continue, as the mapcreator
1029 * hopefully had something in mind when doing this.
1030 */
1031 }
1032
1033 SET_FLAG (item, FLAG_IDENTIFIED);
1034 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1035 return 1;
1036}
1037
1087/** 1038/**
1088 * Handle apply on containers. 1039 * Handle apply on containers.
1089 * By Eneq(@csd.uu.se). 1040 * By Eneq(@csd.uu.se).
1090 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1041 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1091 * added the alchemical cauldron to the code -b.t. 1042 * added the alchemical cauldron to the code -b.t.
1092 */ 1043 */
1093 1044int
1094int apply_container (object *op, object *sack) 1045apply_container (object *op, object *sack)
1095{ 1046{
1096 char buf[MAX_BUF]; 1047 if (op->type != PLAYER || !op->contr->ns)
1097 object *tmp; 1048 return 0; /* This might change */
1098 1049
1099 if(op->type!=PLAYER)
1100 return 0; /* This might change */
1101
1102 if (sack==NULL || sack->type != CONTAINER) { 1050 if (!sack || sack->type != CONTAINER)
1051 {
1103 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1052 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1104 return 0; 1053 return 0;
1105 } 1054 }
1106 op->contr->last_used = NULL; 1055
1107 op->contr->last_used_id = 0; 1056 op->contr->last_used = 0;
1108 1057
1109 if (sack->env!=op) { 1058 if (sack->env && sack->env != op)
1110 if (sack->other_arch == NULL || sack->env != NULL) {
1111 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1112 return 1;
1113 }
1114 /* It's on the ground, the problems begin */
1115 if (op->container != sack) {
1116 /* it's closed OR some player has opened it */
1117 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1118 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1119 tmp && tmp->container != sack; tmp=tmp->above);
1120 if (tmp) {
1121 /* some other player have opened it */
1122 new_draw_info_format(NDI_UNIQUE, 0, op,
1123 "%s is already occupied.", query_name(sack));
1124 return 1;
1125 }
1126 }
1127 }
1128 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1129 if (op->container == NULL) {
1130 tmp = arch_to_object (sack->other_arch);
1131 /* not good, but insert_ob_in_ob() is too smart */
1132 CLEAR_FLAG (tmp, FLAG_REMOVED);
1133 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1134 tmp->map = NULL;
1135 tmp->env = sack;
1136 if (sack->inv)
1137 sack->inv->above = tmp;
1138 tmp->below = sack->inv;
1139 tmp->above = NULL;
1140 sack->inv = tmp;
1141 sack->move_off = MOVE_ALL; /* trying force closing it */
1142 } else {
1143 sack->move_off = 0;
1144 tmp = sack->inv;
1145 if (tmp && tmp->type == CLOSE_CON) {
1146 remove_ob(tmp);
1147 free_object (tmp);
1148 }
1149 }
1150 }
1151 } 1059 {
1152 1060 op->failmsg ("You must put it onto the floor or into your inventory first.");
1153 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1154 if (op->container) {
1155 if (op->container != sack) {
1156 tmp = op->container;
1157 apply_container (op, tmp);
1158 sprintf (buf, "You close %s and open ", query_name(tmp));
1159 op->container = sack;
1160 strcat (buf, query_name(sack));
1161 strcat (buf, ".");
1162 } else {
1163 CLEAR_FLAG (sack, FLAG_APPLIED);
1164 op->container = NULL;
1165 sprintf (buf, "You close %s.", query_name(sack));
1166 }
1167 } else {
1168 CLEAR_FLAG (sack, FLAG_APPLIED);
1169 sprintf (buf, "You open %s.", query_name(sack));
1170 SET_FLAG (sack, FLAG_APPLIED);
1171 op->container = sack;
1172 }
1173 } else { /* not applied */
1174 if (sack->slaying) { /* it's locked */
1175 tmp = find_key(op, op, sack);
1176 if (tmp) {
1177 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1178 SET_FLAG (sack, FLAG_APPLIED);
1179 if (sack->env == NULL) { /* if it's on ground,open it also */
1180 new_draw_info (NDI_UNIQUE,0,op, buf);
1181 apply_container (op, sack);
1182 return 1; 1061 return 1;
1183 } 1062 }
1184 } else { 1063
1185 sprintf (buf, "You don't have the key to unlock %s.", 1064 // already applied == open on ground, or open in inv, or active in inv
1186 query_name(sack)); 1065 if (sack->flag [FLAG_APPLIED])
1187 }
1188 } else {
1189 sprintf (buf, "You readied %s.", query_name(sack));
1190 SET_FLAG (sack, FLAG_APPLIED);
1191 if (sack->env == NULL) { /* if it's on ground,open it also */
1192 new_draw_info (NDI_UNIQUE, 0, op, buf);
1193 apply_container (op, sack);
1194 return 1;
1195 }
1196 }
1197 } 1066 {
1198 new_draw_info (NDI_UNIQUE, 0, op, buf); 1067 if (op->container == sack)
1199 if (op->contr) op->contr->socket.update_look=1; 1068 {
1200 return 1; 1069 // open on ground or inv, so close
1201} 1070 op->close_container ();
1202
1203/**
1204 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1205 * the player has in their inventory, eg, sacks, luggages, etc.
1206 *
1207 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1208 * This version is for client/server mode.
1209 * op is the player, sack is the container the player is opening or closing.
1210 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1211 *
1212 * Reminder - there are three states for any container - closed (non applied),
1213 * applied (not open, but objects that match get tossed into it), and open
1214 * (applied flag set, and op->container points to the open container)
1215 */
1216
1217int esrv_apply_container (object *op, object *sack)
1218{
1219 object *tmp=op->container;
1220 if(op->type!=PLAYER)
1221 return 0; /* This might change */
1222
1223 if (sack==NULL || sack->type != CONTAINER) {
1224 LOG (llevError,
1225 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1226 return 0;
1227 }
1228
1229 /* If we have a currently open container, then it needs to be closed in all cases
1230 * if we are opening this one up. We then fall through if appropriate for
1231 * openening the new container.
1232 */
1233
1234 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1235 if (op->container->env != op) { /* if container is on the ground */
1236 op->container->move_off = 0;
1237 }
1238 /* Lauwenmark: Handle for plugin close event */
1239 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1240 return 1; 1071 return 1;
1241
1242 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1243 query_name(op->container));
1244 CLEAR_FLAG(op->container, FLAG_APPLIED);
1245 op->container=NULL;
1246 esrv_update_item (UPD_FLAGS, op, tmp);
1247 if (tmp == sack) return 1;
1248 }
1249
1250
1251 /* If the player is trying to open it (which he must be doing if we got here),
1252 * and it is locked, check to see if player has the equipment to open it.
1253 */
1254
1255 if (sack->slaying) { /* it's locked */
1256 tmp=find_key(op, op, sack);
1257 if (tmp) {
1258 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1259 } else {
1260 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1261 query_name(sack));
1262 return 0;
1263 } 1072 }
1073 else if (!sack->env)
1074 {
1075 // active, but not ours: some other player has opened it
1076 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1077 return 1;
1078 }
1079
1080 // fall through to opening it (active in inv)
1081 }
1082 else if (sack->env)
1264 } 1083 {
1265 1084 // it is in our env, so activate it, do not open yet
1266 /* By the time we get here, we have made sure any other container has been closed and 1085 op->close_container ();
1267 * if this is a locked container, the player they key to open it. 1086 sack->flag [FLAG_APPLIED] = 1;
1268 */
1269
1270 /* There are really two cases - the sack is either on the ground, or the sack is
1271 * part of the players inventory. If on the ground, we assume that the player is
1272 * opening it, since if it was being closed, that would have been taken care of above.
1273 */
1274
1275
1276 if (sack->env != op) {
1277 /* Hypothetical case - the player is trying to open a sack that belong to someone
1278 * else. This normally should not happen, but a misbehaving client/player could
1279 * try to do it, so lets handle it gracefully.
1280 */
1281 if (sack->env) {
1282 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1283 query_name(sack));
1284 return 0;
1285 }
1286 /* set these so when the player walks off, we can unapply the sack */
1287 sack->move_off = MOVE_ALL; /* trying force closing it */
1288
1289 CLEAR_FLAG (sack, FLAG_APPLIED);
1290 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1291 SET_FLAG (sack, FLAG_APPLIED);
1292 op->container = sack;
1293 esrv_update_item (UPD_FLAGS, op, sack);
1294 esrv_send_inventory (op, sack);
1295
1296 } else { /* sack is in players inventory */
1297 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1298 CLEAR_FLAG (sack, FLAG_APPLIED);
1299 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1300 SET_FLAG (sack, FLAG_APPLIED);
1301 op->container = sack;
1302 esrv_update_item (UPD_FLAGS, op, sack); 1087 esrv_update_item (UPD_FLAGS, op, sack);
1303 esrv_send_inventory (op, sack); 1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1304 }
1305 else {
1306 CLEAR_FLAG (sack, FLAG_APPLIED);
1307 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1308 SET_FLAG (sack, FLAG_APPLIED);
1309 esrv_update_item (UPD_FLAGS, op, sack);
1310 }
1311 }
1312 return 1; 1089 return 1;
1313} 1090 }
1314 1091
1092 // it's locked?
1093 if (sack->slaying)
1094 {
1095 if (object *tmp = find_key (op, op, sack))
1096 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1097 else
1098 {
1099 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1100 return 1;
1101 }
1102 }
1103
1104 op->open_container (sack);
1105
1106 return 1;
1107}
1315 1108
1316/** 1109/**
1317 * Handles dropping things on altar. 1110 * Handles dropping things on altar.
1318 * Returns true if sacrifice was accepted. 1111 * Returns true if sacrifice was accepted.
1319 */ 1112 */
1113static int
1320static int apply_altar (object *altar, object *sacrifice, object *originator) 1114apply_altar (object *altar, object *sacrifice, object *originator)
1321{ 1115{
1322 /* Only players can make sacrifices on spell casting altars. */ 1116 /* Only players can make sacrifices on spell casting altars. */
1323 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1117 if (altar->inv && (!originator || originator->type != PLAYER))
1324 return 0; 1118 return 0;
1325 1119
1326 if (operate_altar (altar, &sacrifice)) { 1120 if (operate_altar (altar, &sacrifice))
1121 {
1327 /* Simple check. Unfortunately, it means you can't cast magic bullet 1122 /* Simple check. Unfortunately, it means you can't cast magic bullet
1328 * with an altar. We call it a Potion - altars are stationary - it 1123 * with an altar. We call it a Potion - altars are stationary - it
1329 * is up to map designers to use them properly. 1124 * is up to map designers to use them properly.
1330 */ 1125 */
1331 if (altar->inv && altar->inv->type==SPELL) { 1126 if (altar->inv && altar->inv->type == SPELL)
1332 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1127 {
1333 altar->inv->name); 1128 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1334 cast_spell (originator, altar, 0, altar->inv, NULL); 1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1335 /* If it is connected, push the button. Fixes some problems with 1130 /* If it is connected, push the button. Fixes some problems with
1336 * old maps. 1131 * old maps.
1337 */ 1132 */
1133
1338/* push_button (altar);*/ 1134/* push_button (altar);*/
1339 } else { 1135 }
1136 else
1137 {
1340 altar->value = 1; /* works only once */ 1138 altar->value = 1; /* works only once */
1341 push_button (altar); 1139 push_button (altar);
1342 } 1140 }
1343 return sacrifice == NULL; 1141
1344 } else { 1142 return !sacrifice;
1143 }
1144 else
1345 return 0; 1145 return 0;
1346 }
1347} 1146}
1348
1349 1147
1350/** 1148/**
1351 * Handles 'movement' of shop mats. 1149 * Handles 'movement' of shop mats.
1352 * Returns 1 if 'op' was destroyed, 0 if not. 1150 * Returns 1 if 'op' was destroyed, 0 if not.
1353 * Largely re-written to not use nearly as many gotos, plus 1151 * Largely re-written to not use nearly as many gotos, plus
1354 * some of this code just looked plain out of date. 1152 * some of this code just looked plain out of date.
1355 * MSW 2001-08-29 1153 * MSW 2001-08-29
1356 */ 1154 */
1155int
1357int apply_shop_mat (object *shop_mat, object *op) 1156apply_shop_mat (object *shop_mat, object *op)
1358{ 1157{
1359 int rv = 0; 1158 int rv = 0;
1360 double opinion; 1159 double opinion;
1361 object *tmp, *next; 1160 object *tmp, *next;
1362 1161
1363 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1364 1163
1164 bool has_unpaid = false;
1165
1166 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1167 // a quick and small change :(
1168 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1169 if (item->flag [FLAG_UNPAID])
1170 {
1171 has_unpaid = true;
1172 break;
1173 }
1174
1365 if (op->type != PLAYER) { 1175 if (op->type != PLAYER)
1176 {
1366 /* Remove all the unpaid objects that may be carried here. 1177 /* Remove all the unpaid objects that may be carried here.
1367 * This could be pets or monsters that are somehow in 1178 * This could be pets or monsters that are somehow in
1368 * the shop. 1179 * the shop.
1369 */ 1180 */
1370 for (tmp=op->inv; tmp; tmp=next) { 1181 for (tmp = op->inv; tmp; tmp = next)
1182 {
1371 next = tmp->below; 1183 next = tmp->below;
1184
1372 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1185 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1186 {
1373 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1187 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1374 1188
1375 remove_ob(tmp); 1189 tmp->remove ();
1376 if (i==-1) i=0; 1190
1377 tmp->map = op->map; 1191 if (i == -1)
1192 i = 0;
1193
1194 tmp->map = op->map;
1378 tmp->x = op->x + freearr_x[i]; 1195 tmp->x = op->x + freearr_x[i];
1379 tmp->y = op->y + freearr_y[i]; 1196 tmp->y = op->y + freearr_y[i];
1380 insert_ob_in_map(tmp, op->map, op, 0); 1197 insert_ob_in_map (tmp, op->map, op, 0);
1381 } 1198 }
1382 } 1199 }
1383 1200
1384 /* Don't teleport things like spell effects */ 1201 /* Don't teleport things like spell effects */
1385 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1202 if (QUERY_FLAG (op, FLAG_NO_PICK))
1203 return 0;
1386 1204
1387 /* unpaid objects, or non living objects, can't transfer by 1205 /* unpaid objects, or non living objects, can't transfer by
1388 * shop mats. Instead, put it on a nearby space. 1206 * shop mats. Instead, put it on a nearby space.
1389 */ 1207 */
1390 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1391 1209 {
1392 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1212
1213 if (i != -1)
1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1215
1216 return 0;
1217 }
1218 /* Removed code that checked for multipart objects - it appears that
1219 * the teleport function should be able to handle this just fine.
1220 */
1221 rv = teleport (shop_mat, SHOP_MAT, op);
1222 }
1223 else if (can_pay (op) && get_payment (op))
1224 {
1225 /* this is only used for players */
1226 rv = teleport (shop_mat, SHOP_MAT, op);
1227
1228 if (has_unpaid)
1229 op->contr->play_sound (sound_find ("shop_buy"));
1230 else if (is_in_shop (op))
1231 op->contr->play_sound (sound_find ("shop_enter"));
1232 else
1233 op->contr->play_sound (sound_find ("shop_leave"));
1234
1235 if (shop_mat->msg)
1236 op->statusmsg (shop_mat->msg);
1237 /* This check below is a bit simplistic - generally it should be correct,
1238 * but there is never a guarantee that the bottom space on the map is
1239 * actually the shop floor.
1240 */
1241 else if (!rv && !is_in_shop (op))
1242 {
1243 opinion = shopkeeper_approval (op->map, op);
1244
1245 op->statusmsg (
1246 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1249 : "The shopkeeper glares at you with contempt."
1250 );
1251 }
1252 }
1253 else
1254 {
1255 /* if we get here, a player tried to leave a shop but was not able
1256 * to afford the items he has. We try to move the player so that
1257 * they are not on the mat anymore
1258 */
1393 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1259 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1260
1394 if (i != -1) { 1261 if (i == -1)
1395 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1396 shop_mat);
1397 }
1398 return 0;
1399 }
1400 /* Removed code that checked for multipart objects - it appears that
1401 * the teleport function should be able to handle this just fine.
1402 */
1403 rv = teleport (shop_mat, SHOP_MAT, op);
1404 }
1405 /* immediate block below is only used for players */
1406 else if (can_pay(op)) {
1407 get_payment (op, op->inv);
1408 rv = teleport (shop_mat, SHOP_MAT, op);
1409 if (shop_mat->msg) {
1410 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1411 }
1412 /* This check below is a bit simplistic - generally it should be correct,
1413 * but there is never a guarantee that the bottom space on the map is
1414 * actually the shop floor.
1415 */
1416 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1417 && tmp->type != SHOP_FLOOR) {
1418 opinion = shopkeeper_approval(op->map, op);
1419 if ( opinion > 0.9)
1420 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1421 else if ( opinion > 0.75)
1422 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1423 else if ( opinion > 0.5)
1424 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1425 else
1426 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1427 }
1428 }
1429 else {
1430 /* if we get here, a player tried to leave a shop but was not able
1431 * to afford the items he has. We try to move the player so that
1432 * they are not on the mat anymore
1433 */
1434
1435 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1436 if(i == -1) {
1437 LOG (llevError, "Internal shop-mat problem.\n"); 1262 LOG (llevError, "Internal shop-mat problem.\n");
1438 } else { 1263 else
1439 remove_ob (op); 1264 {
1265 op->remove ();
1440 op->x += freearr_x[i]; 1266 op->x += freearr_x[i];
1441 op->y += freearr_y[i]; 1267 op->y += freearr_y[i];
1442 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1268 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1443 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); 1269 }
1444 op->contr->socket.update_look=1;
1445 op->contr->socket.look_position=0;
1446 }
1447 } 1270 }
1271
1448 CLEAR_FLAG (op, FLAG_NO_APPLY); 1272 CLEAR_FLAG (op, FLAG_NO_APPLY);
1449 return rv; 1273 return rv;
1450} 1274}
1451 1275
1452/** 1276/**
1453 * Handles applying a sign. 1277 * Handles applying a sign.
1454 */ 1278 */
1279static void
1455static void apply_sign (object *op, object *sign, int autoapply) 1280apply_sign (object *op, object *sign, int autoapply)
1456{ 1281{
1457 readable_message_type* msgType; 1282 readable_message_type *msgType;
1458 char newbuf[HUGE_BUF]; 1283
1459 if (sign->msg == NULL) { 1284 if (!sign->msg)
1460 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1285 {
1286 op->statusmsg ("Nothing is written on it.");
1287 return;
1288 }
1289
1290 if (sign->stats.food)
1291 {
1292 if (sign->last_eat >= sign->stats.food)
1293 {
1294 if (!sign->move_on)
1295 op->statusmsg ("You cannot read it anymore.");
1296
1461 return; 1297 return;
1462 } 1298 }
1463 1299
1464 if (sign->stats.food) {
1465 if (sign->last_eat >= sign->stats.food) {
1466 if (!sign->move_on)
1467 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1468 return;
1469 }
1470
1471 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1472 sign->last_eat++; 1301 sign->last_eat++;
1473 } 1302 }
1474 1303
1475 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1304 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1476 * No way to know for sure. The presumption is basically that if 1305 * No way to know for sure. The presumption is basically that if
1477 * move_on is zero, it needs to be manually applied (doesn't talk 1306 * move_on is zero, it needs to be manually applied (doesn't talk
1478 * to us). 1307 * to us).
1479 */ 1308 */
1480 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1309 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1481 new_draw_info (NDI_UNIQUE, 0, op, 1310 {
1482 "You are unable to read while blind."); 1311 op->failmsg ("You are unable to read while blind!");
1483 return; 1312 return;
1484 } 1313 }
1314
1315 if (op->contr)
1316 if (client *ns = op->contr->ns)
1317 {
1318 if (sign->sound)
1319 ns->play_sound (sign->sound);
1320 else if (autoapply)
1321 ns->play_sound (sound_find ("msg_voice"));
1322
1323 if (ns->can_msg)
1324 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1325 else
1326 {
1485 msgType=get_readable_message_type(sign); 1327 msgType = get_readable_message_type (sign);
1486 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1487 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1329 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1330 }
1331 }
1488} 1332}
1489
1490 1333
1491/** 1334/**
1492 * 'victim' moves onto 'trap' 1335 * 'victim' moves onto 'trap'
1493 * 'victim' leaves 'trap' 1336 * 'victim' leaves 'trap'
1494 * effect is determined by move_on/move_off of trap and move_type of victime. 1337 * effect is determined by move_on/move_off of trap and move_type of victime.
1495 * 1338 *
1496 * originator: Player, monster or other object that caused 'victim' to move 1339 * originator: Player, monster or other object that caused 'victim' to move
1497 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1340 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1498 * However, some types of traps require an originator to function. 1341 * However, some types of traps require an originator to function.
1499 */ 1342 */
1343void
1500void move_apply (object *trap, object *victim, object *originator) 1344move_apply (object *trap, object *victim, object *originator)
1501{ 1345{
1502 static int recursion_depth = 0; 1346 static int recursion_depth = 0;
1503 1347
1504 /* Only exits affect DMs. */ 1348 /* Only exits affect DMs. */
1505 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1349 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1506 return; 1350 return;
1507 1351
1508 /* move_apply() is the most likely candidate for causing unwanted and 1352 /* move_apply() is the most likely candidate for causing unwanted and
1509 * possibly unlimited recursion. 1353 * possibly unlimited recursion.
1510 */ 1354 */
1512 * maps to fail. 1) it's not an error to recurse: 1356 * maps to fail. 1) it's not an error to recurse:
1513 * rune detonates, summoning monster. monster lands on nearby rune. 1357 * rune detonates, summoning monster. monster lands on nearby rune.
1514 * nearby rune detonates. This sort of recursion is expected and 1358 * nearby rune detonates. This sort of recursion is expected and
1515 * proper. This code was causing needless crashes. 1359 * proper. This code was causing needless crashes.
1516 */ 1360 */
1517 if (recursion_depth >= 500) { 1361 if (recursion_depth >= 500)
1362 {
1518 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1519 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1364 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1520 trap->arch->name, trap->name, victim->arch->name, victim->name); 1365 return;
1521 return;
1522 } 1366 }
1367
1523 recursion_depth++; 1368 recursion_depth++;
1524 if (trap->head) trap=trap->head; 1369 if (trap->head)
1370 trap = trap->head;
1525 1371
1526 /* Lauwenmark: Handle for plugin trigger event */ 1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1527 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1373 goto leave;
1374
1375 switch (trap->type)
1376 {
1377 case PLAYERMOVER:
1378 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1379 {
1380 if (!trap->stats.maxsp)
1381 trap->stats.maxsp = 2;
1382
1383 /* Is this correct? From the docs, it doesn't look like it
1384 * should be divided by trap->speed
1385 */
1386 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1387
1388 /* Just put in some sanity check. I think there is a bug in the
1389 * above with some objects have zero speed, and thus the player
1390 * getting permanently paralyzed.
1391 */
1392 if (victim->speed_left < -50.f)
1393 victim->speed_left = -50.f;
1394 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1395 }
1528 goto leave; 1396 goto leave;
1529 1397
1530 switch (trap->type) {
1531 case PLAYERMOVER:
1532 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1533 !should_director_abort(trap, victim)) {
1534 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1535
1536 /* Is this correct? From the docs, it doesn't look like it
1537 * should be divided by trap->speed
1538 */
1539 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1540
1541 /* Just put in some sanity check. I think there is a bug in the
1542 * above with some objects have zero speed, and thus the player
1543 * getting permanently paralyzed.
1544 */
1545 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1547 }
1548 goto leave;
1549
1550 case SPINNER: 1398 case SPINNER:
1551 if(victim->direction) { 1399 if (victim->direction)
1400 {
1552 victim->direction=absdir(victim->direction-trap->stats.sp); 1401 victim->direction = absdir (victim->direction - trap->stats.sp);
1553 update_turn_face(victim); 1402 update_turn_face (victim);
1554 } 1403 }
1555 goto leave; 1404 goto leave;
1556 1405
1557 case DIRECTOR: 1406 case DIRECTOR:
1558 if(victim->direction && !should_director_abort(trap, victim)) { 1407 if (victim->direction && !should_director_abort (trap, victim))
1408 {
1559 victim->direction=trap->stats.sp; 1409 victim->direction = trap->stats.sp;
1560 update_turn_face(victim); 1410 update_turn_face (victim);
1561 } 1411 }
1562 goto leave; 1412 goto leave;
1563 1413
1564 case BUTTON: 1414 case BUTTON:
1565 case PEDESTAL: 1415 case PEDESTAL:
1566 update_button(trap); 1416 update_button (trap);
1567 goto leave; 1417 goto leave;
1568 1418
1569 case ALTAR: 1419 case ALTAR:
1570 /* sacrifice victim on trap */ 1420 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator); 1421 apply_altar (trap, victim, originator);
1572 goto leave; 1422 goto leave;
1573 1423
1574 case THROWN_OBJ: 1424 case THROWN_OBJ:
1575 if (trap->inv == NULL) 1425 if (trap->inv == NULL)
1576 goto leave; 1426 goto leave;
1577 /* fallthrough */ 1427 /* fallthrough */
1578 1428
1579 case ARROW: 1429 case ARROW:
1580
1581 /* bad bug: monster throw a object, make a step forwards, step on object , 1430 /* bad bug: monster throw a object, make a step forwards, step on object ,
1582 * trigger this here and get hit by own missile - and will be own enemy. 1431 * trigger this here and get hit by own missile - and will be own enemy.
1583 * Victim then is his own enemy and will start to kill herself (this is 1432 * Victim then is his own enemy and will start to kill herself (this is
1584 * removed) but we have not synced victim and his missile. To avoid senseless 1433 * removed) but we have not synced victim and his missile. To avoid senseless
1585 * action, we avoid hits here 1434 * action, we avoid hits here
1586 */ 1435 */
1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1436 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588 hit_with_arrow (trap, victim); 1437 hit_with_arrow (trap, victim);
1589 goto leave; 1438 goto leave;
1590 1439
1591 case SPELL_EFFECT: 1440 case SPELL_EFFECT:
1592 apply_spell_effect(trap, victim); 1441 apply_spell_effect (trap, victim);
1593 goto leave; 1442 goto leave;
1594 1443
1595 case TRAPDOOR: 1444 case TRAPDOOR:
1596 { 1445 {
1597 int max, sound_was_played; 1446 int max, sound_was_played;
1598 object *ab, *ab_next; 1447 object *ab, *ab_next;
1448
1599 if(!trap->value) { 1449 if (!trap->value)
1600 int tot; 1450 {
1451 int tot;
1452
1601 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1602 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1603 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1604 1456
1605 if(!(trap->value=(tot>trap->weight)?1:0)) 1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1606 goto leave; 1458 goto leave;
1607 1459
1608 SET_ANIMATION(trap, trap->value); 1460 SET_ANIMATION (trap, trap->value);
1609 update_object(trap,UP_OBJ_FACE); 1461 update_object (trap, UP_OBJ_FACE);
1610 } 1462 }
1611 1463
1612 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1464 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1465 {
1613 /* need to set this up, since if we do transfer the object, 1466 /* need to set this up, since if we do transfer the object,
1614 * ab->above would be bogus 1467 * ab->above would be bogus
1615 */ 1468 */
1616 ab_next = ab->above; 1469 ab_next = ab->above;
1617 1470
1618 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1619 if ( ! sound_was_played) { 1472 {
1620 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1473 if (!sound_was_played)
1621 sound_was_played = 1; 1474 {
1622 } 1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1623 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1476 sound_was_played = 1;
1477 }
1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1624 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1480 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1625 } 1481 }
1626 } 1482 }
1627 goto leave; 1483 goto leave;
1628 } 1484 }
1629 1485
1630
1631 case CONVERTER: 1486 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) { 1487 if (convert_item (victim, trap) < 0)
1633 object *op; 1488 {
1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1490 get_archetype ("burnout")->insert_at (trap, trap);
1491 }
1634 1492
1635 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1636
1637 op = get_archetype("burnout");
1638 if (op != NULL) {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map(op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave; 1493 goto leave;
1645 1494
1646 case TRIGGER_BUTTON: 1495 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1496 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1497 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim); 1498 check_trigger (trap, victim);
1650 goto leave; 1499 goto leave;
1651 1500
1652 case DEEP_SWAMP: 1501 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim); 1502 walk_on_deep_swamp (trap, victim);
1654 goto leave; 1503 goto leave;
1655 1504
1656 case CHECK_INV: 1505 case CHECK_INV:
1657 check_inv (victim, trap); 1506 check_inv (victim, trap);
1658 goto leave; 1507 goto leave;
1659 1508
1660 case HOLE: 1509 case HOLE:
1661 /* Hole not open? */ 1510 /* Hole not open? */
1662 if(trap->stats.wc > 0) 1511 if (trap->stats.wc > 0)
1663 goto leave; 1512 goto leave;
1664 1513
1665 /* Is this a multipart monster and not the head? If so, return. 1514 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit 1515 * Processing will happen if the head runs into the pit
1667 */ 1516 */
1668 if (victim->head) 1517 if (victim->head)
1669 goto leave; 1518 goto leave;
1670 1519
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n"); 1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim); 1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1523 goto leave;
1675 1524
1676 case EXIT: 1525 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1678 /* Basically, don't show exits leading to random maps the 1528 /* Basically, don't show exits leading to random maps the
1679 * players output. 1529 * players output.
1680 */ 1530 */
1681 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1682 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1683 enter_exit (victim, trap); 1533
1684 } 1534 trap->play_sound (trap->sound);
1535 victim->enter_exit (trap);
1536 }
1685 goto leave; 1537 goto leave;
1686 1538
1687 case ENCOUNTER: 1539 case ENCOUNTER:
1688 /* may be some leftovers on this */ 1540 /* may be some leftovers on this */
1689 goto leave; 1541 goto leave;
1690 1542
1691 case SHOP_MAT: 1543 case SHOP_MAT:
1692 apply_shop_mat (trap, victim); 1544 apply_shop_mat (trap, victim);
1693 goto leave; 1545 goto leave;
1694 1546
1695 /* Drop a certain amount of gold, and have one item identified */ 1547 /* Drop a certain amount of gold, and have one item identified */
1696 case IDENTIFY_ALTAR: 1548 case IDENTIFY_ALTAR:
1697 apply_id_altar (victim, trap, originator); 1549 apply_id_altar (victim, trap, originator);
1698 goto leave; 1550 goto leave;
1699 1551
1700 case SIGN: 1552 case SIGN:
1701 if (victim->type != PLAYER && trap->stats.food > 0) 1553 if (victim->type != PLAYER && trap->stats.food > 0)
1702 goto leave; /* monsters musn't apply magic_mouths with counters */ 1554 goto leave; /* monsters musn't apply magic_mouths with counters */
1703 1555
1704 apply_sign (victim, trap, 1); 1556 apply_sign (victim, trap, 1);
1705 goto leave; 1557 goto leave;
1706 1558
1707 case CONTAINER: 1559 case CONTAINER:
1708 if (victim->type==PLAYER)
1709 (void) esrv_apply_container (victim, trap);
1710 else
1711 (void) apply_container (victim, trap); 1560 apply_container (victim, trap);
1712 goto leave; 1561 goto leave;
1713 1562
1714 case RUNE: 1563 case RUNE:
1715 case TRAP: 1564 case TRAP:
1716 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1717 spring_trap(trap, victim); 1566 spring_trap (trap, victim);
1718 }
1719 goto leave; 1567 goto leave;
1720 1568
1721 default: 1569 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1570 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", trap->name, trap->arch->name, 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 trap->type);
1725 goto leave; 1572 goto leave;
1726 } 1573 }
1727 1574
1728 leave: 1575leave:
1729 recursion_depth--; 1576 recursion_depth--;
1730} 1577}
1731 1578
1732/** 1579/**
1733 * Handles reading a regular (ie not containing a spell) book. 1580 * Handles reading a regular (ie not containing a spell) book.
1734 */ 1581 */
1582static void
1735static void apply_book (object *op, object *tmp) 1583apply_book (object *op, object *tmp)
1736{ 1584{
1737 int lev_diff; 1585 int lev_diff;
1738 object *skill_ob; 1586 object *skill_ob;
1739 1587
1740 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1589 {
1590 op->failmsg ("You are unable to read while blind!");
1742 return; 1591 return;
1743 } 1592 }
1744 if(tmp->msg==NULL) { 1593
1745 new_draw_info_format(NDI_UNIQUE, 0, op, 1594 if (!tmp->msg)
1595 {
1746 "You open the %s and find it empty.", tmp->name); 1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1747 return; 1597 return;
1748 } 1598 }
1749 1599
1750 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1751 skill_ob = find_skill_by_name(op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1752 if ( ! skill_ob) { 1602 if (!skill_ob)
1753 new_draw_info(NDI_UNIQUE, 0,op,
1754 "You are unable to decipher the strange symbols.");
1755 return;
1756 } 1603 {
1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1605 return;
1606 }
1607
1757 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1758 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1759 if (lev_diff < 2)
1760 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1761 else if (lev_diff < 3)
1762 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1763 else if (lev_diff < 5)
1764 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1765 else if (lev_diff < 8)
1766 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1767 else if (lev_diff < 15)
1768 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1769 else
1770 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1771 return;
1772 } 1610 {
1773 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1774 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1775 /* Lauwenmark: Handle for plugin book event */ 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1776 /*printf("Book apply: %s\n", tmp->name); 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1777 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1778 printf("Book applied: %s\n", tmp->name);*/ 1616 : "This book is totally beyond your comprehension.");
1779 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) 1617 return;
1780 { 1618 }
1781 CFParm CFP; 1619
1782 int k, l, m;
1783 uint32 n;
1784 new_draw_info_format (NDI_UNIQUE, 0, op,
1785 "You open the %s and start reading.", tmp->name);
1786 k = EVENT_APPLY;
1787 l = SCRIPT_FIX_ALL;
1788 m = 0;
1789 n = 0;
1790 CFP.Value[0] = &k;
1791 CFP.Value[1] = op;
1792 CFP.Value[2] = tmp;
1793 CFP.Value[3] = NULL;
1794 CFP.Value[4] = NULL;
1795 CFP.Value[5] = &n;
1796 CFP.Value[6] = &m;
1797 CFP.Value[7] = &m;
1798 CFP.Value[8] = &l;
1799 CFP.Value[9] = (void*)evt->hook;
1800 CFP.Value[10]= (void*)evt->options;
1801 if (findPlugin(evt->plugin)>=0)
1802 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1803 }
1804 else*/{
1805 readable_message_type* msgType = get_readable_message_type(tmp); 1620 readable_message_type *msgType = get_readable_message_type (tmp);
1621
1622 if (player *pl = op->contr)
1623 if (client *ns = pl->ns)
1624 if (ns->can_msg)
1625 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1626 else
1806 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1807 msgType->message_type, msgType->message_subtype, 1628 msgType->message_type, msgType->message_subtype,
1808 "You open the %s and start reading.\n%s", 1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1809 "%s\n%s",
1810 long_desc(tmp,op), tmp->msg); 1630 long_desc (tmp, op), &tmp->msg);
1811 }
1812 1631
1813 /* gain xp from reading */ 1632 /* gain xp from reading */
1814 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */
1815 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1816 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1817 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1818 SET_FLAG(tmp,FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641
1819 /* If in a container, update how it looks */ 1642 /* If in a container, update how it looks */
1643 if (tmp->env)
1820 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1821 else op->contr->socket.update_look=1; 1645 else
1646 op->contr->ns->floorbox_update ();
1822 } 1647 }
1648
1823 change_exp(op,exp_gain, skill_ob->skill, 0); 1649 change_exp (op, exp_gain, skill_ob->skill, 0);
1824 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1650 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1825 } 1651 }
1826} 1652}
1827 1653
1828/** 1654/**
1829 * Handles the applying of a skill scroll, calling learn_skill straight. 1655 * Handles the applying of a skill scroll, calling learn_skill straight.
1830 * op is the person learning the skill, tmp is the skill scroll object 1656 * op is the person learning the skill, tmp is the skill scroll object
1831 */ 1657 */
1658static void
1832static void apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1833{ 1660{
1834 switch ((int) learn_skill (op, tmp)) { 1661 switch (learn_skill (op, tmp))
1835 case 0: 1662 {
1836 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1663 case 0:
1837 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1664 op->play_sound (sound_find ("generic_fail"));
1838 return; 1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1666 break;
1839 1667
1840 case 1: 1668 case 1:
1841 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s",
1842 tmp->skill);
1843 new_draw_info_format(NDI_UNIQUE, 0, op,
1844 "Type 'bind ready_skill %s",tmp->skill);
1845 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1846 decrease_ob(tmp); 1669 decrease_ob (tmp);
1847 return; 1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break;
1848 1673
1849 default: 1674 default:
1850 new_draw_info_format(NDI_UNIQUE,0,op,
1851 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1852 decrease_ob(tmp); 1675 decrease_ob (tmp);
1853 return; 1676 op->play_sound (sound_find ("generic_fail"));
1677 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1678 break;
1854 } 1679 }
1855} 1680}
1856 1681
1857/** 1682/**
1858 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1859 * Informs player of what happens. 1684 * Informs player of what happens.
1860 */ 1685 */
1686void
1861void do_learn_spell (object *op, object *spell, int special_prayer) 1687do_learn_spell (object *op, object *spell, int special_prayer)
1862{ 1688{
1863 object *tmp; 1689 object *tmp;
1864 1690
1865 if (op->type != PLAYER) { 1691 if (op->type != PLAYER)
1692 {
1866 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1693 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1867 return; 1694 return;
1868 } 1695 }
1869 1696
1870 /* Upgrade special prayers to normal prayers */ 1697 /* Upgrade special prayers to normal prayers */
1871 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1698 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699 {
1872 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1700 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701 {
1873 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1702 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1874 return; 1703 return;
1875 } 1704 }
1876 return; 1705 return;
1877 } 1706 }
1878 1707
1879 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1880 tmp = get_object(); 1709
1881 copy_object(spell, tmp); 1710 tmp = spell->clone ();
1882 insert_ob_in_ob(tmp, op); 1711 insert_ob_in_ob (tmp, op);
1883 1712
1884 if (special_prayer) { 1713 if (special_prayer)
1885 SET_FLAG(tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1886 }
1887 1715
1888 new_draw_info_format (NDI_UNIQUE, 0, op,
1889 "Type 'bind cast %s", spell->name);
1890 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1891 esrv_add_spells(op->contr, tmp); 1716 esrv_add_spells (op->contr, tmp);
1892} 1717}
1893 1718
1894/** 1719/**
1895 * Erases spell from player's inventory. 1720 * Erases spell from player's inventory.
1896 */ 1721 */
1722void
1897void do_forget_spell (object *op, const char *spell) 1723do_forget_spell (object *op, const char *spell)
1898{ 1724{
1899 object *spob; 1725 object *spob;
1900 1726
1901 if (op->type != PLAYER) { 1727 if (op->type != PLAYER)
1728 {
1902 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1729 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1903 return; 1730 return;
1904 } 1731 }
1905 if ( (spob=check_spell_known (op, spell)) == NULL) { 1732 if ((spob = check_spell_known (op, spell)) == NULL)
1733 {
1906 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1907 return; 1735 return;
1908 }
1909 1736 }
1910 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1737
1911 "You lose knowledge of %s.", spell); 1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1912 player_unready_range_ob(op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1913 esrv_remove_spell(op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1914 remove_ob(spob); 1741 spob->destroy ();
1915 free_object(spob);
1916} 1742}
1917 1743
1918/** 1744/**
1919 * Handles player applying a spellbook. 1745 * Handles player applying a spellbook.
1920 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1746 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1921 * stuff like that. Random learning failure too. 1747 * stuff like that. Random learning failure too.
1922 */ 1748 */
1749static void
1923static void apply_spellbook (object *op, object *tmp) 1750apply_spellbook (object *op, object *tmp)
1924{ 1751{
1925 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1926 1753
1927 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1928 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1929 return;
1930 } 1755 {
1756 op->failmsg ("You are unable to read while blind.");
1757 return;
1758 }
1931 1759
1932 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1933 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1934 * legacy spellbooks 1762 * legacy spellbooks
1935 */ 1763 */
1936 1764 if (tmp->slaying)
1937 if(tmp->slaying != NULL) { 1765 {
1938 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1939 if (!spell) { 1767 if (!spell)
1940 new_draw_info_format(NDI_UNIQUE, 0, op, 1768 {
1941 "The book's formula for %s is incomplete", tmp->slaying); 1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1942 return; 1770 return;
1943 } 1771 }
1944 else 1772 else
1945 insert_ob_in_ob(spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1946 free_string(tmp->slaying); 1774
1947 tmp->slaying=NULL; 1775 tmp->slaying = 0;
1948 } 1776 }
1949 1777
1950 skop = find_skill_by_name(op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1951 1779
1952 /* need a literacy skill to learn spells. Also, having a literacy level 1780 /* need a literacy skill to learn spells. Also, having a literacy level
1953 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1954 if ( !skop) { 1782 if (!skop)
1955 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1956 return;
1957 } 1783 {
1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1785 return;
1786 }
1958 1787
1959 spell = tmp->inv; 1788 spell = tmp->inv;
1789
1960 if (!spell) { 1790 if (!spell)
1791 {
1961 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1792 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1962 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1793 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1963 return; 1794 return;
1964 }
1965 if (spell->level > (skop->level+10)) {
1966 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1967 return;
1968 } 1795 }
1969 1796
1970 new_draw_info_format(NDI_UNIQUE, 0, op, 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1971 "The spellbook contains the %s level spell %s.", 1798 {
1972 get_levelnumber(spell->level), spell->name); 1799 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1800 return;
1801 }
1973 1802
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804
1974 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1975 identify(tmp); 1807 identify (tmp);
1808
1976 if (tmp->env) 1809 if (tmp->env)
1977 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1978 else 1811 else
1979 op->contr->socket.update_look=1; 1812 op->contr->ns->floorbox_update ();
1980 } 1813 }
1981 1814
1982 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
1983 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
1984 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
1985 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1986 */ 1819 */
1987 if (check_spell_known (op, spell->name)) { 1820 if (check_spell_known (op, spell->name))
1988 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1989 return;
1990 } 1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
1991 1825
1992 if (spell->skill) { 1826 if (spell->skill)
1827 {
1993 spell_skill = find_skill_by_name(op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1994 if (!spell_skill) { 1830 if (!spell_skill)
1995 new_draw_info_format(NDI_UNIQUE, 0, op, 1831 {
1996 "You lack the skill %s to use this spell", 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1997 spell->skill);
1998 return; 1833 return;
1999 } 1834 }
1835
2000 if (spell_skill->level < spell->level) { 1836 if (spell_skill->level < spell->level)
2001 new_draw_info_format(NDI_UNIQUE, 0, op, 1837 {
2002 "You need to be level %d in %s to learn this spell.", 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2003 spell->level, spell->skill);
2004 return; 1839 return;
2005 } 1840 }
2006 } 1841 }
2007 1842
2008 /* Logic as follows 1843 /* Logic as follows
2009 * 1844 *
2010 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2011 * 1846 *
2012 * 2- The learner's skill level in literacy adjusts the chance to learn 1847 * 2- The learner's skill level in literacy adjusts the chance to learn
2013 * a spell. 1848 * a spell.
2014 * 1849 *
2015 * 3 -Automatically fail to learn if you read while confused 1850 * 3 -Automatically fail to learn if you read while confused
2016 * 1851 *
2017 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
2018 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2019 */ 1854 */
2020 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2021 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
2022 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1859 }
2023 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2024 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2025 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1862 {
2026 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2027 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2028 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2029 1865
2030 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2031 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2032 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2033 } else { 1869 }
2034 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1870 else
2035 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2036 } 1871 {
1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
2037 decrease_ob(tmp); 1876 decrease_ob (tmp);
2038} 1877}
2039 1878
2040/** 1879/**
2041 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2042 */ 1881 */
1882void
2043void apply_scroll (object *op, object *tmp, int dir) 1883apply_scroll (object *op, object *tmp, int dir)
2044{ 1884{
2045 object *skop; 1885 object *skop;
2046 1886
2047 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2048 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2049 return;
2050 } 1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
2051 1892
2052 if (!tmp->inv || tmp->inv->type != SPELL) { 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2053 new_draw_info (NDI_UNIQUE, 0, op, 1894 {
2054 "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2055 return; 1896 return;
2056 } 1897 }
2057 1898
2058 if(op->type==PLAYER) { 1899 if (op->type == PLAYER)
1900 {
2059 /* players need a literacy skill to read stuff! */ 1901 /* players need a literacy skill to read stuff! */
2060 int exp_gain=0; 1902 int exp_gain = 0;
2061 1903
2062 /* hard code literacy - tmp->skill points to where the exp 1904 /* hard code literacy - tmp->skill points to where the exp
2063 * should go for anything killed by the spell. 1905 * should go for anything killed by the spell.
2064 */ 1906 */
2065 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2066 1908
2067 if ( ! skop) { 1909 if (!skop)
2068 new_draw_info(NDI_UNIQUE, 0,op, 1910 {
2069 "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2070 return; 1912 return;
2071 } 1913 }
2072 1914
2073 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2074 change_exp(op,exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2075 } 1917 }
2076 1918
2077 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2078 identify(tmp); 1920 identify (tmp);
2079 1921
2080 new_draw_info_format(NDI_BLACK, 0, op,
2081 "The scroll of %s turns to dust.", tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2082 1923
2083
2084 cast_spell(op,tmp,dir,tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2085 decrease_ob(tmp); 1925 decrease_ob (tmp);
2086} 1926}
2087 1927
2088/** 1928/**
2089 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2090 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2091 * chest. 1931 * chest.
2092 */ 1932 */
1933static void
2093static void apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2094{ 1935{
2095 object *treas;
2096 tag_t tmp_tag = tmp->count, op_tag = op->count;
2097
2098
2099 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
2100 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
2101 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
2102 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
2103 * treasure 1940 * treasure
2104 */ 1941 */
2105
2106 treas = tmp->inv; 1942 object *treas = tmp->inv;
2107 if(treas==NULL) { 1943
2108 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1944 if (!treas)
2109 decrease_ob(tmp);
2110 return;
2111 } 1945 {
2112 while (tmp->inv) { 1946 op->statusmsg ("The chest was empty.");
2113 treas = tmp->inv;
2114
2115 remove_ob(treas);
2116 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2117 query_name(treas));
2118
2119 treas->x=op->x;
2120 treas->y=op->y;
2121 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
2122
2123 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
2124 && QUERY_FLAG (op, FLAG_ALIVE))
2125 spring_trap (treas, op);
2126 /* If either player or container was destroyed, no need to do
2127 * further processing. I think this should be enclused with
2128 * spring trap above, as I don't think there is otherwise
2129 * any way for the treasure chest or player to get killed
2130 */
2131 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2132 break;
2133 }
2134
2135 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2136 decrease_ob (tmp); 1947 decrease_ob (tmp);
1948 return;
1949 }
2137 1950
1951 while (tmp->inv)
1952 {
1953 treas = tmp->inv;
1954 treas->remove ();
1955
1956 treas->x = op->x;
1957 treas->y = op->y;
1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1959
1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1961 spring_trap (treas, op);
1962
1963 /* If either player or container was destroyed, no need to do
1964 * further processing. I think this should be enclused with
1965 * spring trap above, as I don't think there is otherwise
1966 * any way for the treasure chest or player to get killed.
1967 */
1968 if (op->destroyed () || tmp->destroyed ())
1969 break;
1970 }
1971
1972 if (!tmp->destroyed () && !tmp->inv)
1973 decrease_ob (tmp);
2138} 1974}
2139 1975
2140/** 1976/**
2141 * op eats food. 1977 * op eats food.
2142 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
2143 */ 1979 */
1980static void
2144static void apply_food (object *op, object *tmp) 1981apply_food (object *op, object *tmp)
2145{ 1982{
2146 int capacity_remaining; 1983 int capacity_remaining;
2147 1984
2148 if(op->type!=PLAYER) 1985 if (op->type != PLAYER)
2149 op->stats.hp=op->stats.maxhp; 1986 op->stats.hp = op->stats.maxhp;
2150 else { 1987 else
1988 {
2151 /* check if this is a dragon (player), eating some flesh */ 1989 /* check if this is a dragon (player), eating some flesh */
2152 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1990 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2153 ; 1991 ;
2154 else { 1992 else
1993 {
2155 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
2156 if(op->stats.food+tmp->stats.food>999) { 1995 if (op->stats.food + tmp->stats.food > 999)
1996 {
2157 if(tmp->type==FOOD || tmp->type==FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
2158 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1998 op->failmsg ("You feel full, but what a waste of food!");
2159 else 1999 else
2160 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 2000 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 } 2001 }
2162 2002
2003 tmp->play_sound (
2004 tmp->sound
2005 ? tmp->sound
2006 : tmp->type == DRINK
2007 ? sound_find ("eat_drink")
2008 : sound_find ("eat_food")
2009 );
2010
2163 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2164 char buf[MAX_BUF]; 2012 {
2165 2013 const char *buf;
2014
2166 if (!is_dragon_pl(op)) { 2015 if (!is_dragon_pl (op))
2016 {
2167 /* eating message for normal players*/ 2017 /* eating message for normal players */
2168 if(tmp->type==DRINK) 2018 if (tmp->type == DRINK)
2169 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2170 else 2020 else
2171 sprintf(buf,"The %s tasted %s",tmp->name, 2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2172 tmp->type==FLESH?"terrible!":"good."); 2022 }
2173 } 2023 else
2174 else {
2175 /* eating message for dragon players*/ 2024 /* eating message for dragon players */
2176 sprintf(buf,"The %s tasted terrible!",tmp->name); 2025 buf = format ("The %s tasted terrible!", &tmp->name);
2177 }
2178 2026
2179 new_draw_info(NDI_UNIQUE, 0,op,buf); 2027 op->statusmsg (buf);
2028
2180 capacity_remaining = 999 - op->stats.food; 2029 capacity_remaining = 999 - op->stats.food;
2181 op->stats.food+=tmp->stats.food; 2030 op->stats.food += tmp->stats.food;
2182 if(capacity_remaining < tmp->stats.food) 2031 if (capacity_remaining < tmp->stats.food)
2183 op->stats.hp += capacity_remaining / 50; 2032 op->stats.hp += capacity_remaining / 50;
2184 else 2033 else
2185 op->stats.hp+=tmp->stats.food/50; 2034 op->stats.hp += tmp->stats.food / 50;
2035
2186 if(op->stats.hp>op->stats.maxhp) 2036 if (op->stats.hp > op->stats.maxhp)
2187 op->stats.hp=op->stats.maxhp; 2037 op->stats.hp = op->stats.maxhp;
2188 if (op->stats.food > 999) 2038 if (op->stats.food > 999)
2189 op->stats.food = 999; 2039 op->stats.food = 999;
2190 } 2040 }
2191 2041
2192 /* special food hack -b.t. */ 2042 /* special food hack -b.t. */
2193 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2194 eat_special_food(op,tmp); 2044 eat_special_food (op, tmp);
2195 } 2045 }
2196 } 2046 }
2047
2197 handle_apply_yield(tmp); 2048 handle_apply_yield (tmp);
2198 decrease_ob(tmp); 2049 decrease_ob (tmp);
2199} 2050}
2200 2051
2201/** 2052/**
2202 * A dragon is eating some flesh. If the flesh contains resistances, 2053 * A dragon is eating some flesh. If the flesh contains resistances,
2203 * there is a chance for the dragon's skin to get improved. 2054 * there is a chance for the dragon's skin to get improved.
2206 * object *op the object (dragon player) eating the flesh 2057 * object *op the object (dragon player) eating the flesh
2207 * object *meal the flesh item, getting chewed in dragon's mouth 2058 * object *meal the flesh item, getting chewed in dragon's mouth
2208 * return: 2059 * return:
2209 * int 1 if eating successful, 0 if it doesn't work 2060 * int 1 if eating successful, 0 if it doesn't work
2210 */ 2061 */
2062int
2211int dragon_eat_flesh(object *op, object *meal) { 2063dragon_eat_flesh (object *op, object *meal)
2064{
2212 object *skin = NULL; /* pointer to dragon skin force*/ 2065 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force*/ 2066 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */ 2067 object *tmp = NULL; /* tmp. object */
2215 2068
2216 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */ 2069 double chance; /* improvement-chance of one resistance type */
2218 double totalchance=1; /* total chance of gaining one resistance */ 2070 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus=0; /* monster bonus */ 2072 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 int winners=0; /* number of winners */ 2074 int winners = 0; /* number of winners */
2223 int i; /* index */ 2075 int i; /* index */
2224 2076
2225 /* let's make sure and doublecheck the parameters */ 2077 /* let's make sure and doublecheck the parameters */
2226 if (meal->type!=FLESH || !is_dragon_pl(op)) 2078 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2079 return 0;
2228 2080
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */ 2082 from the player's inventory */
2231 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2232 if (tmp->type == FORCE) { 2084 if (tmp->type == FORCE)
2233 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 skin = tmp; 2086 skin = tmp;
2235 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2236 abil = tmp; 2088 abil = tmp;
2237 } 2089
2238 }
2239
2240 /* if either skin or ability are missing, this is an old player 2090 /* if either skin or ability are missing, this is an old player
2241 which is not to be considered a dragon -> bail out */ 2091 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL) return 0; 2092 if (skin == NULL || abil == NULL)
2243 2093 return 0;
2094
2244 /* now start by filling stomache and health, according to food-value */ 2095 /* now start by filling stomache and health, according to food-value */
2245 if((999 - op->stats.food) < meal->stats.food) 2096 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2097 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2098 else
2248 op->stats.hp += meal->stats.food/50; 2099 op->stats.hp += meal->stats.food / 50;
2100
2249 if(op->stats.hp>op->stats.maxhp) 2101 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp=op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2251 2103
2252 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2105
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2106 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255 2107
2256 /* on to the interesting part: chances for adding resistance */ 2108 /* on to the interesting part: chances for adding resistance */
2257 for (i=0; i<NROFATTACKS; i++) { 2109 for (i = 0; i < NROFATTACKS; i++)
2110 {
2258 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2111 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2112 {
2259 /* got positive resistance, now calculate improvement chance (0-100) */ 2113 /* got positive resistance, now calculate improvement chance (0-100) */
2260 2114
2261 /* this bonus makes resistance increase easier at lower levels */ 2115 /* this bonus makes resistance increase easier at lower levels */
2262 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2116 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2263 if (i == abil->stats.exp) 2117 if (i == abil->stats.exp)
2264 bonus += 5; /* additional bonus for resistance of ability-focus */ 2118 bonus += 5; /* additional bonus for resistance of ability-focus */
2265 2119
2266 /* monster bonus increases with level, because high-level 2120 /* monster bonus increases with level, because high-level
2267 flesh is too rare */ 2121 flesh is too rare */
2268 mbonus = op->level * 20. / ((double)settings.max_level); 2122 mbonus = op->level * 20. / ((double) settings.max_level);
2269 2123
2270 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2124 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2271 ((double)settings.max_level)) - skin->resist[i]; 2125 ((double) settings.max_level)) - skin->resist[i];
2272 2126
2273 if (chance >= 0.) 2127 if (chance >= 0.)
2274 chance += 1.; 2128 chance += 1.;
2275 else 2129 else
2276 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2130 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2277 2131
2278 /* chance is proportional to amount of resistance (max. 50) */ 2132 /* chance is proportional to amount of resistance (max. 50) */
2279 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2133 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2280 2134
2281 /* doubled chance for resistance of ability-focus */ 2135 /* doubled chance for resistance of ability-focus */
2282 if (i == abil->stats.exp) 2136 if (i == abil->stats.exp)
2283 chance = MIN(100., chance*2.); 2137 chance = MIN (100., chance * 2.);
2284 2138
2285 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2139 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2286 if (RANDOM()%10000 < (int)(chance*100)) { 2140 if (rndm (10000) < (unsigned int) (chance * 100))
2141 {
2287 atnr_winner[winners] = i; 2142 atnr_winner[winners] = i;
2288 winners++; 2143 winners++;
2289 } 2144 }
2290 2145
2291 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2146 if (chance >= 0.01)
2292 2147 totalchance *= 1 - chance / 100;
2148
2293 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2149 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2294 } 2150 }
2295 } 2151 }
2296 2152
2297 /* inverse totalchance as until now we have the failure-chance */ 2153 /* inverse totalchance as until now we have the failure-chance */
2298 totalchance = 100 - totalchance*100; 2154 totalchance = 100 - totalchance * 100;
2155
2299 /* print message according to totalchance */ 2156 /* print message according to totalchance */
2157 const char *buf;
2300 if (totalchance > 50.) 2158 if (totalchance > 50.)
2301 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2302 else if (totalchance > 10.) 2160 else if (totalchance > 10.)
2303 sprintf(buf, "The %s tasted very good.", meal->name); 2161 buf = format ("The %s tasted very good.", &meal->name);
2304 else if (totalchance > 1.) 2162 else if (totalchance > 1.)
2305 sprintf(buf, "The %s tasted good.", meal->name); 2163 buf = format ("The %s tasted good.", &meal->name);
2306 else if (totalchance > 0.1) 2164 else if (totalchance > 0.1)
2307 sprintf(buf, "The %s tasted bland.", meal->name); 2165 buf = format ("The %s tasted bland.", &meal->name);
2308 else if (totalchance >= 0.01) 2166 else if (totalchance >= 0.01)
2309 sprintf(buf, "The %s had a boring taste.", meal->name); 2167 buf = format ("The %s had a boring taste.", &meal->name);
2310 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2168 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2311 sprintf(buf, "The %s tasted strange.", meal->name); 2169 buf = format ("The %s tasted strange.", &meal->name);
2312 else 2170 else
2313 sprintf(buf, "The %s had no taste.", meal->name); 2171 buf = format ("The %s had no taste.", &meal->name);
2314 new_draw_info(NDI_UNIQUE, 0, op, buf); 2172
2315 2173 op->statusmsg (buf);
2174
2316 /* now choose a winner if we have any */ 2175 /* now choose a winner if we have any */
2317 i = -1; 2176 i = -1;
2318 if (winners>0) 2177 if (winners > 0)
2319 i = atnr_winner[RANDOM()%winners]; 2178 i = atnr_winner[RANDOM () % winners];
2320 2179
2321 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 {
2322 /* resistance increased! */ 2182 /* resistance increased! */
2323 skin->resist[i]++; 2183 skin->resist[i]++;
2324 fix_player(op); 2184 op->update_stats ();
2185
2186 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2325 2187 }
2326 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2188
2327 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2328 }
2329
2330 /* if this flesh contains a new ability focus, we mark it 2189 /* if this flesh contains a new ability focus, we mark it
2331 into the ability_force and it will take effect on next level */ 2190 into the ability_force and it will take effect on next level */
2332 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2191 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2333 && meal->last_eat != abil->last_eat) { 2192 {
2334 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2193 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335 2194
2336 if (meal->last_eat != abil->stats.exp) { 2195 if (meal->last_eat != abil->stats.exp)
2196 op->statusmsg (format (
2337 sprintf(buf, "Your metabolism prepares to focus on %s!", 2197 "Your metabolism prepares to focus on %s!\n"
2198 "The change will happen at level %d.",
2338 change_resist_msg[meal->last_eat]); 2199 change_resist_msg[meal->last_eat],
2339 new_draw_info(NDI_UNIQUE, 0, op, buf); 2200 abil->level + 1
2340 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2201 ));
2341 new_draw_info(NDI_UNIQUE, 0, op, buf);
2342 }
2343 else { 2202 else
2344 sprintf(buf, "Your metabolism will continue to focus on %s.", 2203 {
2345 change_resist_msg[meal->last_eat]); 2204 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2346 new_draw_info(NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2205 abil->last_eat = 0;
2348 } 2206 }
2349 } 2207 }
2208
2350 return 1; 2209 return 1;
2351}
2352
2353static void apply_savebed (object *pl)
2354{
2355#ifndef COZY_SERVER
2356 if(!pl->contr->name_changed||!pl->stats.exp) {
2357 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2358 return;
2359 }
2360#endif
2361 /* Need to call terminate_all_pets() before we remove the player ob */
2362 terminate_all_pets(pl);
2363 remove_ob(pl);
2364 pl->direction=0;
2365 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2366 "%s leaves the game.",pl->name);
2367
2368 /* update respawn position */
2369 strcpy(pl->contr->savebed_map, pl->map->path);
2370 pl->contr->bed_x = pl->x;
2371 pl->contr->bed_y = pl->y;
2372
2373 strcpy(pl->contr->killer,"left");
2374 check_score(pl); /* Always check score */
2375 (void)save_player(pl,0);
2376 pl->map->players--;
2377#if MAP_MAXTIMEOUT
2378 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2379#endif
2380 play_again(pl);
2381 pl->speed = 0;
2382 update_ob_speed(pl);
2383} 2210}
2384 2211
2385/** 2212/**
2386 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2387 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2388 */ 2215 */
2216static void
2389static void apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2390{ 2218{
2391 object *armor; 2219 object *armor;
2392 2220
2393 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2394 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2395 return;
2396 } 2222 {
2397 armor=find_marked_object(op); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2398 if ( ! armor) {
2399 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2400 return; 2224 return;
2401 } 2225 }
2226
2227 armor = find_marked_object (op);
2228
2229 if (!armor)
2230 {
2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2232 return;
2233 }
2234
2402 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2403 && armor->type != CLOAK 2236 && armor->type != CLOAK
2404 && armor->type != BOOTS && armor->type != GLOVES 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2405 && armor->type != BRACERS && armor->type != SHIELD
2406 && armor->type != HELMET)
2407 { 2238 {
2408 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2409 return; 2240 return;
2410 } 2241 }
2411 2242
2412 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2413 improve_armour(op,tmp,armor); 2244 improve_armour (op, tmp, armor);
2414} 2245}
2415 2246
2416 2247extern void
2417extern void apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2418{ 2249{
2419 if (op->type == PLAYER) { 2250 if (op->type == PLAYER)
2420 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2251 {
2421 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!"); 2252 op->contr->play_sound (sound_find ("drink_poison"));
2253 op->failmsg ("Yech! That tasted poisonous!");
2422 strcpy(op->contr->killer,"poisonous booze"); 2254 strcpy (op->contr->killer, "poisonous booze");
2423 } 2255 }
2256
2424 if (tmp->stats.hp > 0) { 2257 if (tmp->stats.hp > 0)
2258 {
2425 LOG(llevDebug,"Trying to poison player/monster for %d hp\n", 2259 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", tmp->stats.hp);
2426 tmp->stats.hp);
2427 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2428 } 2261 }
2262
2429 op->stats.food-=op->stats.food/4; 2263 op->stats.food -= op->stats.food / 4;
2430 handle_apply_yield(tmp); 2264 handle_apply_yield (tmp);
2431 decrease_ob(tmp); 2265 decrease_ob (tmp);
2432} 2266}
2433 2267
2434/** 2268/**
2435 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2269 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2436 * A valid 2 way exit means: 2270 * A valid 2 way exit means:
2437 * -You can come back (there is another exit at the other side) 2271 * -You can come back (there is another exit at the other side)
2438 * -You are 2272 * -You are
2439 * ° the owner of the exit 2273 * ° the owner of the exit
2440 * ° or in the same party as the owner 2274 * ° or in the same party as the owner
2441 * 2275 *
2442 * Note: a owner in a 2 way exit is saved as the owner's name 2276 * Note: a owner in a 2 way exit is saved as the owner's name
2443 * in the field exit->name cause the field exit->owner doesn't 2277 * in the field exit->name cause the field exit->owner doesn't
2444 * survive in the swapping (in fact the whole exit doesn't survive). 2278 * survive in the swapping (in fact the whole exit doesn't survive).
2445 */ 2279 */
2280int
2446int is_legal_2ways_exit (object* op, object *exit) 2281is_legal_2ways_exit (object *op, object *exit)
2447 { 2282{
2448 object * tmp; 2283 if (exit->stats.exp != 1)
2449 object * exit_owner; 2284 return 1; /*This is not a 2 way, so it is legal */
2450 player * pp; 2285
2451 mapstruct * exitmap; 2286#if 0 //TODO
2452 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2287 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2453 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2288 return 0; /* This is a reset town portal */
2454 /* To know if an exit has a correspondant, we look at 2289#endif
2455 * all the exits in destination and try to find one with same path as 2290
2456 * the current exit's position */ 2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2457 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2292
2458 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2459 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2294
2460 if (exitmap) 2295 if (exitmap)
2461 { 2296 {
2462 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2297 exitmap->load_sync ();
2463 if (!tmp) return 0; 2298
2464 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2299 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2300
2301 if (!tmp)
2302 return 0;
2303
2304 for (; tmp; tmp = tmp->above)
2465 { 2305 {
2466 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2306 if (tmp->type != EXIT)
2467 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2307 continue; /*Not an exit */
2468 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2469 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2470 2308
2309 if (!EXIT_PATH (tmp))
2310 continue; /*Not a valid exit */
2311
2312 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2313 continue; /*Not in the same place */
2314
2315 if (exit->map->path != EXIT_PATH (tmp))
2316 continue; /*Not in the same map */
2317
2471 /* From here we have found the exit is valid. However we do 2318 /* From here we have found the exit is valid. However we do
2472 * here the check of the exit owner. It is important for the 2319 * here the check of the exit owner. It is important for the
2473 * town portals to prevent strangers from visiting your appartments 2320 * town portals to prevent strangers from visiting your appartments
2474 */ 2321 */
2322 if (!exit->race)
2475 if (!exit->race) return 1; /*No owner, free for all!*/ 2323 return 1; /*No owner, free for all! */
2476 exit_owner=NULL; 2324
2477 for (pp=first_player;pp;pp=pp->next) 2325 object *exit_owner = 0;
2326
2327 for_all_players (pp)
2478 { 2328 {
2479 if (!pp->ob) continue; 2329 if (!pp->ob)
2330 continue;
2331
2480 if (pp->ob->name!=exit->race) continue; 2332 if (pp->ob->name != exit->race)
2333 continue;
2334
2481 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2335 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482 break; 2336 break;
2483 } 2337 }
2484 if (!exit_owner) return 0; /* No more owner*/ 2338
2485 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2339 if (!exit_owner)
2340 return 0; /* No more owner */
2341
2342 if (exit_owner->contr == op->contr)
2343 return 1; /*It is your exit */
2344
2486 if ( exit_owner && /*There is a owner*/ 2345 if (exit_owner && /*There is a owner */
2487 (op->contr) && /*A player tries to pass */ 2346 (op->contr) && /*A player tries to pass */
2488 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2347 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2489 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2348 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2490 return 0; 2349 return 0;
2350
2491 return 1; 2351 return 1;
2492 } 2352 }
2493 } 2353 }
2354
2494 return 0; 2355 return 0;
2495 } 2356}
2496
2497 2357
2498/** 2358/**
2499 * Main apply handler. 2359 * Main apply handler.
2500 * 2360 *
2501 * Checks for unpaid items before applying. 2361 * Checks for unpaid items before applying.
2509 * being applied. 2369 * being applied.
2510 * 2370 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with 2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special 2372 * them in this function - they are passed to apply_special
2513 */ 2373 */
2514 2374int
2515int manual_apply (object *op, object *tmp, int aflag) 2375manual_apply (object *op, object *tmp, int aflag)
2516{ 2376{
2517 if (tmp->head) tmp=tmp->head; 2377 if (tmp->head)
2378 tmp = tmp->head;
2518 2379
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381 {
2520 if (op->type == PLAYER) { 2382 if (op->type == PLAYER)
2521 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2383 {
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2522 return 1; 2385 return 1;
2523 } else { 2386 }
2387 else
2524 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2525 } 2389 }
2390
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0);
2393
2394 switch (tmp->type)
2526 } 2395 {
2527 2396 case CF_HANDLE:
2528 2397 op->play_sound (sound_find ("turn_handle"));
2529 /* Lauwenmark: Handle for plugin apply event */ 2398 op->statusmsg ("You turn the handle.");
2530 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2399 tmp->value = tmp->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value);
2401 update_object (tmp, UP_OBJ_FACE);
2402 push_button (tmp);
2531 return 1; 2403 return 1;
2532 2404
2533 switch (tmp->type) {
2534
2535 case TRANSPORT:
2536 return apply_transport(op, tmp, aflag);
2537
2538 case CF_HANDLE:
2539 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2540 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2541 tmp->value=tmp->value?0:1;
2542 SET_ANIMATION(tmp, tmp->value);
2543 update_object(tmp,UP_OBJ_FACE);
2544 push_button(tmp);
2545 return 1;
2546
2547 case TRIGGER: 2405 case TRIGGER:
2548 if (check_trigger (tmp, op)) { 2406 if (check_trigger (tmp, op))
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2407 {
2550 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2408 op->statusmsg ("You turn the handle.");
2551 } else { 2409 op->play_sound (sound_find ("turn_handle"));
2552 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2410 }
2553 } 2411 else
2412 op->failmsg ("The handle doesn't move.");
2413
2554 return 1; 2414 return 1;
2555 2415
2556 case EXIT: 2416 case EXIT:
2557 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2558 return 0; 2418 return 0;
2419
2559 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2560 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2561 query_name(tmp)); 2422 else
2562 } else { 2423 {
2563 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2564 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2565 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2566 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2427
2567 enter_exit(op,tmp); 2428 op->enter_exit (tmp);
2568 } 2429 }
2430
2569 return 1; 2431 return 1;
2570 2432
2571 case SIGN: 2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2436 return 1;
2437
2438 case SIGN:
2572 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2573 return 1; 2440 return 1;
2574 2441
2575 case BOOK: 2442 case BOOK:
2576 if (op->type == PLAYER) { 2443 if (op->type == PLAYER)
2444 {
2577 apply_book (op, tmp); 2445 apply_book (op, tmp);
2578 return 1; 2446 return 1;
2579 } else { 2447 }
2580 return 0; 2448 else
2581 } 2449 return 0;
2582 2450
2583 case SKILLSCROLL: 2451 case SKILLSCROLL:
2584 if (op->type == PLAYER) { 2452 if (op->type == PLAYER)
2453 {
2585 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2586 return 1; 2455 return 1;
2587 } 2456 }
2457 else
2588 return 0; 2458 return 0;
2589 2459
2590 case SPELLBOOK: 2460 case SPELLBOOK:
2591 if (op->type == PLAYER) { 2461 if (op->type == PLAYER)
2462 {
2592 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2593 return 1; 2464 return 1;
2594 } 2465 }
2466 else
2595 return 0; 2467 return 0;
2596 2468
2597 case SCROLL: 2469 case SCROLL:
2598 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2599 return 1; 2471 return 1;
2600 2472
2601 case POTION: 2473 case POTION:
2602 (void) apply_potion(op, tmp); 2474 apply_potion (op, tmp);
2603 return 1; 2475 return 1;
2604 2476
2605 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2606 case CLOSE_CON: 2479 case CLOSE_CON:
2607 if (op->type==PLAYER)
2608 (void) esrv_apply_container (op, tmp->env);
2609 else
2610 (void) apply_container (op, tmp->env); 2480 apply_container (op, tmp->env);
2611 return 1; 2481 return 1;
2612 2482
2613 case CONTAINER: 2483 case CONTAINER:
2614 if (op->type==PLAYER)
2615 (void) esrv_apply_container (op, tmp);
2616 else
2617 (void) apply_container (op, tmp); 2484 apply_container (op, tmp);
2618 return 1; 2485 return 1;
2619 2486
2620 case TREASURE: 2487 case TREASURE:
2621 if (op->type == PLAYER) { 2488 if (op->type == PLAYER)
2489 {
2622 apply_treasure (op, tmp); 2490 apply_treasure (op, tmp);
2623 return 1; 2491 return 1;
2624 } else { 2492 }
2625 return 0; 2493 else
2626 } 2494 return 0;
2627 2495
2628 case WEAPON: 2496 case WEAPON:
2629 case ARMOUR: 2497 case ARMOUR:
2630 case BOOTS: 2498 case BOOTS:
2631 case GLOVES: 2499 case GLOVES:
2632 case AMULET: 2500 case AMULET:
2633 case GIRDLE: 2501 case GIRDLE:
2634 case BRACERS: 2502 case BRACERS:
2635 case SHIELD: 2503 case SHIELD:
2636 case HELMET: 2504 case HELMET:
2637 case RING: 2505 case RING:
2638 case CLOAK: 2506 case CLOAK:
2639 case WAND: 2507 case WAND:
2640 case ROD: 2508 case ROD:
2641 case HORN: 2509 case HORN:
2642 case SKILL: 2510 case SKILL:
2643 case BOW: 2511 case BOW:
2644 case LAMP: 2512 case LAMP:
2645 case BUILDER: 2513 case BUILDER:
2646 case SKILL_TOOL: 2514 case SKILL_TOOL:
2647 if (tmp->env != op) 2515 if (tmp->env != op)
2648 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2649 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2650 return 1; 2519 return 1;
2651 2520
2652 case DRINK: 2521 case DRINK:
2653 case FOOD: 2522 case FOOD:
2654 case FLESH: 2523 case FLESH:
2655 apply_food (op, tmp); 2524 apply_food (op, tmp);
2656 return 1; 2525 return 1;
2657 2526
2658 case POISON: 2527 case POISON:
2659 apply_poison (op, tmp); 2528 apply_poison (op, tmp);
2660 return 1; 2529 return 1;
2661 2530
2662 case SAVEBED: 2531 case SAVEBED:
2532 return 1;
2533
2534 case ARMOUR_IMPROVER:
2663 if (op->type == PLAYER) { 2535 if (op->type == PLAYER)
2664 apply_savebed (op); 2536 {
2665 return 1; 2537 apply_armour_improver (op, tmp);
2666 } else { 2538 return 1;
2667 return 0; 2539 }
2668 } 2540 else
2541 return 0;
2669 2542
2670 case ARMOUR_IMPROVER: 2543 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp);
2545 return 1;
2546
2547 case CLOCK:
2671 if (op->type == PLAYER) { 2548 if (op->type == PLAYER)
2672 apply_armour_improver (op, tmp); 2549 {
2673 return 1; 2550 char buf[MAX_BUF];
2674 } else { 2551 timeofday_t tod;
2675 return 0;
2676 }
2677 2552
2678 case WEAPON_IMPROVER: 2553 get_tod (&tod);
2679 (void) check_improve_weapon(op, tmp); 2554 op->play_sound (sound_find ("sound_clock"));
2680 return 1; 2555 op->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 ));
2560 return 1;
2561 }
2562 else
2563 return 0;
2681 2564
2682 case CLOCK: 2565 case MENU:
2683 if (op->type == PLAYER) { 2566 if (op->type == PLAYER)
2684 char buf[MAX_BUF]; 2567 {
2685 timeofday_t tod; 2568 shop_listing (tmp, op);
2569 return 1;
2570 }
2571 else
2572 return 0;
2686 2573
2687 get_tod(&tod);
2688 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2689 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2690 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2691 ((tod.hour >= 14) ? "pm" : "am"));
2692 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2693 new_draw_info(NDI_UNIQUE, 0,op, buf);
2694 return 1;
2695 } else {
2696 return 0;
2697 }
2698
2699 case MENU:
2700 if (op->type == PLAYER) {
2701 shop_listing (op);
2702 return 1;
2703 } else {
2704 return 0;
2705 }
2706
2707 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2708 apply_power_crystal(op,tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2709 return 1; 2576 return 1;
2710 2577
2711 case LIGHTER: /* for lighting torches/lanterns/etc */ 2578 case LIGHTER: /* for lighting torches/lanterns/etc */
2712 if (op->type == PLAYER) { 2579 if (op->type == PLAYER)
2713 apply_lighter(op,tmp); 2580 {
2714 return 1; 2581 apply_lighter (op, tmp);
2715 } else { 2582 return 1;
2716 return 0; 2583 }
2717 } 2584 else
2585 return 0;
2718 2586
2719 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2720 apply_item_transformer( op, tmp ); 2588 apply_item_transformer (op, tmp);
2721 return 1; 2589 return 1;
2722 2590
2723 default: 2591 default:
2724 return 0; 2592 return 0;
2725 } 2593 }
2726} 2594}
2727 2595
2728 2596
2729/* quiet suppresses the "don't know how to apply" and "you must get it first" 2597/* quiet suppresses the "don't know how to apply" and "you must get it first"
2730 * messages as needed by player_apply_below(). But there can still be 2598 * messages as needed by player_apply_below(). But there can still be
2731 * "but you are floating high above the ground" messages. 2599 * "but you are floating high above the ground" messages.
2732 * 2600 *
2733 * Same return value as apply() function. 2601 * Same return value as apply() function.
2734 */ 2602 */
2603int
2735int player_apply (object *pl, object *op, int aflag, int quiet) 2604player_apply (object *pl, object *op, int aflag, int quiet)
2736{ 2605{
2737 int tmp; 2606 int tmp;
2738 2607
2739 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2608 if (op->env && (pl->move_type & MOVE_FLYING))
2609 {
2740 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2741 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2742 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2612 {
2743 "above the ground!"); 2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2744 return 0; 2614 return 0;
2745 } 2615 }
2746 }
2747
2748 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2749 * applied.
2750 */
2751 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2752 { 2616 }
2753 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2754 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2755 "of smoke!");
2756 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2757 remove_ob (op);
2758 free_object (op);
2759 return 1;
2760 }
2761 2617
2762 pl->contr->last_used = op; 2618 pl->contr->last_used = op;
2763 pl->contr->last_used_id = op->count;
2764 2619
2765 tmp = manual_apply (pl, op, aflag); 2620 tmp = manual_apply (pl, op, aflag);
2766 if ( ! quiet) { 2621 if (!quiet)
2622 {
2767 if (tmp == 0) 2623 if (tmp == 0)
2768 new_draw_info_format (NDI_UNIQUE, 0, pl, 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2769 "I don't know how to apply the %s.",
2770 query_name (op));
2771 else if (tmp == 2) 2625 else if (tmp == 2)
2772 new_draw_info_format (NDI_UNIQUE, 0, pl, 2626 pl->failmsg ("You must get it first!\n");
2773 "You must get it first!\n");
2774 } 2627 }
2628
2775 return tmp; 2629 return tmp;
2776} 2630}
2777 2631
2778/** 2632/**
2779 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2780 * If the player has an open container, we use that for below, otherwise 2634 * If the player has an open container, we use that for below, otherwise
2781 * we use the ground. 2635 * we use the ground.
2782 */ 2636 */
2783 2637void
2784void player_apply_below (object *pl) 2638player_apply_below (object *pl)
2785{ 2639{
2786 object *tmp, *next;
2787 int floors; 2640 int floors = 0;
2788 2641
2789 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2790 apply_transport(pl, pl->contr->transport, 0);
2791 return;
2792 }
2793
2794 /* If using a container, set the starting item to be the top 2642 /* If using a container, set the starting item to be the top
2795 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2796 */
2797 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2798
2799 /* This is perhaps more complicated. However, I want to make sure that 2644 * This is perhaps more complicated. However, I want to make sure that
2800 * we don't use a corrupt pointer for the next object, so we get the 2645 * we don't use a corrupt pointer for the next object, so we get the
2801 * next object in the stack before applying. This is can only be a 2646 * next object in the stack before applying. This is can only be a
2802 * problem if player_apply() has a bug in that it uses the object but does 2647 * problem if player_apply() has a bug in that it uses the object but does
2803 * not return a proper value. 2648 * not return a proper value.
2804 */ 2649 */
2805 for (floors = 0; tmp!=NULL; tmp=next) { 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 {
2806 next = tmp->below; 2652 next = tmp->below;
2653
2807 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2808 floors++; 2655 floors++;
2809 else if (floors > 0) 2656 else if (floors > 0)
2810 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2811 2658
2812 /* If it is visible, player can apply it. If it is applied by 2659 /* If it is visible, player can apply it. If it is applied by
2813 * person moving on it, also activate. Added code to make it 2660 * person moving on it, also activate. Added code to make it
2814 * so that at least one of players movement types be that which 2661 * so that at least one of players movement types be that which
2815 * the item needs. 2662 * the item needs.
2816 */ 2663 */
2817 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2664 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2818 if (player_apply (pl, tmp, 0, 1) == 1) 2666 if (player_apply (pl, tmp, 0, 1) == 1)
2819 return; 2667 return;
2820 } 2668 }
2821 if (floors >= 2) 2669 if (floors >= 2)
2822 return; /* process at most two floor objects */ 2670 return; /* process at most two floor objects */
2823 } 2671 }
2824} 2672}
2825 2673
2826/** 2674/**
2827 * Unapplies specified item. 2675 * Unapplies specified item.
2828 * No check done on cursed/damned. 2676 * No check done on cursed/damned.
2829 * Break this out of apply_special - this is just done 2677 * Break this out of apply_special - this is just done
2830 * to keep the size of apply_special to a more managable size. 2678 * to keep the size of apply_special to a more managable size.
2831 */ 2679 */
2680static int
2832static int unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2833{ 2682{
2834 object *tmp2; 2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0);
2835 2686
2836 CLEAR_FLAG(op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2837 switch(op->type) { 2689 switch (op->type)
2838 case WEAPON: 2690 {
2839 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2840
2841 (void) change_abil (who,op);
2842 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2843 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2844 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2845 who->current_weapon_script = NULL;
2846 who->current_weapon = NULL;
2847 clear_skill(who);
2848 break;
2849
2850 case SKILL: /* allows objects to impart skills */
2851 case SKILL_TOOL: 2691 case SKILL_TOOL:
2852 if (op != who->chosen_skill) { 2692 // unapplying a skill tool should also unapply the skill it governs
2853 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2693 // but this is hard, as it shouldn't do so when the skill can
2854 } 2694 // be used for other reasons
2855 if (who->type==PLAYER) { 2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2856 if (who->contr->shoottype == range_skill) 2696 if (tmp->skill == op->skill
2857 who->contr->shoottype = range_none; 2697 && tmp->type == SKILL
2858 if ( ! op->invisible) { 2698 && tmp->flag [FLAG_APPLIED]
2859 new_draw_info_format (NDI_UNIQUE, 0, who, 2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2860 "You stop using the %s.", query_name(op)); 2700 unapply_special (who, tmp, 0);
2861 } else {
2862 new_draw_info_format (NDI_UNIQUE, 0, who,
2863 "You can no longer use the skill: %s.",
2864 op->skill);
2865 }
2866 }
2867 (void) change_abil (who, op);
2868 who->chosen_skill = NULL;
2869 CLEAR_FLAG (who, FLAG_READY_SKILL);
2870 break;
2871 2701
2872 case ARMOUR: 2702 change_abil (who, op);
2873 case HELMET:
2874 case SHIELD:
2875 case RING:
2876 case BOOTS:
2877 case GLOVES:
2878 case AMULET:
2879 case GIRDLE:
2880 case BRACERS:
2881 case CLOAK:
2882 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2883 (void) change_abil (who,op);
2884 break;
2885 case LAMP:
2886 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2887 op->name);
2888 tmp2 = arch_to_object(op->other_arch);
2889 tmp2->x = op->x;
2890 tmp2->y = op->y;
2891 tmp2->map = op->map;
2892 tmp2->below = op->below;
2893 tmp2->above = op->above;
2894 tmp2->stats.food = op->stats.food;
2895 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2896 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2897 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2898 if (who->type == PLAYER)
2899 esrv_del_item(who->contr, (tag_t)op->count);
2900 remove_ob(op);
2901 free_object(op);
2902 insert_ob_in_ob(tmp2, who);
2903 fix_player(who);
2904 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2905 if (who->type == PLAYER) {
2906 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2907 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2908 }
2909 }
2910 if(who->type==PLAYER)
2911 esrv_send_item(who, tmp2);
2912 return 1; /* otherwise, an attempt to drop causes problems */
2913 break;
2914 case BOW:
2915 case WAND:
2916 case ROD:
2917 case HORN:
2918 clear_skill(who);
2919 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2920 if(who->type==PLAYER) {
2921 who->contr->shoottype = range_none;
2922 } else {
2923 if (op->type == BOW)
2924 CLEAR_FLAG (who, FLAG_READY_BOW);
2925 else
2926 CLEAR_FLAG(who, FLAG_READY_RANGE);
2927 }
2928 break;
2929
2930 case BUILDER:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2932 who->contr->shoottype = range_none;
2933 who->contr->ranges[ range_builder ] = NULL;
2934 break; 2703 break;
2935 2704
2936 default: 2705 case WEAPON:
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2706 if (player *pl = who->contr)
2938 break; 2707 if (op == pl->combat_ob)
2939 } 2708 {
2940 2709 pl->combat_ob = 0;
2941 fix_player(who); 2710 who->change_weapon (pl->ranged_ob);
2942
2943 if ( ! (aflags & AP_NO_MERGE)) {
2944 object *tmp;
2945
2946 tag_t del_tag = op->count;
2947 tmp = merge_ob (op, NULL);
2948 if (who->type == PLAYER) {
2949 if (tmp) { /* it was merged */
2950 esrv_del_item (who->contr, del_tag);
2951 op = tmp;
2952 } 2711 }
2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 {
2722 if (!op->invisible)
2723 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2724 else
2725 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2726 }
2727
2728 change_abil (who, op);
2729 CLEAR_FLAG (who, FLAG_READY_SKILL);
2730 break;
2731
2732 case ARMOUR:
2733 case HELMET:
2734 case SHIELD:
2735 case RING:
2736 case BOOTS:
2737 case GLOVES:
2738 case AMULET:
2739 case GIRDLE:
2740 case BRACERS:
2741 case CLOAK:
2742 who->statusmsg (format ("You unwear %s.", query_name (op)));
2743 change_abil (who, op);
2744 break;
2745
2746 case LAMP:
2747 {
2748 who->statusmsg (format ("You turn off your %s.", &op->name));
2749
2750 object *tmp2 = arch_to_object (op->other_arch);
2751 tmp2->x = op->x;
2752 tmp2->y = op->y;
2753 tmp2->map = op->map;
2754 tmp2->below = op->below;
2755 tmp2->above = op->above;
2756 tmp2->stats.food = op->stats.food;
2757 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2758
2759 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2760 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2761
2762 if (who->contr)
2763 esrv_del_item (who->contr, op->count);
2764
2765 op->destroy ();
2766 insert_ob_in_ob (tmp2, who);
2767 who->update_stats ();
2768
2769 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2770 {
2771 if (who->contr)
2772 {
2773 who->failmsg ("Oops, it feels deadly cold!");
2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2775 }
2776 }
2777
2778 if (who->contr)
2779 esrv_send_item (who, tmp2);
2780 }
2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2784 case BOW:
2785 case WAND:
2786 case ROD:
2787 case HORN:
2788 if (player *pl = who->contr)
2789 {
2790 if (op == pl->ranged_ob)
2791 {
2792 pl->ranged_ob = 0;
2793 who->change_weapon (pl->combat_ob);
2794 }
2795
2796 who->statusmsg (format ("You unready %s.", query_name (op)));
2797 }
2798 else
2799 {
2800 who->change_skill (0);
2801
2802 if (op->type == BOW)
2803 CLEAR_FLAG (who, FLAG_READY_BOW);
2804 else
2805 CLEAR_FLAG (who, FLAG_READY_RANGE);
2806 }
2807
2808 break;
2809
2810 case BUILDER:
2811 if (who->contr)
2812 who->statusmsg (format ("You unready %s.", query_name (op)));
2813 break;
2814
2815 default:
2816 who->statusmsg (format ("You unapply %s.", query_name (op)));
2817 break;
2818 }
2819
2820 who->update_stats ();
2821
2822 if (!(aflags & AP_NO_MERGE))
2823 {
2824 object *tmp = merge_ob (op, 0);
2825
2826 if (who->contr)
2827 {
2828 if (tmp)
2829 { /* it was merged */
2830 esrv_del_item (who->contr, op->count);
2831 op = tmp;
2832 }
2833
2953 esrv_send_item (who, op); 2834 esrv_send_item (who, op);
2954 } 2835 }
2955 } 2836 }
2837
2956 return 0; 2838 return 0;
2957} 2839}
2958 2840
2959/** 2841/**
2960 * Returns the object that is using location 'loc'. 2842 * Returns the object that is using location 'loc'.
2961 * Note that 'start' is the first object to start examing - we 2843 * Note that 'start' is the first object to start examing - we
2962 * then go through the below of this. In this way, you can do 2844 * then go through the below of this. In this way, you can do
2963 * something like: 2845 * something like:
2964 * tmp = get_item_from_body_location(who->inv, 1); 2846 * tmp = get_next_item_from_body_location(who->inv, 1);
2965 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2847 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2966 * to find the second object that may use this location, etc. 2848 * to find the second object that may use this location, etc.
2967 * Returns NULL if no match is found. 2849 * Returns NULL if no match is found.
2968 * loc is the index into the array we are looking for a match. 2850 * loc is the index into the array we are looking for a match.
2969 * don't return invisible objects unless they are skill objects 2851 * don't return invisible objects unless they are skill objects
2970 * invisible other objects that use 2852 * invisible other objects that use
2971 * up body locations can be used as restrictions. 2853 * up body locations can be used as restrictions.
2972 */ 2854 */
2973object *get_item_from_body_location(object *start, int loc) 2855static object *
2856get_next_item_from_body_location (int loc, object *start)
2974{ 2857{
2975 object *tmp;
2976
2977 if (!start) return NULL;
2978
2979 for (tmp=start; tmp; tmp=tmp->below) 2858 for (object *tmp = start; tmp; tmp = tmp->below)
2980 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2859 if (tmp->flag [FLAG_APPLIED]
2981 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2860 && tmp->slot[loc].info
2861 && (!tmp->invisible || tmp->type == SKILL))
2862 return tmp;
2982 2863
2983 return NULL; 2864 return 0;
2984} 2865}
2985
2986
2987 2866
2988/** 2867/**
2989 * 'op' wants to apply an object, but can't because of other equipment. 2868 * 'op' wants to apply an object, but can't because of other equipment.
2990 * This should only be called when it is known 2869 * This should only be called when it is known
2991 * that there are objects to unapply. This makes pretty heavy 2870 * that there are objects to unapply. This makes pretty heavy
2994 * Returns 0 on success, returns 1 if there is some problem. 2873 * Returns 0 on success, returns 1 if there is some problem.
2995 * if aflags is AP_PRINT, we instead print out waht to unapply 2874 * if aflags is AP_PRINT, we instead print out waht to unapply
2996 * instead of doing it. This is a lot less code than having 2875 * instead of doing it. This is a lot less code than having
2997 * another function that does just that. 2876 * another function that does just that.
2998 */ 2877 */
2878
2879#define CANNOT_REMOVE_CURSED \
2880 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2881 "Praying over an altar, scrolls of remove curse/damnation, " \
2882 "priests or even other players might help.>"
2883
2884int
2999int unapply_for_ob(object *who, object *op, int aflags) 2885unapply_for_ob (object *who, object *op, int aflags)
3000{ 2886{
3001 int i; 2887 if (op->is_range ())
3002 object *tmp=NULL, *last;
3003
3004 /* If we are applying a shield or weapon, unapply any equipped shield
3005 * or weapons first - only allowed to use one weapon/shield at a time.
3006 */
3007 if (op->type == WEAPON || op->type == SHIELD) {
3008 for (tmp=who->inv; tmp; tmp=tmp->below) { 2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3009 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3010 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2890 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3011 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2891 {
3012 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
3013 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2893 who->failmsg (query_name (tmp));
3014 else 2894 else
3015 unapply_special(who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
3016 } 2896 }
3017 else { 2897 else
2898 {
3018 /* In this case, we want to try and remove a cursed item. 2899 /* In this case, we want to try and remove a cursed item.
3019 * While we know it won't work, we want unapply_special to 2900 * While we know it won't work, we want unapply_special to
3020 * at least generate the message. 2901 * at least generate the message.
3021 */ 2902 */
3022 new_draw_info_format(NDI_UNIQUE, 0, who, 2903 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3023 "No matter how hard you try, you just can't\nremove %s.", 2904 return 1;
3024 query_name(tmp)); 2905 }
3025 return 1;
3026 }
3027 2906
3028 }
3029 }
3030 }
3031
3032 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2908 {
3033 /* this used up a slot that we need to free */ 2909 /* this used up a slot that we need to free */
3034 if (op->body_info[i]) { 2910 if (op->slot[i].info)
3035 last = who->inv; 2911 {
2912 object *last = who->inv;
3036 2913
3037 /* We do a while loop - may need to remove several items in order 2914 /* We do a while loop - may need to remove several items in order
3038 * to free up enough slots. 2915 * to free up enough slots.
3039 */ 2916 */
3040 while ((who->body_used[i] + op->body_info[i]) < 0) { 2917 while ((who->slot[i].used + op->slot[i].info) < 0)
3041 tmp = get_item_from_body_location(last, i); 2918 {
3042 if (!tmp) { 2919 object *tmp = get_next_item_from_body_location (i, last);
2920
2921 if (!tmp)
2922 {
3043#if 0 2923#if 0
3044 /* Not a bug - we'll get this if the player has cursed items 2924 /* Not a bug - we'll get this if the player has cursed items
3045 * equipped. 2925 * equipped.
3046 */ 2926 */
3047 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2927 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3048 i, body_locations[i].save_name, who->name);
3049#endif 2928#endif
3050 return 1; 2929 return 1;
3051 } 2930 }
2931
3052 /* If we are just printing, we don't care about cursed status */ 2932 /* If we are just printing, we don't care about cursed status */
3053 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2933 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3054 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2934 {
3055 if (aflags & AP_PRINT) 2935 if (aflags & AP_PRINT)
3056 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2936 who->failmsg (query_name (tmp));
3057 else 2937 else
3058 unapply_special(who, tmp, aflags); 2938 unapply_special (who, tmp, aflags);
3059 } 2939 }
3060 else { 2940 else
2941 {
3061 /* Cursed item that we can't unequip - tell the player. 2942 /* Cursed item that we can't unequip - tell the player.
3062 * Note this could be annoying if this is just one of a few, 2943 * Note this could be annoying if this is just one of a few,
3063 * so it may not be critical (eg, putting on a ring and you have 2944 * so it may not be critical (eg, putting on a ring and you have
3064 * one cursed ring.) 2945 * one cursed ring.)
3065 */ 2946 */
3066 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2947 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3067 } 2948 }
3068 last = tmp->below; 2949
3069 } 2950 last = tmp->below;
2951 }
3070 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2952 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3071 * return in the !tmp would have kicked in. 2953 * return in the !tmp would have kicked in.
3072 */ 2954 */
3073 } /* if op is using this body location */ 2955 } /* if op is using this body location */
3074 } /* for body lcoations */ 2956 } /* for body lcoations */
2957
3075 return 0; 2958 return 0;
3076} 2959}
3077 2960
3078/** 2961/**
3079 * Checks to see if 'who' can apply object 'op'. 2962 * Checks to see if 'who' can apply object 'op'.
3080 * Returns 0 if apply can be done without anything special. 2963 * Returns 0 if apply can be done without anything special.
3081 * Otherwise returns a bitmask - potentially several of these may be 2964 * Otherwise returns a bitmask - potentially several of these may be
3082 * set, but largely depends on circumstance - in the future, processing 2965 * set, but largely depends on circumstance - in the future, processing
3083 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2966 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3084 * is set, do we really are what the other flags may be?) 2967 * is set, do we really care what the other flags may be?)
3085 * 2968 *
3086 * See include/define.h for detailed description of the meaning of 2969 * See include/define.h for detailed description of the meaning of
3087 * these return values. 2970 * these return values.
3088 */ 2971 */
2972int
3089int can_apply_object(object *who, object *op) 2973can_apply_object (object *who, object *op)
3090{ 2974{
2975 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2976 return RESULT_INT (0);
2977
3091 int i, retval=0; 2978 int retval = 0;
3092 object *tmp=NULL, *ws=NULL; 2979 object *tmp = 0, *ws = 0;
3093 2980
3094 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3095 * 2 weapons, but we don't want to let them do that. So if they are
3096 * trying to equip a weapon or shield, see if they already have one
3097 * in place and store that way.
3098 */
3099 if (op->type == WEAPON || op->type == SHIELD) {
3100 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3101 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3102 retval = CAN_APPLY_UNAPPLY;
3103 ws = tmp;
3104 }
3105 }
3106 }
3107
3108
3109 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2981 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3110 if (op->body_info[i]) { 2982 {
2983 if (op->slot[i].info)
2984 {
3111 /* Item uses more slots than we have */ 2985 /* Item uses more slots than we have */
3112 if (FABS(op->body_info[i]) > who->body_info[i]) { 2986 if (who->slot[i].info + op->slot [i].info < 0)
2987 {
3113 /* Could return now for efficiently - rest of info below isn' 2988 /* Could return now for efficiency - rest of info below isn't
3114 * really needed. 2989 * really needed.
3115 */ 2990 */
3116 retval |= CAN_APPLY_NEVER; 2991 retval |= CAN_APPLY_NEVER;
3117 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2992 }
2993 else if (who->slot[i].used + op->slot[i].info < 0)
2994 {
3118 /* in this case, equipping this would use more free spots than 2995 /* in this case, equipping this would use more free spots than
3119 * we have. 2996 * we have.
3120 */ 2997 */
3121 object *tmp1;
3122 2998
3123
3124 /* if we have an applied weapon/shield, and unapply it would free 2999 /* if we have an applied weapon/shield, and unapply it would free
3125 * enough slots to equip the new item, then just set this can 3000 * enough slots to equip the new item, then just set "can
3126 * continue. We don't care about the logic below - if you have 3001 * apply unapply". We don't care about the logic below - if you have a
3127 * shield equipped and try to equip another shield, there is only 3002 * shield equipped and try to equip another shield, there is only
3128 * one choice. However, the check for the number of body locations 3003 * one choice. However, the check for the number of body locations
3129 * does take into the account cases where what is being applied 3004 * does take into the account cases where what is being applied
3130 * may be two handed for example. 3005 * may be two handed for example.
3131 */ 3006 */
3132 if (ws) { 3007 if (ws)
3133 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3008 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3134 retval |= CAN_APPLY_UNAPPLY; 3009 {
3135 continue; 3010 retval |= CAN_APPLY_UNAPPLY;
3136 } 3011 continue;
3137 } 3012 }
3138 3013
3139 tmp1 = get_item_from_body_location(who->inv, i); 3014 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3140 if (!tmp1) { 3015 if (!tmp1)
3016 {
3141#if 0 3017#if 0
3142 /* This is sort of an error, but happens a lot when old players 3018 /* This is sort of an error, but happens a lot when old players
3143 * join in with more stuff equipped than they are now allowed. 3019 * join in with more stuff equipped than they are now allowed.
3144 */ 3020 */
3145 LOG(llevError,"Can't find object using location %d on %s\n", 3021 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3146 i, who->name);
3147#endif 3022#endif
3148 retval |= CAN_APPLY_NEVER; 3023 retval |= CAN_APPLY_NEVER;
3149 } else { 3024 }
3025 else
3026 {
3150 /* need to unapply something. However, if this something 3027 /* need to unapply something. However, if this something
3151 * is different than we had found before, it means they need 3028 * is different than we had found before, it means they need
3152 * to apply multiple objects 3029 * to apply multiple objects
3153 */ 3030 */
3154 retval |= CAN_APPLY_UNAPPLY; 3031 retval |= CAN_APPLY_UNAPPLY;
3155 if (!tmp) tmp = tmp1; 3032
3156 else if (tmp != tmp1) { 3033 if (!tmp)
3157 retval |= CAN_APPLY_UNAPPLY_MULT; 3034 tmp = tmp1;
3158 } 3035 else if (tmp != tmp1)
3036 retval |= CAN_APPLY_UNAPPLY_MULT;
3037
3159 /* This object isn't using up all the slots, so there must 3038 /* This object isn't using up all the slots, so there must
3160 * be another. If so, and it the new item doesn't need all 3039 * be another. If so, and it the new item doesn't need all
3161 * the slots, the player then has a choice. 3040 * the slots, the player then has a choice.
3162 */ 3041 */
3163 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3042 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3164 (FABS(op->body_info[i]) < who->body_info[i])) 3043 && abs (op->slot[i].info) < who->slot[i].info)
3165 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3044 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3166 3045
3167 /* Does unequippint 'tmp1' free up enough slots for this to be 3046 /* Does unequippint 'tmp1' free up enough slots for this to be
3168 * equipped? If not, there must be something else to unapply. 3047 * equipped? If not, there must be something else to unapply.
3169 */ 3048 */
3170 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3049 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3171 retval |= CAN_APPLY_UNAPPLY_MULT; 3050 retval |= CAN_APPLY_UNAPPLY_MULT;
3172 3051 }
3173 } 3052 } /* if not enough free slots */
3174 } /* if not enough free slots */ 3053 } /* if this object uses location i */
3175 } /* if this object uses location i */
3176 } /* for i -> num_body_locations loop */ 3054 } /* for i -> num_body_locations loop */
3177 3055
3178 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3056 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3179 * really be controlled by use of body locations. We do have 3057 * really be controlled by use of body locations. We do have
3180 * the weapon/shield checks, and the range checks for monsters, 3058 * the weapon/shield checks, and the range checks for monsters,
3181 * because you can't control those just by body location - bows, shields, 3059 * because you can't control those just by body location - bows, shields,
3182 * and weapons all use the same slot. Similar for horn/rod/wand - they 3060 * and weapons all use the same slot. Similar for horn/rod/wand - they
3183 * all use the same location. 3061 * all use the same location.
3184 */ 3062 */
3185 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3186 retval |= CAN_APPLY_RESTRICTION;
3187 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3188 retval |= CAN_APPLY_RESTRICTION;
3189
3190
3191 if (who->type != PLAYER) {
3192 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3193 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3194 retval |= CAN_APPLY_RESTRICTION;
3195 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3196 retval |= CAN_APPLY_RESTRICTION; 3064 retval |= CAN_APPLY_RESTRICTION;
3065
3197 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3198 retval |= CAN_APPLY_RESTRICTION; 3067 retval |= CAN_APPLY_RESTRICTION;
3199 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3068
3069 if (who->type != PLAYER)
3070 {
3071 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3200 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3073
3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3075 retval |= CAN_APPLY_RESTRICTION;
3076
3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3078 retval |= CAN_APPLY_RESTRICTION;
3079
3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3081 retval |= CAN_APPLY_RESTRICTION;
3201 } 3082 }
3083
3202 return retval; 3084 return retval;
3203} 3085}
3204
3205
3206 3086
3207/** 3087/**
3208 * who is the object using the object. It can be a monster. 3088 * who is the object using the object. It can be a monster.
3209 * op is the object they are using. op is an equipment type item, 3089 * op is the object they are using. op is an equipment type item,
3210 * eg, one which you put on and keep on for a while, and not something 3090 * eg, one which you put on and keep on for a while, and not something
3219 * AP_UNAPPLY=always unapply). 3099 * AP_UNAPPLY=always unapply).
3220 * 3100 *
3221 * Optional flags: 3101 * Optional flags:
3222 * AP_NO_MERGE: don't merge an unapplied object with other objects 3102 * AP_NO_MERGE: don't merge an unapplied object with other objects
3223 * AP_IGNORE_CURSE: unapply cursed items 3103 * AP_IGNORE_CURSE: unapply cursed items
3104 * AP_NO_READY: do not ready skills when applying skill tools
3224 * 3105 *
3225 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3226 * 3107 *
3227 * apply_special() doesn't check for unpaid items. 3108 * apply_special() doesn't check for unpaid items.
3228 */ 3109 */
3110
3111#define LACK_ITEM_POWER \
3112 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3113
3114int
3229int apply_special (object *who, object *op, int aflags) 3115apply_special (object *who, object *op, int aflags)
3230{ 3116{
3231 int basic_flag = aflags & AP_BASIC_FLAGS; 3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3232 object *tmp, *tmp2, *skop=NULL; 3118 object *tmp, *tmp2, *skop = NULL;
3233 int i;
3234 3119
3235 if(who==NULL) { 3120 if (who == NULL)
3121 {
3236 LOG(llevError,"apply_special() from object without environment.\n"); 3122 LOG (llevError, "apply_special() from object without environment.\n");
3237 return 1; 3123 return 1;
3238 } 3124 }
3239 3125
3240 if(op->env!=who) 3126 if (op->env != who)
3241 return 1; /* op is not in inventory */ 3127 return 1; /* op is not in inventory */
3242 3128
3243 /* trying to unequip op */ 3129 /* trying to unequip op */
3244 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3130 if (QUERY_FLAG (op, FLAG_APPLIED))
3131 {
3245 /* always apply, so no reason to unapply */ 3132 /* always apply, so no reason to unapply */
3246 if (basic_flag == AP_APPLY) return 0; 3133 if (basic_flag == AP_APPLY)
3134 return 0;
3247 3135
3248 if ( ! (aflags & AP_IGNORE_CURSE) 3136 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3249 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3137 {
3250 new_draw_info_format(NDI_UNIQUE, 0, who, 3138 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3251 "No matter how hard you try, you just can't\nremove %s.",
3252 query_name(op));
3253 return 1; 3139 return 1;
3254 } 3140 }
3141
3255 return unapply_special(who, op, aflags); 3142 return unapply_special (who, op, aflags);
3256 } 3143 }
3257 3144
3258 if (basic_flag == AP_UNAPPLY) return 0; 3145 if (basic_flag == AP_UNAPPLY)
3146 return 0;
3259 3147
3260 i = can_apply_object(who, op); 3148 // if the item is combat/ranged, wield the relevant slot first
3149 // to resolve conflicts.
3150 if (player *pl = who->contr)
3151 switch (op->slottype ())
3152 {
3153 case slot_combat: who->change_weapon (pl->combat_ob); break;
3154 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3155 }
3261 3156
3157 splay (op);
3158
3262 /* Can't just apply this object. Lets see what not and what to do */ 3159 /* Can't just apply this object. Lets see what not and what to do */
3263 if (i) { 3160 if (int i = can_apply_object (who, op))
3161 {
3264 if (i & CAN_APPLY_NEVER) { 3162 if (i & CAN_APPLY_NEVER)
3265 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3163 {
3164 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3266 return 1; 3165 return 1;
3166 }
3267 } else if (i & CAN_APPLY_RESTRICTION) { 3167 else if (i & CAN_APPLY_RESTRICTION)
3268 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3168 {
3169 who->failmsg (format (
3170 "You have a prohibition against using a %s. "
3171 "H<Your belief, profession or class prevents you from applying this item.>",
3172 query_name (op)
3173 ));
3269 return 1; 3174 return 1;
3270 } 3175 }
3176
3271 if (who->type != PLAYER) { 3177 if (who->type != PLAYER)
3178 {
3272 /* Some error, so don't try to equip something more */ 3179 /* Some error, so don't try to equip something more */
3273 if (unapply_for_ob(who, op, aflags)) return 1; 3180 if (unapply_for_ob (who, op, aflags))
3274 } else { 3181 return 1;
3275 if (who->contr->unapply == unapply_never || 3182 }
3276 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3183 else
3277 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3184 {
3185 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3186 {
3187 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3278 unapply_for_ob(who, op, AP_PRINT); 3188 unapply_for_ob (who, op, AP_PRINT);
3279 return 1; 3189 return 1;
3280 } 3190 }
3281 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3191 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3282 i = unapply_for_ob(who, op, aflags); 3192 if (unapply_for_ob (who, op, aflags))
3283 if (i) return 1; 3193 return 1;
3194 }
3284 } 3195 }
3285 } 3196
3286 }
3287 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3198 {
3288 skop=find_skill_by_name(who, op->skill); 3199 skop = find_skill_by_name (who, op->skill);
3289 if (!skop) { 3200
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3201 if (!skop)
3202 {
3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3291 return 1; 3204 return 1;
3292 } else { 3205 }
3206 else
3293 /* While experience will be credited properly, we want to change the 3207 /* While experience will be credited properly, we want to change the
3294 * skill so that the dam and wc get updated 3208 * skill so that the dam and wc get updated
3295 */ 3209 */
3296 change_skill(who, skop, 0); 3210 who->change_skill (skop);
3297 }
3298 } 3211 }
3299 3212
3300 if (who->type == PLAYER && op->item_power && 3213 if (who->type == PLAYER
3214 && op->item_power
3301 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3302 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3303 return 1;
3304 } 3216 {
3305 3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1;
3219 }
3306 3220
3307 /* Ok. We are now at the state where we can apply the new object. 3221 /* Ok. We are now at the state where we can apply the new object.
3308 * Note that we don't have the checks for can_use_... 3222 * Note that we don't have the checks for can_use_...
3309 * below - that is already taken care of by can_apply_object. 3223 * below - that is already taken care of by can_apply_object.
3310 */ 3224 */
3311
3312
3313 if(op->nrof > 1) 3225 if (op->nrof > 1)
3314 tmp = get_split_ob(op,op->nrof - 1); 3226 tmp = get_split_ob (op, op->nrof - 1);
3315 else 3227 else
3316 tmp = NULL; 3228 tmp = 0;
3317 3229
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0);
3232
3318 switch(op->type) { 3233 switch (op->type)
3234 {
3319 case WEAPON: 3235 case WEAPON:
3320 if (!check_weapon_power(who, op->last_eat)) { 3236 if (!check_weapon_power (who, op->last_eat))
3321 new_draw_info(NDI_UNIQUE, 0,who, 3237 {
3322 "That weapon is too powerful for you to use."); 3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3323 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3239
3324 if(tmp!=NULL) 3240 if (tmp)
3325 (void) insert_ob_in_ob(tmp,who); 3241 insert_ob_in_ob (tmp, who);
3326 return 1; 3242
3327 } 3243 return 1;
3244 }
3245
3246 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword.
3328 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3249 {
3329 /* if the weapon does not have the name as the character, can't use it. */ 3250 /* if the weapon does not have the name as the character, can't use it. */
3330 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3331 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3332 if(tmp!=NULL)
3333 (void) insert_ob_in_ob(tmp,who);
3334 return 1;
3335 }
3336 SET_FLAG(op, FLAG_APPLIED);
3337 3253
3338 if (skop) change_skill(who, skop, 1); 3254 if (tmp)
3339 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3340 SET_FLAG(who, FLAG_READY_WEAPON);
3341
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3343
3344 (void) change_abil (who,op);
3345 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3346 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3347 LOG(llevDebug, "Scripting Weapon wielded\n");
3348 if (who->current_weapon_script) free_string(who->current_weapon_script);
3349 who->current_weapon_script=add_string(query_name(op));
3350 }
3351 who->current_weapon = op;*/
3352 break;
3353
3354 case ARMOUR:
3355 case HELMET:
3356 case SHIELD:
3357 case BOOTS:
3358 case GLOVES:
3359 case GIRDLE:
3360 case BRACERS:
3361 case CLOAK:
3362 case RING:
3363 case AMULET:
3364 SET_FLAG(op, FLAG_APPLIED);
3365 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3366 (void) change_abil (who,op);
3367 break;
3368 case LAMP:
3369 if (op->stats.food < 1) {
3370 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3371 " fuel!", op->name);
3372 return 1;
3373 }
3374 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3375 op->name);
3376 tmp2 = arch_to_object(op->other_arch);
3377 tmp2->stats.food = op->stats.food;
3378 SET_FLAG(tmp2, FLAG_APPLIED);
3379 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3380 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3381 insert_ob_in_ob(tmp2, who); 3255 insert_ob_in_ob (tmp, who);
3382 3256
3383 /* Remove the old lantern */ 3257 return 1;
3384 if (who->type == PLAYER) 3258 }
3385 esrv_del_item(who->contr, (tag_t)op->count);
3386 remove_ob(op);
3387 free_object(op);
3388 3259
3389 /* insert the portion that was split off */ 3260 if (!skop)
3390 if(tmp!=NULL) { 3261 {
3391 (void) insert_ob_in_ob(tmp,who); 3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3392 if(who->type==PLAYER) 3263 return 1;
3393 esrv_send_item(who, tmp); 3264 }
3394 }
3395 fix_player(who);
3396 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3397 if (who->type == PLAYER) {
3398 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3399 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3400 }
3401 }
3402 if(who->type==PLAYER)
3403 esrv_send_item(who, tmp2);
3404 return 0;
3405 break;
3406 3265
3407 /* this part is needed for skill-tools */
3408 case SKILL:
3409 case SKILL_TOOL:
3410 if (who->chosen_skill) {
3411 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3412 return 1;
3413 }
3414 if (who->type == PLAYER) {
3415 who->contr->shoottype = range_skill;
3416 who->contr->ranges[range_skill] = op;
3417 if ( ! op->invisible) {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3419 query_name (op));
3420 new_draw_info_format (NDI_UNIQUE, 0, who,
3421 "You can now use the skill: %s.",
3422 op->skill);
3423 } else {
3424 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3425 op->skill? op->skill:op->name);
3426 }
3427 }
3428 SET_FLAG (op, FLAG_APPLIED); 3266 SET_FLAG (op, FLAG_APPLIED);
3429 (void) change_abil (who, op); 3267 who->change_skill (skop);
3430 who->chosen_skill = op;
3431 SET_FLAG (who, FLAG_READY_SKILL);
3432 break;
3433
3434 case BOW:
3435 if (!check_weapon_power(who, op->last_eat)) {
3436 new_draw_info(NDI_UNIQUE, 0, who,
3437 "That item is too powerful for you to use.");
3438 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3439 if(tmp != NULL)
3440 (void)insert_ob_in_ob(tmp,who);
3441 return 1;
3442 }
3443 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3444 new_draw_info(NDI_UNIQUE, 0, who,
3445 "The weapon does not recognize you as its owner.");
3446 if(tmp != NULL)
3447 (void)insert_ob_in_ob(tmp,who);
3448 return 1;
3449 }
3450 /*FALLTHROUGH*/
3451 case WAND:
3452 case ROD:
3453 case HORN:
3454 /* check for skill, alter player status */
3455 SET_FLAG(op, FLAG_APPLIED);
3456 if (skop) change_skill(who, skop, 0);
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3458 3268
3459 if(who->type==PLAYER) { 3269 if (who->contr)
3460 if (op->type == BOW) { 3270 who->change_weapon (who->contr->combat_ob = op);
3461 (void)change_abil(who, op); 3271
3462 new_draw_info_format (NDI_UNIQUE, 0, who, 3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3463 "You will now fire %s with %s.", 3273
3464 op->race ? op->race : "nothing", query_name(op));
3465 who->contr->shoottype = range_bow;
3466 } else {
3467 who->contr->shoottype = range_misc;
3468 }
3469 } else {
3470 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW);
3472 else
3473 SET_FLAG (who, FLAG_READY_RANGE); 3274 SET_FLAG (who, FLAG_READY_WEAPON);
3474 } 3275 change_abil (who, op);
3475 break;
3476
3477 case BUILDER:
3478 if ( who->contr->ranges[ range_builder ] )
3479 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3480 who->contr->shoottype = range_builder;
3481 who->contr->ranges[ range_builder ] = op;
3482 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3483 break; 3276 break;
3484 3277
3485 default: 3278 case ARMOUR:
3486 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3279 case HELMET:
3487 } /* end of switch op->type */ 3280 case SHIELD:
3281 case BOOTS:
3282 case GLOVES:
3283 case GIRDLE:
3284 case BRACERS:
3285 case CLOAK:
3286 case RING:
3287 case AMULET:
3288 SET_FLAG (op, FLAG_APPLIED);
3289 who->statusmsg (format ("You wear %s.", query_name (op)));
3290 change_abil (who, op);
3291 break;
3488 3292
3293 case LAMP:
3294 if (op->stats.food < 1)
3295 {
3296 who->failmsg (format (
3297 "Your %s is out of fuel! "
3298 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3299 &op->name
3300 ));
3301 return 1;
3302 }
3303
3304 who->statusmsg (format ("You turn on your %s.", &op->name));
3305
3306 tmp2 = arch_to_object (op->other_arch);
3307 tmp2->stats.food = op->stats.food;
3308 SET_FLAG (tmp2, FLAG_APPLIED);
3309
3310 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3311 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3312
3313 insert_ob_in_ob (tmp2, who);
3314
3315 /* Remove the old lantern */
3316 if (who->type == PLAYER)
3317 esrv_del_item (who->contr, op->count);
3318
3319 op->destroy ();
3320
3321 /* insert the portion that was split off */
3322 if (tmp)
3323 {
3324 insert_ob_in_ob (tmp, who);
3325 if (who->type == PLAYER)
3326 esrv_send_item (who, tmp);
3327 }
3328
3329 who->update_stats ();
3330
3331 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3332 if (who->type == PLAYER)
3333 {
3334 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3335 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3336 }
3337
3338 if (who->type == PLAYER)
3339 esrv_send_item (who, tmp2);
3340
3341 return 0;
3342
3343 case SKILL_TOOL:
3344 // applying a skill tool also readies the skill
3345 SET_FLAG (op, FLAG_APPLIED);
3346
3347 if (!(aflags & AP_NO_READY))
3348 {
3349 skop = find_skill_by_name (who, op->skill);
3350 if (!skop->flag [FLAG_APPLIED])
3351 apply_special (who, skop, AP_APPLY);
3352 }
3353 break;
3354
3355 case SKILL:
3356 if (player *pl = who->contr)
3357 {
3358 if (IS_COMBAT_SKILL (op->subtype))
3359 {
3360 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3361 {
3362 for (object *item = who->inv; item; item = item->below)
3363 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3364 {
3365 if (item->skill == op->skill)
3366 {
3367 who->change_weapon (pl->combat_ob = item);
3368 goto found_weapon;
3369 }
3370 }
3371
3372 who->failmsg (format (
3373 "You need to apply a '%s' melee weapon before readying this skill. "
3374 "H<Some skills need an item, in this case a melee weapon, to function.>",
3375 &op->skill
3376 ));
3377 return 1;
3378
3379 found_weapon:;
3380 }
3381 else
3382 who->change_weapon (pl->combat_ob = op);
3383 }
3384 else if (IS_RANGED_SKILL (op->subtype))
3385 {
3386 if (skill_flags [op->subtype] & SF_NEED_BOW)
3387 {
3388 for (object *item = who->inv; item; item = item->below)
3389 if (item->type == BOW && item->flag [FLAG_APPLIED])
3390 {
3391 //TODO: bows should/must all have skill missile weapon right now
3392 who->change_weapon (pl->ranged_ob = item);
3393 goto found_bow;
3394 }
3395
3396 who->failmsg (
3397 "You need to apply a missile weapon before readying this skill. "
3398 "H<Some skills need an item, in this case a missile weapon, to function.>"
3399 );
3400 return 1;
3401
3402 found_bow:;
3403 }
3404 else
3405 who->change_weapon (pl->ranged_ob = op);
3406 }
3407
3408 if (!op->invisible)
3409 {
3410 who->statusmsg (format (
3411 "You ready %s."
3412 "You can now use the skill: %s.",
3413 query_name (op),
3414 &op->skill
3415 ));
3416 }
3417 else
3418 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3419 }
3420 else
3421 {
3422 SET_FLAG (op, FLAG_APPLIED);
3423 change_abil (who, op);
3424 who->chosen_skill = op;
3425 SET_FLAG (who, FLAG_READY_SKILL);
3426 }
3427
3428 break;
3429
3430 case BOW:
3431 if (!check_weapon_power (who, op->last_eat))
3432 {
3433 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3434
3435 if (tmp)
3436 insert_ob_in_ob (tmp, who);
3437
3438 return 1;
3439 }
3440
3441 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3442 {
3443 who->failmsg ("The weapon does not recognize you as its owner. "
3444 "H<Its name indicates that it belongs to somebody else.>");
3445 if (tmp)
3446 insert_ob_in_ob (tmp, who);
3447
3448 return 1;
3449 }
3450
3451 /*FALLTHROUGH*/
3452 case WAND:
3453 case ROD:
3454 case HORN:
3455 /* check for skill, alter player status */
3456
3457 if (!skop)
3458 {
3459 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3460 return 1;
3461 }
3462
3463 SET_FLAG (op, FLAG_APPLIED);
3464 who->change_skill (skop);
3465
3466 if (who->contr)
3467 {
3468 who->contr->ranged_ob = op;
3469
3470 who->statusmsg (format ("You ready %s.", query_name (op)));
3471
3472 if (op->type == BOW)
3473 {
3474 who->current_weapon = op;
3475 change_abil (who, op);
3476 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3477 }
3478 }
3479 else
3480 {
3481 if (op->type == BOW)
3482 SET_FLAG (who, FLAG_READY_BOW);
3483 else
3484 SET_FLAG (who, FLAG_READY_RANGE);
3485 }
3486
3487 break;
3488
3489 case BUILDER:
3490 if (who->type == PLAYER)
3491 {
3492 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3493 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3494 unapply_special (who, who->contr->ranged_ob, 0);
3495
3496 who->statusmsg (format ("You ready your %s.", query_name (op)));
3497
3498 who->contr->ranged_ob = op;
3499 }
3500 break;
3501
3502 default:
3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3504 }
3505
3489 SET_FLAG(op, FLAG_APPLIED); 3506 SET_FLAG (op, FLAG_APPLIED);
3490 3507
3491 if(tmp!=NULL) 3508 if (tmp)
3492 tmp = insert_ob_in_ob(tmp,who); 3509 tmp = insert_ob_in_ob (tmp, who);
3493 3510
3494 fix_player(who); 3511 who->update_stats ();
3495 3512
3496 /* We exclude spell casting objects. The fire code will set the 3513 /* We exclude spell casting objects. The fire code will set the
3497 * been applied flag when they are used - until that point, 3514 * been applied flag when they are used - until that point,
3498 * you don't know anything about them. 3515 * you don't know anything about them.
3499 */ 3516 */
3500 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3501 op->type!=ROD)
3502 SET_FLAG(op,FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3503 3519
3504 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3505 if (who->type == PLAYER) {
3506 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3507 SET_FLAG(op,FLAG_KNOWN_CURSED);
3508 }
3509 }
3510 if(who->type==PLAYER) { 3521 if (who->type == PLAYER)
3522 {
3523 who->failmsg (
3524 "Oops, it feels deadly cold! "
3525 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3526 );
3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3528 }
3529
3530 if (who->type == PLAYER)
3531 {
3511 /* if multiple objects were applied, update both slots */ 3532 /* if multiple objects were applied, update both slots */
3512 if (tmp) 3533 if (tmp)
3513 esrv_send_item(who, tmp); 3534 esrv_send_item (who, tmp);
3535
3514 esrv_send_item(who, op); 3536 esrv_send_item (who, op);
3515 } 3537 }
3538
3516 return 0; 3539 return 0;
3517} 3540}
3518 3541
3519 3542int
3520int monster_apply_special (object *who, object *op, int aflags) 3543monster_apply_special (object *who, object *op, int aflags)
3521{ 3544{
3522 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3523 return 1; 3546 return 1;
3547
3524 return apply_special (who, op, aflags); 3548 return apply_special (who, op, aflags);
3525} 3549}
3526 3550
3527/** 3551/**
3528 * Map was just loaded, handle op's initialisation. 3552 * Map was just loaded, handle op's initialisation.
3529 * 3553 *
3530 * Generates shop floor's item, and treasures. 3554 * Generates shop floor's item, and treasures.
3531 */ 3555 */
3556int
3532int auto_apply (object *op) { 3557auto_apply (object *op)
3558{
3533 object *tmp = NULL, *tmp2; 3559 object *tmp = NULL, *tmp2;
3534 int i; 3560 int i;
3535 3561
3536 switch(op->type) { 3562 switch (op->type)
3563 {
3537 case SHOP_FLOOR: 3564 case SHOP_FLOOR:
3538 if (!HAS_RANDOM_ITEMS(op)) return 0; 3565 if (!op->has_random_items ())
3539 do { 3566 return 0;
3540 i=10; /* let's give it 10 tries */ 3567
3568 do
3569 {
3570 i = 10; /* let's give it 10 tries */
3541 while((tmp=generate_treasure(op->randomitems, 3571 while ((tmp = generate_treasure (op->randomitems,
3542 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3572 op->stats.exp ? (int) op->stats.exp : MAX (op->map->difficulty, 5))) == NULL && --i);
3543 if(tmp==NULL) 3573 if (tmp == NULL)
3544 return 0; 3574 return 0;
3545 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3546 free_object(tmp); 3576 {
3547 tmp = NULL; 3577 tmp->destroy ();
3548 } 3578 tmp = NULL;
3549 } while(!tmp); 3579 }
3580 }
3581 while (!tmp);
3582
3550 tmp->x=op->x; 3583 tmp->x = op->x;
3551 tmp->y=op->y; 3584 tmp->y = op->y;
3552 SET_FLAG(tmp,FLAG_UNPAID); 3585 SET_FLAG (tmp, FLAG_UNPAID);
3553 insert_ob_in_map(tmp,op->map,NULL,0); 3586 insert_ob_in_map (tmp, op->map, NULL, 0);
3554 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3555 identify(tmp); 3588 identify (tmp);
3556 break; 3589 break;
3557 3590
3558 case TREASURE: 3591 case TREASURE:
3559 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3560 return 0; 3593 return 0;
3594
3561 while ((op->stats.hp--)>0) 3595 while (op->stats.hp-- > 0)
3562 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3596 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int)op->stats.exp : 3597 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564 op->map == NULL ? 14: op->map->difficulty,0);
3565 3598
3566 /* If we generated an object and put it in this object inventory, 3599 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about 3600 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff 3601 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects. 3602 * that is put inside other objects.
3570 */ 3603 */
3571 for (tmp=op->inv; tmp; tmp=tmp2) { 3604 for (tmp = op->inv; tmp; tmp = tmp2)
3572 tmp2 = tmp->below; 3605 {
3573 remove_ob(tmp); 3606 tmp2 = tmp->below;
3574 if (op->env) insert_ob_in_ob(tmp, op->env); 3607 tmp->remove ();
3575 else free_object(tmp); 3608
3609 if (op->env)
3610 insert_ob_in_ob (tmp, op->env);
3611 else
3612 tmp->destroy ();
3613 }
3614
3615 op->destroy ();
3616 break;
3576 } 3617 }
3577 remove_ob(op);
3578 free_object(op);
3579 break;
3580 }
3581 return tmp ? 1 : 0; 3618 return tmp ? 1 : 0;
3582} 3619}
3583 3620
3584/** 3621/**
3585 * fix_auto_apply goes through the entire map (only the first time 3622 * fix_auto_apply goes through the entire map every time a map
3586 * when an original map is loaded) and performs special actions for 3623 * is loaded or swapped in and performs special actions for
3587 * certain objects (most initialization of chests and creation of 3624 * certain objects (most initialization of chests and creation of
3588 * treasures and stuff). Calls auto_apply if appropriate. 3625 * treasures and stuff). Calls auto_apply if appropriate.
3589 */ 3626 */
3627void
3628maptile::fix_auto_apply ()
3629{
3630 if (!spaces)
3631 return;
3590 3632
3591void fix_auto_apply(mapstruct *m) { 3633 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3592 object *tmp,*above=NULL; 3634 for (object *tmp = ms->bot; tmp; )
3593 int x,y; 3635 {
3636 object *above = tmp->above;
3594 3637
3595 if(m==NULL) return; 3638 if (tmp->inv)
3596 3639 {
3597 for(x=0;x<MAP_WIDTH(m);x++)
3598 for(y=0;y<MAP_HEIGHT(m);y++)
3599 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3600 above=tmp->above;
3601
3602 if (tmp->inv) {
3603 object *invtmp, *invnext; 3640 object *invtmp, *invnext;
3604 3641
3605 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3606 invnext = invtmp->below; 3643 {
3644 invnext = invtmp->below;
3607 3645
3608 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3609 auto_apply(invtmp); 3647 auto_apply (invtmp);
3610 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3649 {
3611 while ((invtmp->stats.hp--)>0) 3650 while ((invtmp->stats.hp--) > 0)
3612 create_treasure(invtmp->randomitems, invtmp, 0, 3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3613 m->difficulty,0); 3652
3614 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3615 } 3654 }
3616 else if (invtmp && invtmp->arch && 3655 else if (invtmp && invtmp->arch
3617 invtmp->type!=TREASURE && 3656 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3618 invtmp->type != SPELL && 3657 {
3619 invtmp->type != CLASS && 3658 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3620 HAS_RANDOM_ITEMS(invtmp)) {
3621 create_treasure(invtmp->randomitems, invtmp, 0,
3622 m->difficulty,0);
3623 /* Need to clear this so that we never try to create 3659 /* Need to clear this so that we never try to create
3624 * treasure again for this object 3660 * treasure again for this object
3625 */ 3661 */
3626 invtmp->randomitems = NULL; 3662 invtmp->randomitems = NULL;
3627 } 3663 }
3628 } 3664 }
3629 /* This is really temporary - the code at the bottom will 3665 /* This is really temporary - the code at the bottom will
3630 * also set randomitems to null. The problem is there are bunches 3666 * also set randomitems to null. The problem is there are bunches
3631 * of maps/players already out there with items that have spells 3667 * of maps/players already out there with items that have spells
3632 * which haven't had the randomitems set to null yet. 3668 * which haven't had the randomitems set to null yet.
3633 * MSW 2004-05-13 3669 * MSW 2004-05-13
3634 * 3670 *
3635 * And if it's a spellbook, it's better to set randomitems to NULL too, 3671 * And if it's a spellbook, it's better to set randomitems to NULL too,
3636 * else you get two spells in the book ^_- 3672 * else you get two spells in the book ^_-
3637 * Ryo 2004-08-16 3673 * Ryo 2004-08-16
3638 */ 3674 */
3639 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3675 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3640 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3676 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3641 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3642 tmp->randomitems = NULL; 3677 tmp->randomitems = NULL;
3643 3678
3644 } 3679 }
3645 3680
3646 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3681 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3647 auto_apply(tmp); 3682 auto_apply (tmp);
3648 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3683 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3684 {
3649 while ((tmp->stats.hp--)>0) 3685 while ((tmp->stats.hp--) > 0)
3650 create_treasure(tmp->randomitems, tmp, 0, 3686 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3651 m->difficulty,0);
3652 tmp->randomitems = NULL; 3687 tmp->randomitems = NULL;
3653 } 3688 }
3654 else if(tmp->type==TIMED_GATE) { 3689 else if (tmp->type == TIMED_GATE)
3690 {
3655 object *head = tmp->head != NULL ? tmp->head : tmp; 3691 object *head = tmp->head != NULL ? tmp->head : tmp;
3692
3656 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3693 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3657 tmp->speed = 0; 3694 tmp->set_speed (0);
3658 update_ob_speed(tmp); 3695 }
3659 }
3660 }
3661 /* This function can be called everytime a map is loaded, even when 3696 /* This function can be called everytime a map is loaded, even when
3662 * swapping back in. As such, we don't want to create the treasure 3697 * swapping back in. As such, we don't want to create the treasure
3663 * over and ove again, so after we generate the treasure, blank out 3698 * over and ove again, so after we generate the treasure, blank out
3664 * randomitems so if it is swapped in again, it won't make anything. 3699 * randomitems so if it is swapped in again, it won't make anything.
3665 * This is a problem for the above objects, because they have counters 3700 * This is a problem for the above objects, because they have counters
3666 * which say how many times to make the treasure. 3701 * which say how many times to make the treasure.
3667 */ 3702 */
3668 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3703 else if (tmp && tmp->arch && tmp->type != PLAYER
3669 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3704 && tmp->type != TREASURE && tmp->type != SPELL
3670 HAS_RANDOM_ITEMS(tmp)) { 3705 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3706 {
3671 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3707 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3672 m->difficulty,0);
3673 tmp->randomitems = NULL; 3708 tmp->randomitems = NULL;
3674 } 3709 }
3710
3711 // close all containers
3712 else if (tmp->type == CONTAINER)
3713 tmp->flag [FLAG_APPLIED] = 0;
3714
3715 tmp = above;
3675 } 3716 }
3676 3717
3677 for(x=0;x<MAP_WIDTH(m);x++) 3718 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3678 for(y=0;y<MAP_HEIGHT(m);y++) 3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3679 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3680 if (tmp->above &&
3681 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3720 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3682 check_trigger (tmp, tmp->above); 3721 check_trigger (tmp, tmp->above);
3683} 3722}
3684 3723
3685/** 3724/**
3686 * Handles player eating food that temporarily changes status (resistances, stats). 3725 * Handles player eating food that temporarily changes status (resistances, stats).
3687 * This used to call cast_change_attr(), but 3726 * This used to call cast_change_attr(), but
3688 * that doesn't work with the new spell code. Since we know what 3727 * that doesn't work with the new spell code. Since we know what
3689 * the food changes, just grab a force and use that instead. 3728 * the food changes, just grab a force and use that instead.
3690 */ 3729 */
3691 3730void
3692void eat_special_food(object *who, object *food) { 3731eat_special_food (object *who, object *food)
3732{
3693 object *force; 3733 object *force;
3694 int i, did_one=0; 3734 int i, did_one = 0;
3695 sint8 k;
3696 3735
3697 force = get_archetype(FORCE_NAME); 3736 force = get_archetype (FORCE_NAME);
3698 3737
3699 for (i=0; i < NUM_STATS; i++) { 3738 for (i = 0; i < NUM_STATS; i++)
3700 k = get_attr_value(&food->stats, i); 3739 if (sint8 k = food->stats.stat (i))
3701 if (k) { 3740 {
3702 set_attr_value(&force->stats, i, k); 3741 force->stats.stat (i) = k;
3703 did_one = 1; 3742 did_one = 1;
3704 }
3705 } 3743 }
3706 3744
3707 /* check if we can protect the eater */ 3745 /* check if we can protect the eater */
3708 for (i=0; i<NROFATTACKS; i++) { 3746 for (i = 0; i < NROFATTACKS; i++)
3747 {
3709 if (food->resist[i]>0) { 3748 if (food->resist[i] > 0)
3749 {
3710 force->resist[i] = food->resist[i] / 2; 3750 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1; 3751 did_one = 1;
3712 } 3752 }
3713 } 3753 }
3754
3714 if (did_one) { 3755 if (did_one)
3715 force->speed = 0.1; 3756 {
3716 update_ob_speed(force); 3757 force->set_speed (0.1);
3717 /* bigger morsel of food = longer effect time */ 3758 /* bigger morsel of food = longer effect time */
3718 force->stats.food = food->stats.food / 5; 3759 force->duration = food->stats.food / 5;
3719 SET_FLAG(force, FLAG_IS_USED_UP);
3720 SET_FLAG(force, FLAG_APPLIED); 3760 SET_FLAG (force, FLAG_APPLIED);
3721 change_abil(who, force); 3761 change_abil (who, force);
3722 insert_ob_in_ob(force, who); 3762 insert_ob_in_ob (force, who);
3723 } else {
3724 free_object(force);
3725 } 3763 }
3764 else
3765 force->destroy ();
3726 3766
3727 /* check for hp, sp change */ 3767 /* check for hp, sp change */
3728 if(food->stats.hp!=0) { 3768 if (food->stats.hp != 0)
3769 {
3729 if(QUERY_FLAG(food, FLAG_CURSED)) { 3770 if (QUERY_FLAG (food, FLAG_CURSED))
3730 strcpy(who->contr->killer,food->name); 3771 {
3772 assign (who->contr->killer, food->name);
3731 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3732 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3733 } else { 3775 }
3776 else
3777 {
3734 if(food->stats.hp>0) 3778 if (food->stats.hp > 0)
3735 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3779 who->statusmsg ("You begin to feel better.");
3736 else 3780 else
3737 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3781 who->failmsg ("Eck!...that was poisonous!");
3782
3738 who->stats.hp += food->stats.hp; 3783 who->stats.hp += food->stats.hp;
3739 } 3784 }
3740 }
3741 if(food->stats.sp!=0) {
3742 if(QUERY_FLAG(food, FLAG_CURSED)) {
3743 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3744 who->stats.sp -= food->stats.sp;
3745 if(who->stats.sp<0) who->stats.sp=0;
3746 } else {
3747 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3748 who->stats.sp += food->stats.sp;
3749 /* place limit on max sp from food? */
3750 } 3785 }
3786 if (food->stats.sp != 0)
3751 } 3787 {
3752 fix_player(who); 3788 if (QUERY_FLAG (food, FLAG_CURSED))
3753} 3789 {
3790 who->failmsg ("You are drained of mana!");
3791 who->stats.sp -= food->stats.sp;
3792 if (who->stats.sp < 0)
3793 who->stats.sp = 0;
3794 }
3795 else
3796 {
3797 who->statusmsg ("You feel a rush of magical energy!");
3798 who->stats.sp += food->stats.sp;
3799 /* place limit on max sp from food? */
3800 }
3801 }
3754 3802
3803 who->update_stats ();
3804}
3755 3805
3756/** 3806/**
3757 * Designed primarily to light torches/lanterns/etc. 3807 * Designed primarily to light torches/lanterns/etc.
3758 * Also burns up burnable material too. First object in the inventory is 3808 * Also burns up burnable material too. First object in the inventory is
3759 * the selected object to "burn". -b.t. 3809 * the selected object to "burn". -b.t.
3760 */ 3810 */
3761 3811void
3762void apply_lighter(object *who, object *lighter) { 3812apply_lighter (object *who, object *lighter)
3813{
3763 object *item; 3814 object *item;
3764 int is_player_env=0; 3815 int is_player_env = 0;
3765 uint32 nrof;
3766 tag_t count;
3767 char item_name[MAX_BUF];
3768 3816
3769 item=find_marked_object(who); 3817 item = find_marked_object (who);
3770 if(item) { 3818 if (item)
3819 {
3771 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3772 /* Split multiple lighters if they're being used up. Otherwise * 3822 /* Split multiple lighters if they're being used up. Otherwise *
3773 * one charge from each would be used up. --DAMN */ 3823 * one charge from each would be used up. --DAMN */
3774 if(lighter->nrof > 1) { 3824 if (lighter->nrof > 1)
3775 object *oneLighter = get_object(); 3825 {
3776 copy_object(lighter, oneLighter); 3826 object *oneLighter = lighter->clone ();
3827
3777 lighter->nrof -= 1; 3828 lighter->nrof -= 1;
3778 oneLighter->nrof = 1; 3829 oneLighter->nrof = 1;
3779 oneLighter->stats.food--; 3830 oneLighter->stats.food--;
3780 esrv_send_item(who, lighter); 3831 esrv_send_item (who, lighter);
3781 oneLighter=insert_ob_in_ob(oneLighter, who); 3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3782 esrv_send_item(who, oneLighter); 3833 esrv_send_item (who, oneLighter);
3783 } else { 3834 }
3835 else
3784 lighter->stats.food--; 3836 lighter->stats.food--;
3785 } 3837 }
3786 3838 else if (lighter->last_eat)
3787 } else if(lighter->last_eat) { /* no charges left in lighter */
3788 new_draw_info_format(NDI_UNIQUE, 0,who,
3789 "You attempt to light the %s with a used up %s.",
3790 item->name, lighter->name);
3791 return;
3792 } 3839 {
3840 /* no charges left in lighter */
3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3842 return;
3843 }
3844
3793 /* Perhaps we should split what we are trying to light on fire? 3845 /* Perhaps we should split what we are trying to light on fire?
3794 * I can't see many times when you would want to light multiple 3846 * I can't see many times when you would want to light multiple
3795 * objects at once. 3847 * objects at once.
3796 */ 3848 */
3797 nrof=item->nrof;
3798 count=item->count;
3799 /* If the item is destroyed, we don't have a valid pointer to the
3800 * name object, so make a copy so the message we print out makes
3801 * some sense.
3802 */
3803 strcpy(item_name, item->name);
3804 if (who == is_player_inv(item)) is_player_env=1;
3805 3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3806 save_throw_object(item,AT_FIRE,who); 3853 save_throw_object (item, AT_FIRE, who);
3807 /* Change to check count and not freed, since the object pointer 3854
3808 * may have gotten recycled 3855 if (item->destroyed ())
3809 */ 3856 {
3810 if ((nrof != item->nrof ) || (count != item->count)) { 3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3811 new_draw_info_format(NDI_UNIQUE, 0,who,
3812 "You light the %s with the %s.",item_name,lighter->name);
3813 /* Need to update the player so that the players glow radius 3858 /* Need to update the player so that the players glow radius
3814 * gets changed. 3859 * gets changed.
3815 */ 3860 */
3816 if (is_player_env) fix_player(who); 3861 if (is_player_env)
3817 } else { 3862 who->update_stats ();
3818 new_draw_info_format(NDI_UNIQUE, 0,who, 3863 }
3864 else
3819 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3865 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3820 } 3866 }
3821 3867 else
3822 } else /* nothing to light */ 3868 who->failmsg ("You need to mark a lightable object.");
3823 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3824
3825} 3869}
3826 3870
3827/** 3871/**
3828 * op made some mistake with a scroll, this takes care of punishment. 3872 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure 3873 * scroll_failure()- hacked directly from spell_failure
3830 */ 3874 */
3875void
3831void scroll_failure(object *op, int failure, int power) 3876scroll_failure (object *op, int failure, int power)
3832{ 3877{
3833 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3878 if (abs (failure / 4) > power)
3879 power = abs (failure / 4); /* set minimum effect */
3834 3880
3835 if(failure<= -1&&failure > -15) {/* wonder */ 3881 if (failure <= -1 && failure > -15)
3882 { /* wonder */
3836 object *tmp; 3883 object *tmp;
3837 3884
3838 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3885 op->failmsg ("Your spell warps!");
3839 tmp=get_archetype(SPELL_WONDER); 3886 tmp = get_archetype (SPELL_WONDER);
3840 cast_wonder(op, op, 0, tmp); 3887 cast_wonder (op, op, 0, tmp);
3841 free_object(tmp); 3888 tmp->destroy ();
3889 }
3842 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3890 else if (failure <= -15 && failure > -35)
3843 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3891 { /* drain mana */
3892 op->failmsg ("Your mana is drained!");
3844 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3845 if(op->stats.sp<0) op->stats.sp = 0; 3894 if (op->stats.sp < 0)
3895 op->stats.sp = 0;
3896 }
3846 } else if (settings.spell_failure_effects == TRUE) { 3897 else if (settings.spell_failure_effects == TRUE)
3847 if (failure <= -35&&failure > -60) { /* confusion */ 3898 {
3848 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3899 if (failure <= -35 && failure > -60)
3900 { /* confusion */
3901 op->failmsg ("The magic recoils on you!");
3849 confuse_player(op,op,power); 3902 confuse_player (op, op, power);
3850 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3903 }
3851 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3904 else if (failure <= -60 && failure > -70)
3852 "you!"); 3905 { /* paralysis */
3906 op->failmsg ("The magic recoils and paralyzes you!");
3853 paralyze_player(op,op,power); 3907 paralyze_player (op, op, power);
3908 }
3854 } else if (failure <= -70&&failure> -80) {/* blind */ 3909 else if (failure <= -70 && failure > -80)
3855 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3910 { /* blind */
3911 op->failmsg ("The magic recoils on you!");
3856 blind_player(op,op,power); 3912 blind_player (op, op, power);
3857 } else if (failure <= -80) {/* blast the immediate area */ 3913 }
3858 object *tmp; 3914 else if (failure <= -80)
3859 tmp=get_archetype(LOOSE_MANA); 3915 { /* blast the immediate area */
3916 object *tmp = get_archetype (LOOSE_MANA);
3860 cast_magic_storm(op,tmp, power); 3917 cast_magic_storm (op, tmp, power);
3861 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3918 op->failmsg ("You unleash uncontrolled mana!");
3862 free_object(tmp); 3919 tmp->destroy ();
3863 } 3920 }
3864 } 3921 }
3865} 3922}
3866 3923
3924void
3867void apply_changes_to_player(object *pl, object *change) { 3925apply_changes_to_player (object *pl, object *change)
3926{
3868 int excess_stat=0; /* if the stat goes over the maximum 3927 int excess_stat = 0; /* if the stat goes over the maximum
3869 for the race, put the excess stat some 3928 for the race, put the excess stat some
3870 where else. */ 3929 where else. */
3871 3930
3872 switch (change->type) { 3931 switch (change->type)
3873 case CLASS: { 3932 {
3933 case CLASS:
3934 {
3874 living *stats = &(pl->contr->orig_stats); 3935 living *stats = &(pl->contr->orig_stats);
3875 living *ns = &(change->stats); 3936 living *ns = &(change->stats);
3876 object *walk; 3937 object *walk;
3877 int flag_change_face=1; 3938 int flag_change_face = 1;
3878 3939
3879 /* the following code assigns stats up to the stat max 3940 /* the following code assigns stats up to the stat max
3880 * for the race, and if the stat max is exceeded, 3941 * for the race, and if the stat max is exceeded,
3881 * tries to randomly reassign the excess stat 3942 * tries to randomly reassign the excess stat
3882 */ 3943 */
3883 int i,j; 3944 int i, j;
3945
3884 for(i=0;i<NUM_STATS;i++) { 3946 for (i = 0; i < NUM_STATS; i++)
3885 sint8 stat=get_attr_value(stats,i); 3947 {
3886 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3948 int race_bonus = pl->arch->stats.stat (i);
3887 stat += get_attr_value(ns,i); 3949 sint8 stat = stats->stat (i) + ns->stat (i);
3888 if(stat > 20 + race_bonus) {
3889 excess_stat++;
3890 stat = 20+race_bonus;
3891 }
3892 set_attr_value(stats,i,stat);
3893 }
3894 3950
3895 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3951 if (stat > 20 + race_bonus)
3896 int i = rndm(0, 6); 3952 {
3897 int stat=get_attr_value(stats,i); 3953 excess_stat++;
3898 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3954 stat = 20 + race_bonus;
3899 if(i==CHA) continue; /* exclude cha from this */ 3955 }
3900 if( stat < 20 + race_bonus) { 3956
3957 stats->stat (i) = stat;
3958 }
3959
3960 for (j = 0; excess_stat > 0 && j < 100; j++)
3961 { /* try 100 times to assign excess stats */
3962 int i = rndm (0, 6);
3963
3964 if (i == CHA)
3965 continue; /* exclude cha from this */
3966
3967 int stat = stats->stat (i);
3968 int race_bonus = pl->arch->stats.stat (i);
3969 if (stat < 20 + race_bonus)
3970 {
3901 change_attr_value(stats,i,1); 3971 change_attr_value (stats, i, 1);
3902 excess_stat--; 3972 excess_stat--;
3903 } 3973 }
3904 } 3974 }
3905 3975
3906 /* insert the randomitems from the change's treasurelist into 3976 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c 3977 * the player ref: player.c
3908 */ 3978 */
3909 if(change->randomitems!=NULL) 3979 if (change->randomitems != NULL)
3910 give_initial_items(pl,change->randomitems); 3980 give_initial_items (pl, change->randomitems);
3911 3981
3912
3913 /* set up the face, for some races. */ 3982 /* set up the face, for some races. */
3914 3983
3915 /* first, look for the force object banning 3984 /* first, look for the force object banning
3916 * changing the face. Certain races never change face with class. 3985 * changing the face. Certain races never change face with class.
3917 */ 3986 */
3918 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3987 for (walk = pl->inv; walk != NULL; walk = walk->below)
3919 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3989 flag_change_face = 0;
3920 3990
3921 if(flag_change_face) { 3991 if (flag_change_face)
3992 {
3922 pl->animation_id = GET_ANIM_ID(change); 3993 pl->animation_id = GET_ANIM_ID (change);
3923 pl->face = change->face; 3994 pl->face = change->face;
3924 3995
3925 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3996 if (QUERY_FLAG (change, FLAG_ANIMATE))
3926 SET_FLAG(pl,FLAG_ANIMATE); 3997 SET_FLAG (pl, FLAG_ANIMATE);
3927 else 3998 else
3928 CLEAR_FLAG(pl,FLAG_ANIMATE); 3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
3929 } 4000 }
3930 4001
3931 /* check the special case of can't use weapons */ 4002 /* check the special case of can't use weapons */
3932 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4003 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3933 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4004 if (!strcmp (change->name, "monk"))
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934 4006
3935 break; 4007 break;
3936 } 4008 }
3937 } 4009 }
3938} 4010}
3939 4011
3940/** 4012/**
3941 * This handles items of type 'transformer'. 4013 * This handles items of type 'transformer'.
3945 * Change information is contained in the 'slaying' field of the marked item. 4017 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4018 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects. 4019 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action. 4020 * The 'slaying' field for transformer is used as verb for the action.
3949 */ 4021 */
4022void
3950void apply_item_transformer( object* pl, object* transformer ) 4023apply_item_transformer (object *pl, object *transformer)
3951 { 4024{
3952 object* marked; 4025 object *marked;
3953 object* new_item; 4026 object *new_item;
3954 char* find; 4027 char *find;
3955 char* separator; 4028 char *separator;
3956 int yield; 4029 int yield;
3957 char got[ MAX_BUF ]; 4030 char got[MAX_BUF];
3958 int len; 4031 int len;
3959 4032
3960 if ( !pl || !transformer ) 4033 if (!pl || !transformer)
3961 return; 4034 return;
4035
3962 marked = find_marked_object( pl ); 4036 marked = find_marked_object (pl);
4037
3963 if ( !marked ) 4038 if (!marked)
3964 { 4039 {
3965 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4040 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3966 return; 4041 return;
3967 } 4042 }
4043
3968 if ( !marked->slaying ) 4044 if (!marked->slaying)
3969 { 4045 {
3970 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4046 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3971 return; 4047 return;
3972 } 4048 }
4049
3973 /* check whether they are compatible or not */ 4050 /* check whether they are compatible or not */
3974 find = strstr( marked->slaying, transformer->arch->name ); 4051 find = strstr (marked->slaying, transformer->arch->archname);
3975 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3976 { 4053 {
3977 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4054 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3978 return; 4055 return;
3979 } 4056 }
4057
3980 find += strlen( transformer->arch->name ) + 1; 4058 find += strlen (transformer->arch->archname) + 1;
3981 /* Item can be used, now find how many and what it yields */ 4059 /* Item can be used, now find how many and what it yields */
3982 if ( isdigit( *( find ) ) ) 4060 if (isdigit (*(find)))
3983 { 4061 {
3984 yield = atoi( find ); 4062 yield = atoi (find);
3985 if ( yield < 1 ) 4063 if (yield < 1)
3986 { 4064 {
3987 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4065 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988 yield = 1; 4066 yield = 1;
3989 } 4067 }
3990 } 4068 }
3991 else 4069 else
3992 yield = 1; 4070 yield = 1;
3993 4071
3994 while ( isdigit( *find ) ) 4072 while (isdigit (*find))
3995 find++; 4073 find++;
4074
3996 while ( *find == ' ' ) 4075 while (*find == ' ')
3997 find++; 4076 find++;
4077
3998 memset( got, 0, MAX_BUF ); 4078 memset (got, 0, MAX_BUF);
4079
3999 if ( (separator = strchr( find, ';' ))!=NULL) 4080 if ((separator = strchr (find, ';')) != NULL)
4000 {
4001 len = separator - find; 4081 len = separator - find;
4002 }
4003 else 4082 else
4004 {
4005 len = strlen(find); 4083 len = strlen (find);
4006 } 4084
4007 if ( len > MAX_BUF-1) 4085 if (len > MAX_BUF - 1)
4008 len = MAX_BUF-1; 4086 len = MAX_BUF - 1;
4087
4009 strcpy( got, find ); 4088 strcpy (got, find);
4010 got[len] = '\0'; 4089 got[len] = '\0';
4011 4090
4012 /* Now create new item, remove used ones when required. */ 4091 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype( got ); 4092 new_item = get_archetype (got);
4014 if ( !new_item ) 4093 if (!new_item)
4015 { 4094 {
4016 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4095 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4017 return; 4096 return;
4018 } 4097 }
4098
4019 new_item->nrof = yield; 4099 new_item->nrof = yield;
4020 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4100
4101 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4102
4021 insert_ob_in_ob( new_item, pl ); 4103 insert_ob_in_ob (new_item, pl);
4022 esrv_send_inventory( pl, pl ); 4104 esrv_send_inventory (pl, pl);
4023 /* Eat up one item */ 4105 /* Eat up one item */
4024 decrease_ob_nr( marked, 1 ); 4106 decrease_ob_nr (marked, 1);
4107
4025 /* Eat one transformer if needed */ 4108 /* Eat one transformer if needed */
4026 if ( transformer->stats.food ) 4109 if (transformer->stats.food)
4027 if ( --transformer->stats.food == 0 ) 4110 if (--transformer->stats.food == 0)
4028 decrease_ob_nr( transformer, 1 ); 4111 decrease_ob_nr (transformer, 1);
4029 } 4112}
4113

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