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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.20 by root, Mon Sep 4 16:46:33 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 1.20 2006/09/04 16:46:33 root 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 36
44/** 37/**
45 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 40 */
41int
48int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
49{ 43{
50 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
51 /* Get flags to determine what of arch, name, and race should be checked. 46 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 48 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 49 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 50 * it. Examples:
56 * subtype 1: only arch 51 * subtype 1: only arch
57 * subtype 3: arch or name 52 * subtype 3: arch or name
58 * subtype 5: arch or race 53 * subtype 5: arch or race
59 * subtype 7: all three 54 * subtype 7: all three
60 */ 55 */
61 if (op->subtype) 56 if (op->subtype)
62 { 57 {
63 arch_flag = (op->subtype & 1); 58 arch_flag = (op->subtype & 1);
64 name_flag = (op->subtype & 2); 59 name_flag = (op->subtype & 2);
65 race_flag = (op->subtype & 4); 60 race_flag = (op->subtype & 4);
66 } else { 61 }
62 else
63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ( (op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 91 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
94static int
97static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success=0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
116 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 113 {
118 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
121 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.\n\n", long_desc (marked, pl));
122 if (marked->msg) { 119 if (marked->msg)
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\n\n" << marked->msg << "\n\n";
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\n\n", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\n\n" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
125 } 141 }
126 return money == NULL; 142 else
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 143 {
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 145 break;
149 } 146 }
150 } 147 }
151 } 148 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
153 return money == NULL; 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
154} 156}
155 157
156/** 158/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 160 * matching item.
159 **/ 161 **/
162void
160static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
161{ 164{
162 const char* yield; 165 const char *yield;
163 166
164 yield = get_ob_key_value(tmp,"on_use_yield"); 167 yield = get_ob_key_value (tmp, "on_use_yield");
165 if (yield != NULL) 168 if (yield != NULL)
166 { 169 {
167 object* drop = get_archetype(yield); 170 object *drop = get_archetype (yield);
171
168 if (tmp->env) 172 if (tmp->env)
169 { 173 {
170 drop = insert_ob_in_ob(drop,tmp->env); 174 drop = insert_ob_in_ob (drop, tmp->env);
171 if (tmp->env->type == PLAYER) 175 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop); 176 esrv_send_item (tmp->env, drop);
173 } 177 }
174 else 178 else
175 { 179 {
176 drop->x = tmp->x; 180 drop->x = tmp->x;
177 drop->y = tmp->y; 181 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR); 182 insert_ob_in_map (drop, tmp->map, tmp, INS_BELOW_ORIGINATOR);
179 } 183 }
180 } 184 }
181} 185}
182 186
183/** 187/**
184 * Handles applying a potion. 188 * Handles applying a potion.
185 */ 189 */
190int
186int apply_potion (object * op, object * tmp) 191apply_potion (object *op, object *tmp)
187{ 192{
188 int got_one = 0, i; 193 int got_one = 0, i;
189 object *force = 0, *floor = 0; 194 object *force = 0, *floor = 0;
190 195
191 floor = get_map_ob (op->map, op->x, op->y); 196 floor = GET_MAP_OB (op->map, op->x, op->y);
192 197
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 198 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 199 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 200 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
198 ); 201
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 202 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 203 return 0;
201 } 204 }
202 205
203 if (op->type == PLAYER) 206 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 207 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 208 identify (tmp);
207 }
208 209
209 handle_apply_yield (tmp); 210 handle_apply_yield (tmp);
210 211
211 /* Potion of restoration - only for players */ 212 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 213 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 215 object *depl;
215 archetype *at; 216 archetype *at;
216 217
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 218 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 219 {
219 drain_stat (op); 220 op->drain_stat ();
220 fix_player (op); 221 op->update_stats ();
221 decrease_ob (tmp); 222 decrease_ob (tmp);
222 return 1; 223 return 1;
223 } 224 }
225
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 226 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 227 {
226 LOG (llevError, "Could not find archetype depletion\n"); 228 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 229 return 0;
228 } 230 }
229 depl = present_arch_in_ob (at, op); 231 depl = present_arch_in_ob (at, op);
232
230 if (depl != NULL) 233 if (depl)
231 { 234 {
232 for (i = 0; i < NUM_STATS; i++) 235 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 236 if (depl->stats.stat (i))
234 { 237 op->statusmsg (restore_msg[i]);
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 238
236 } 239 depl->destroy ();
237 remove_ob (depl); 240 op->update_stats ();
238 free_object (depl);
239 fix_player (op);
240 } 241 }
241 else 242 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 243 op->statusmsg ("Your potion had no effect.");
243 244
244 decrease_ob (tmp); 245 decrease_ob (tmp);
245 return 1; 246 return 1;
246 } 247 }
247 248
248 /* improvement potion - only for players */ 249 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 250 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
250 { 251 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 252 for (i = 1; i < MIN (11, op->level); i++)
253 { 253 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 255 {
256 if (op->contr->levhp[i] != 1) 256 if (op->contr->levhp[i] != 1)
257 { 257 {
258 op->contr->levhp[i] = 1; 258 op->contr->levhp[i] = 1;
259 break; 259 break;
260 } 260 }
261
261 if (op->contr->levsp[i] != 1) 262 if (op->contr->levsp[i] != 1)
262 { 263 {
263 op->contr->levsp[i] = 1; 264 op->contr->levsp[i] = 1;
264 break; 265 break;
265 } 266 }
267
266 if (op->contr->levgrace[i] != 1) 268 if (op->contr->levgrace[i] != 1)
267 { 269 {
268 op->contr->levgrace[i] = 1; 270 op->contr->levgrace[i] = 1;
269 break; 271 break;
270 } 272 }
274 if (op->contr->levhp[i] < 9) 276 if (op->contr->levhp[i] < 9)
275 { 277 {
276 op->contr->levhp[i] = 9; 278 op->contr->levhp[i] = 9;
277 break; 279 break;
278 } 280 }
281
279 if (op->contr->levsp[i] < 6) 282 if (op->contr->levsp[i] < 6)
280 { 283 {
281 op->contr->levsp[i] = 6; 284 op->contr->levsp[i] = 6;
282 break; 285 break;
283 } 286 }
287
284 if (op->contr->levgrace[i] < 3) 288 if (op->contr->levgrace[i] < 3)
285 { 289 {
286 op->contr->levgrace[i] = 3; 290 op->contr->levgrace[i] = 3;
287 break; 291 break;
288 } 292 }
289 } 293 }
290 } 294 }
295
291 /* Just makes checking easier */ 296 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 297 if (i < MIN (11, op->level))
293 got_one = 1; 298 got_one = 1;
299
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 300 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 301 {
296 if (got_one) 302 if (got_one)
297 { 303 {
298 fix_player (op); 304 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you"); 305 op->statusmsg ("The Gods smile upon you and remake you "
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image."); 306 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect."); 307 "You feel a little more perfect.", NDI_GREEN);
305 } 308 }
306 else 309 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect"); 310 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 311 }
310 else 312 else
311 { /* cursed potion */ 313 { /* cursed potion */
312 if (got_one) 314 if (got_one)
313 { 315 {
314 fix_player (op); 316 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you."); 317 op->failmsg ("The Gods are angry and punish you.");
317 } 318 }
318 else 319 else
319 new_draw_info (NDI_UNIQUE, 0, op, 320 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 "You are fortunate that you are so pathetic.");
321 } 321 }
322
322 decrease_ob (tmp); 323 decrease_ob (tmp);
323 return 1; 324 return 1;
324 } 325 }
325 326
326 327
333 { 334 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 335 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 336 {
336 object *fball; 337 object *fball;
337 338
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 339 op->failmsg ("Yech! Your lungs are on fire!");
340
339 /* Explodes a fireball centered at player */ 341 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 342 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 343 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 344 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 345 fball->x = op->x;
346 fball->y = op->y; 346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 348 }
349 else 349 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 350 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 351
352 decrease_ob (tmp); 352 decrease_ob (tmp);
353
353 /* if youre dead, no point in doing this... */ 354 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 355 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 356 op->update_stats ();
357
356 return 1; 358 return 1;
357 } 359 }
358 360
359 /* Deal with protection potions */ 361 /* Deal with protection potions */
360 force = NULL; 362 force = NULL;
362 { 364 {
363 if (tmp->resist[i]) 365 if (tmp->resist[i])
364 { 366 {
365 if (!force) 367 if (!force)
366 force = get_archetype (FORCE_NAME); 368 force = get_archetype (FORCE_NAME);
369
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 370 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT; 371 force->type = POTION_EFFECT;
369 break; /* Only need to find one protection since we copy entire batch */ 372 break; /* Only need to find one protection since we copy entire batch */
370 } 373 }
371 } 374 }
375
372 /* This is a protection potion */ 376 /* This is a protection potion */
373 if (force) 377 if (force)
374 { 378 {
375 /* cursed items last longer */ 379 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 380 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
378 force->stats.food *= 10; 382 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 383 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 384 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 385 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 386 }
387
383 force->speed_left = -1; 388 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 389 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 391 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 392 change_abil (op, force);
390 } 395 }
391 396
392 /* Only thing left are the stat potions */ 397 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 398 if (op->type == PLAYER)
394 { /* only for players */ 399 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 400 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 401 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 402 else
399 SET_FLAG (tmp, FLAG_APPLIED); 403 SET_FLAG (tmp, FLAG_APPLIED);
404
400 if (!change_abil (op, tmp)) 405 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 406 op->statusmsg ("Nothing happened.");
402 } 407 }
403 408
404 /* CLEAR_FLAG is so that if the character has other potions 409 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his 410 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 411 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 412 * up all the stats.
408 */ 413 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 414 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 415 op->update_stats ();
411 decrease_ob (tmp); 416 decrease_ob (tmp);
412 return 1; 417 return 1;
413} 418}
414 419
415/**************************************************************************** 420/****************************************************************************
417 ****************************************************************************/ 422 ****************************************************************************/
418 423
419/** 424/**
420 * This returns the sum of nrof of item (arch name). 425 * This returns the sum of nrof of item (arch name).
421 */ 426 */
427static int
422static int check_item(object *op, const char *item) 428check_item (object *op, const char *item)
423{ 429{
424 int count=0; 430 int count = 0;
425 431
432 if (!item)
433 return 0;
426 434
427 if (item==NULL) return 0; 435 for (op = op->below; op; op = op->below)
428 op=op->below; 436 {
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){ 437 if (strcmp (op->arch->archname, item) == 0)
438 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 439 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 440 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 441 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 442 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 443 count++;
436 else 444 else
437 count += op->nrof; 445 count += op->nrof;
438 } 446 }
439 } 447 }
440 op=op->below;
441 } 448 }
449
442 return count; 450 return count;
443} 451}
444 452
445/** 453/**
446 * This removes 'nrof' of what item->slaying says to remove. 454 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 455 * op is typically the player, which is only
448 * really used to determine what space to look at. 456 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 457 * Modified to only eat 'nrof' of objects.
450 */ 458 */
459static void
451static void eat_item(object *op,const char *item, uint32 nrof) 460eat_item (object *op, const char *item, uint32 nrof)
452{ 461{
453 object *prev; 462 object *prev;
454 463
455 prev = op; 464 prev = op;
456 op=op->below; 465 op = op->below;
457 466
458 while(op!=NULL) { 467 while (op)
468 {
459 if (strcmp(op->arch->name,item)==0) { 469 if (strcmp (op->arch->archname, item) == 0)
470 {
460 if (op->nrof >= nrof) { 471 if (op->nrof >= nrof)
472 {
461 decrease_ob_nr(op,nrof); 473 decrease_ob_nr (op, nrof);
462 return; 474 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 475 }
476 else
477 {
478 decrease_ob_nr (op, op->nrof);
479 nrof -= op->nrof;
480 }
481
467 op=prev; 482 op = prev;
468 } 483 }
484
469 prev = op; 485 prev = op;
470 op=op->below; 486 op = op->below;
471 } 487 }
472} 488}
473 489
474/** 490/**
475 * This checks to see of the player (who) is sufficient level to use a weapon 491 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here 492 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 493 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 494 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 495 * we return 1 (true) if the player can use the weapon.
480 */ 496 */
497static int
481static int check_weapon_power(const object *who, int improvs) 498check_weapon_power (const object *who, int improvs)
482{ 499{
483/* Old code is below (commented out). Basically, since weapons are the only 500/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to 501 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level. 502 * require high level in some combat skill, so we just use overall level.
486 */ 503 */
487#if 1 504#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 505 if (((who->level / 5) + 5) >= improvs)
506 return 1;
507 else
489 else return 0; 508 return 0;
490 509
491#else 510#else
492 int level=0; 511 int level = 0;
493 512
494 /* The skill system hands out wc and dam bonuses to fighters 513 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 514 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 515 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t. 516 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or 517 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance. 518 * using normal level - it is just a matter of play balance.
500 */ 519 */
501 if(who->type==PLAYER) { 520 if (who->type == PLAYER)
521 {
502 object *wc_obj=NULL; 522 object *wc_obj = NULL;
503 523
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 524 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 525 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level; 526 level = wc_obj->level;
507 527
508 if (!level ) { 528 if (!level)
529 {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 530 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
510 level = who->level; 531 level = who->level;
511 } 532 }
512 } 533 }
513 else 534 else
514 level=who->level; 535 level = who->level;
515 536
516 return (improvs <= ((level/5)+5)); 537 return (improvs <= ((level / 5) + 5));
517#endif 538#endif
518} 539}
519 540
520/** 541/**
521 * Returns how many items of type improver->slaying there are under op. 542 * Returns how many items of type improver->slaying there are under op.
522 * Will display a message if none found, and 1 if improver->slaying is NULL. 543 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 544 */
545static int
524static int check_sacrifice(object *op, const object *improver) 546check_sacrifice (object *op, const object *improver)
525{ 547{
526 int count=0; 548 int count = 0;
527 549
528 if (improver->slaying!=NULL) { 550 if (improver->slaying)
551 {
529 count = check_item(op,improver->slaying); 552 count = check_item (op, improver->slaying);
530 if (count<1) { 553 if (count < 1)
531 char buf[200]; 554 {
532 sprintf(buf,"The gods want more %ss", &improver->slaying); 555 op->failmsg (format ("The gods want more %ss", &improver->slaying));
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 556 return 0;
535 } 557 }
536 } 558 }
537 else 559 else
538 count=1; 560 count = 1;
539 561
540 return count; 562 return count;
541} 563}
542 564
543/** 565/**
544 * Actually improves the weapon, and tells user. 566 * Actually improves the weapon, and tells user.
545 */ 567 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 568static int
547 signed char *stat,int sacrifice_count,const char *statname) 569improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
548{ 570{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 571 stat += sacrifice_count;
552 weapon->last_eat++; 572 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op,
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver); 573 decrease_ob (improver);
556 574
557 /* So it updates the players stats and the window */ 575 /* So it updates the players stats and the window */
558 fix_player(op); 576 op->update_stats ();
577
578 op->statusmsg (format (
579 "Your sacrifice was accepted.\n"
580 "Weapon's bonus to %s improved by %d.",
581 statname, sacrifice_count
582 ));
583
559 return 1; 584 return 1;
560} 585}
561 586
562/* Types of improvements, hidden in the sp field. */ 587/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 588#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 589#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 590#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 591#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 592#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 593#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 594#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 595#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 596#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 597#define IMPROVE_INT 10
573#define IMPROVE_POW 11 598#define IMPROVE_POW 11
574
575 599
576/** 600/**
577 * This does the prepare weapon scroll. 601 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 602 * Checks for sacrifice, and so on.
579 */ 603 */
580 604int
581int prepare_weapon(object *op, object *improver, object *weapon) 605prepare_weapon (object *op, object *improver, object *weapon)
582{ 606{
583 int sacrifice_count,i; 607 int sacrifice_count, i;
584 char buf[MAX_BUF]; 608 char buf[MAX_BUF];
585 609
586 if (weapon->level!=0) { 610 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 611 {
612 op->failmsg ("Weapon is already prepared!");
588 return 0; 613 return 0;
589 } 614 }
615
590 for (i=0; i<NROFATTACKS; i++) 616 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 617 if (weapon->resist[i])
618 break;
592 619
593 /* If we break out, i will be less than nrofattacks, preventing 620 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 621 * improvement of items that already have protections.
595 */ 622 */
596 if (i<NROFATTACKS || 623 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 624 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 625 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 626 weapon->stats.ac) /* AC - only taifu's I think */
601 { 627 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 628 op->failmsg ("You cannot prepare magic weapons. "
629 "H<A weapon is considered magical if it changes regeneration, "
630 "speed or ac.>");
603 return 0; 631 return 0;
604 } 632 }
633
605 sacrifice_count=check_sacrifice(op,improver); 634 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 635 if (sacrifice_count <= 0)
607 return 0; 636 return 0;
637
608 weapon->level=isqrt(sacrifice_count); 638 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 639 eat_item (op, improver->slaying, sacrifice_count);
611 640
612 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.",
613 &weapon->name,weapon->level); 644 &weapon->name, weapon->level
645 ));
614 646
615 sprintf(buf,"%s's %s",&op->name,&weapon->name); 647 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 weapon->name = weapon->name_pl = buf; 648 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 649 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 650 slot at once! */
619 decrease_ob(improver); 651 decrease_ob (improver);
620 weapon->last_eat=0; 652 weapon->last_eat = 0;
621 return 1; 653 return 1;
622} 654}
623 655
624 656
625/** 657/**
626 * 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.
631 * 663 *
632 * 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
633 * 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 ??
634 * level == max improve last_eat == current improve 666 * level == max improve last_eat == current improve
635 */ 667 */
668int
636int improve_weapon(object *op,object *improver,object *weapon) 669improve_weapon (object *op, object *improver, object *weapon)
637{ 670{
638 int sacrifice_count, sacrifice_needed=0; 671 int sacrifice_count, sacrifice_needed = 0;
639 672
640 if(improver->stats.sp==IMPROVE_PREPARE) { 673 if (improver->stats.sp == IMPROVE_PREPARE)
641 return prepare_weapon(op, improver, weapon); 674 return prepare_weapon (op, improver, weapon);
642 } 675
643 if (weapon->level==0) { 676 if (weapon->level == 0)
644 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.>");
645 return 0; 679 return 0;
646 } 680 }
681
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 682 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 683 {
649 return 0; 684 op->failmsg ("This weapon cannot be improved any more.");
650 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
652 !check_weapon_power(op, weapon->last_eat+1)) {
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
656 return 0; 685 return 0;
657 } 686 }
687
688 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
689 {
690 op->failmsg ("Improving the weapon will make it too "
691 "powerful for you to use. Unready it if you "
692 "really want to improve it.");
693 return 0;
694 }
695
658 /* 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
659 * 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,
660 * 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
661 * weapon can be improved. 699 * weapon can be improved.
662 */ 700 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 701 if (improver->stats.sp == IMPROVE_DAMAGE)
702 {
664 weapon->stats.dam += 5; 703 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 704 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "Damage has been increased by 5 to %d", weapon->stats.dam); 705 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
668 weapon->last_eat++; 706 weapon->last_eat++;
669 707
670 weapon->item_power++; 708 weapon->item_power++;
671 decrease_ob(improver); 709 decrease_ob (improver);
672 return 1; 710 return 1;
673 } 711 }
712
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 713 if (improver->stats.sp == IMPROVE_WEIGHT)
714 {
675 /* Reduce weight by 20% */ 715 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 716 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 717 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 718 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 719
680 (float)weapon->weight/1000.0); 720 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
681 weapon->last_eat++; 721 weapon->last_eat++;
682 weapon->item_power++; 722 weapon->item_power++;
683 decrease_ob(improver); 723 decrease_ob (improver);
684 return 1; 724 return 1;
685 } 725 }
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 726 if (improver->stats.sp == IMPROVE_ENCHANT)
727 {
687 weapon->magic++; 728 weapon->magic++;
688 weapon->last_eat++; 729 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 730 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
690 ,"Weapon magic increased to %d",weapon->magic);
691 decrease_ob(improver); 731 decrease_ob (improver);
692 weapon->item_power++; 732 weapon->item_power++;
693 return 1; 733 return 1;
694 } 734 }
695 735
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 736 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 737 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 738
700 if (sacrifice_needed<1) 739 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 740 sacrifice_needed = 1;
702 sacrifice_needed *=2; 741 sacrifice_needed *= 2;
703 742
704 sacrifice_count = check_sacrifice(op,improver); 743 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 744 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 745 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 746 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
708 return 0; 747 return 0;
709 } 748 }
749
710 eat_item(op,improver->slaying, sacrifice_needed); 750 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 751 weapon->item_power++;
712 752
713 switch (improver->stats.sp) { 753 switch (improver->stats.sp)
714 case IMPROVE_STR: 754 {
715 return improve_weapon_stat(op,improver,weapon, 755 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
716 (signed char *) &(weapon->stats.Str), 756 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
717 1, "strength"); 757 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
718 case IMPROVE_DEX: 758 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
719 return improve_weapon_stat(op,improver,weapon, 759 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
720 (signed char *) &(weapon->stats.Dex), 760 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
721 1, "dexterity"); 761 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 762 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 763 op->failmsg ("Unknown improvement type.");
744 } 764 }
765
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 766 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 767 return 0;
747} 768}
748 769
749/** 770/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 771 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * 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, ...),
752 * then calls improve_weapon to do the dirty work. 773 * then calls improve_weapon to do the dirty work.
753 */ 774 */
775int
754int check_improve_weapon (object *op, object *tmp) 776check_improve_weapon (object *op, object *tmp)
755{ 777{
756 object *otmp; 778 object *otmp;
757 779
758 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!");
759 return 0; 786 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 787 }
788
764 otmp=find_marked_object(op); 789 otmp = find_marked_object (op);
765 if(!otmp) { 790 if (!otmp)
766 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.>");
767 return 0; 793 return 0;
768 } 794 }
795
769 if (otmp->type != WEAPON && otmp->type != BOW) { 796 if (otmp->type != WEAPON && otmp->type != BOW)
770 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!");
771 return 0; 799 return 0;
772 } 800 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 801
802 op->statusmsg ("Applied weapon builder.");
803
774 improve_weapon(op,tmp,otmp); 804 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 805 esrv_send_item (op, otmp);
776 return 1; 806 return 1;
777} 807}
778 808
779/** 809/**
780 * This code deals with the armour improvment scrolls. 810 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 811 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 826 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 827 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 828 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 829 * changing of physical area right now.
800 */ 830 */
831int
801int improve_armour(object *op, object *improver, object *armour) 832improve_armour (object *op, object *improver, object *armour)
802{ 833{
803 object *tmp; 834 object *tmp;
804 835
805 if (armour->magic >= settings.armor_max_enchant) { 836 if (armour->magic >= settings.armor_max_enchant)
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 837 {
838 op->failmsg ("This armour can not be enchanted any further!");
807 return 0; 839 return 0;
808 } 840 }
841
809 /* 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,
810 * 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.
811 * 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
812 * of gnarg and what not?) 845 * of gnarg and what not?)
813 */ 846 */
814 if (armour->title) { 847 if (armour->title)
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 848 {
849 op->failmsg ("This armour will not accept further enchantment.");
816 return 0; 850 return 0;
817 } 851 }
818 852
819 /* Split objects if needed. Can't insert tmp until the 853 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 854 * end of this function - otherwise it will just re-merge.
821 */ 855 */
822 if(armour->nrof > 1) 856 if (armour->nrof > 1)
823 tmp = get_split_ob(armour,armour->nrof - 1); 857 tmp = get_split_ob (armour, armour->nrof - 1);
824 else 858 else
825 tmp = NULL; 859 tmp = NULL;
826 860
827 armour->magic++; 861 armour->magic++;
828 862
829 if ( !settings.armor_speed_linear ) 863 if (!settings.armor_speed_linear)
830 { 864 {
831 int base = 100; 865 int base = 100;
832 int pow = 0; 866 int pow = 0;
867
833 while ( pow < armour->magic ) 868 while (pow < armour->magic)
834 { 869 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 870 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 871 pow++;
837 } 872 }
838 873
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 874 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 } 875 }
841 else 876 else
842 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;
843 878
844 if ( !settings.armor_weight_linear ) 879 if (!settings.armor_weight_linear)
845 { 880 {
846 int base = 100; 881 int base = 100;
847 int pow = 0; 882 int pow = 0;
883
848 while ( pow < armour->magic ) 884 while (pow < armour->magic)
849 { 885 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 886 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 887 pow++;
852 } 888 }
853 889
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 890 armour->weight = (armour->arch->weight * base) / 100;
855 } 891 }
856 else 892 else
857 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;
858 894
859 if ( armour->weight <= 0 ) 895 if (armour->weight <= 0)
860 { 896 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 897 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 898 armour->weight = 1;
863 } 899 }
864 900
865 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);
866 902
867 if (op->type == PLAYER) { 903 if (op->type == PLAYER)
904 {
868 esrv_send_item(op, armour); 905 esrv_send_item (op, armour);
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 906 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 907 op->update_stats ();
871 } 908 }
909
872 decrease_ob(improver); 910 decrease_ob (improver);
911
873 if (tmp) { 912 if (tmp)
913 {
874 insert_ob_in_ob(tmp, op); 914 insert_ob_in_ob (tmp, op);
875 esrv_send_item(op, tmp); 915 esrv_send_item (op, tmp);
876 } 916 }
917
877 return 1; 918 return 1;
878} 919}
879
880 920
881/* 921/*
882 * 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
883 * what the converter wants, -1 if the converter is broken. 923 * what the converter wants, -1 if the converter is broken.
884 */ 924 *
885#define CONV_FROM(xyz) xyz->slaying
886#define CONV_TO(xyz) xyz->other_arch
887#define CONV_NR(xyz) xyz->stats.sp
888#define CONV_NEED(xyz) xyz->stats.food
889
890/* Takes one items and makes another. 925 * Takes one type of items and makes another.
891 * converter is the object that is doing the conversion. 926 * converter is the object that is doing the conversion.
892 * 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
893 * what the converter wants, this will not do anything. 928 * what the converter wants, this will not do anything.
894 */ 929 */
930static int
895int convert_item(object *item, object *converter) { 931convert_item (object *item, object *converter)
896 int nr=0; 932{
897 object *tmp; 933 sint64 nr, price_in;
898 uint32 price_in;
899 934
900 /* We make some assumptions - we assume if it takes money as it type, 935 if (item->flag [FLAG_UNPAID])
901 * it wants some amount. We don't make change (ie, if something costs
902 * 3 gp and player drops a platinum, tough luck)
903 */
904 if (!strcmp(CONV_FROM(converter),"money")) {
905 int cost;
906
907 if(item->type!=MONEY)
908 return 0;
909
910 nr=(item->nrof*item->value)/CONV_NEED(converter);
911 if (!nr) return 0;
912 cost=nr*CONV_NEED(converter)/item->value;
913 /* take into account rounding errors */
914 if (nr*CONV_NEED(converter)%item->value) cost++;
915 decrease_ob_nr(item, cost);
916
917 price_in = cost*item->value;
918 }
919 else {
920 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
921 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
922 return 0;
923
924 if(CONV_NEED(converter)) {
925 nr=item->nrof/CONV_NEED(converter);
926 decrease_ob_nr(item,nr*CONV_NEED(converter));
927 price_in = nr*CONV_NEED(converter)*item->value;
928 } else {
929 price_in = item->value;
930 remove_ob(item);
931 free_object(item);
932 }
933 }
934
935 if (converter->inv != NULL) {
936 object *ob;
937 int i;
938 object *ob_to_copy;
939
940 /* select random object from inventory to copy */
941 ob_to_copy = converter->inv;
942 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
943 if (rndm(0, i) == 0) {
944 ob_to_copy = ob;
945 }
946 }
947 item = object_create_clone(ob_to_copy);
948 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
949 unflag_inv(item, FLAG_IS_A_TEMPLATE);
950 } else {
951 if (converter->other_arch == NULL) {
952 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
953 &converter->name, converter->map->path, converter->x, converter->y);
954 return -1;
955 }
956
957 item = object_create_arch(converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
959 }
960
961 if(CONV_NR(converter))
962 item->nrof=CONV_NR(converter);
963 if(nr)
964 item->nrof*=nr;
965 if(is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) {
968 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
969 &converter->name, converter->map->path, converter->x, converter->y, price_in,
970 item->nrof*item->value, &item->name);
971 /**
972 * elmex: we are going to let the game continue, as the mapcreator
973 * propably had something in mind when doing this
974 */
975 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
977 return 1; 936 return 0;
978}
979 937
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
980/** 1038/**
981 * Handle apply on containers. 1039 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1040 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 1042 * added the alchemical cauldron to the code -b.t.
985 */ 1043 */
986 1044int
987int apply_container (object *op, object *sack) 1045apply_container (object *op, object *sack)
988{ 1046{
989 char buf[MAX_BUF]; 1047 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 1048 return 0; /* This might change */
994 1049
995 if (sack==NULL || sack->type != CONTAINER) { 1050 if (!sack || sack->type != CONTAINER)
1051 {
996 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1052 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 1053 return 0;
998 } 1054 }
999 op->contr->last_used = NULL; 1055
1000 op->contr->last_used_id = 0; 1056 op->contr->last_used = 0;
1001 1057
1002 if (sack->env!=op) { 1058 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1059 {
1045 1060 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1061 return 1;
1094} 1062 }
1095 1063
1096/** 1064 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1065 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1118 return 0;
1119 } 1066 {
1120 1067 if (op->container == sack)
1121 /* If we have a currently open container, then it needs to be closed in all cases
1122 * if we are opening this one up. We then fall through if appropriate for
1123 * openening the new container.
1124 */
1125
1126 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1127 if (op->container->env != op) { /* if container is on the ground */
1128 op->container->move_off = 0;
1129 } 1068 {
1130 1069 // open on ground or inv, so close
1131 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1070 op->close_container ();
1132 return 1; 1071 return 1;
1133
1134 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1135 query_name(op->container));
1136 CLEAR_FLAG(op->container, FLAG_APPLIED);
1137 op->container=NULL;
1138 esrv_update_item (UPD_FLAGS, op, tmp);
1139 if (tmp == sack) return 1;
1140 }
1141
1142
1143 /* If the player is trying to open it (which he must be doing if we got here),
1144 * and it is locked, check to see if player has the equipment to open it.
1145 */
1146
1147 if (sack->slaying) { /* it's locked */
1148 tmp=find_key(op, op, sack);
1149 if (tmp) {
1150 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1151 } else {
1152 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1153 query_name(sack));
1154 return 0;
1155 } 1072 }
1156 }
1157
1158 /* By the time we get here, we have made sure any other container has been closed and
1159 * if this is a locked container, the player they key to open it.
1160 */
1161
1162 /* There are really two cases - the sack is either on the ground, or the sack is
1163 * part of the players inventory. If on the ground, we assume that the player is
1164 * opening it, since if it was being closed, that would have been taken care of above.
1165 */
1166
1167
1168 if (sack->env != op) {
1169 /* Hypothetical case - the player is trying to open a sack that belong to someone
1170 * else. This normally should not happen, but a misbehaving client/player could
1171 * try to do it, so lets handle it gracefully.
1172 */
1173 if (sack->env) { 1073 else if (!sack->env)
1174 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1074 {
1175 query_name(sack)); 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)));
1176 return 0; 1077 return 1;
1177 } 1078 }
1178 /* set these so when the player walks off, we can unapply the sack */
1179 sack->move_off = MOVE_ALL; /* trying force closing it */
1180 1079
1181 CLEAR_FLAG (sack, FLAG_APPLIED); 1080 // fall through to opening it (active in inv)
1182 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1081 }
1183 SET_FLAG (sack, FLAG_APPLIED); 1082 else if (sack->env)
1184 op->container = sack; 1083 {
1084 // it is in our env, so activate it, do not open yet
1085 op->close_container ();
1086 sack->flag [FLAG_APPLIED] = 1;
1185 esrv_update_item (UPD_FLAGS, op, sack); 1087 esrv_update_item (UPD_FLAGS, op, sack);
1186 esrv_send_inventory (op, sack); 1088 op->statusmsg (format ("You ready %s.", query_name (sack)));
1187
1188 } else { /* sack is in players inventory */
1189 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1190 CLEAR_FLAG (sack, FLAG_APPLIED);
1191 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1192 SET_FLAG (sack, FLAG_APPLIED);
1193 op->container = sack;
1194 esrv_update_item (UPD_FLAGS, op, sack);
1195 esrv_send_inventory (op, sack);
1196 }
1197 else {
1198 CLEAR_FLAG (sack, FLAG_APPLIED);
1199 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1200 SET_FLAG (sack, FLAG_APPLIED);
1201 esrv_update_item (UPD_FLAGS, op, sack);
1202 }
1203 }
1204 return 1; 1089 return 1;
1205} 1090 }
1206 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}
1207 1108
1208/** 1109/**
1209 * Handles dropping things on altar. 1110 * Handles dropping things on altar.
1210 * Returns true if sacrifice was accepted. 1111 * Returns true if sacrifice was accepted.
1211 */ 1112 */
1113static int
1212static int apply_altar (object *altar, object *sacrifice, object *originator) 1114apply_altar (object *altar, object *sacrifice, object *originator)
1213{ 1115{
1214 /* Only players can make sacrifices on spell casting altars. */ 1116 /* Only players can make sacrifices on spell casting altars. */
1215 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1117 if (altar->inv && (!originator || originator->type != PLAYER))
1216 return 0; 1118 return 0;
1217 1119
1218 if (operate_altar (altar, &sacrifice)) { 1120 if (operate_altar (altar, &sacrifice))
1121 {
1219 /* Simple check. Unfortunately, it means you can't cast magic bullet 1122 /* Simple check. Unfortunately, it means you can't cast magic bullet
1220 * 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
1221 * is up to map designers to use them properly. 1124 * is up to map designers to use them properly.
1222 */ 1125 */
1223 if (altar->inv && altar->inv->type==SPELL) { 1126 if (altar->inv && altar->inv->type == SPELL)
1224 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1127 {
1128 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1225 cast_spell (originator, altar, 0, altar->inv, NULL); 1129 cast_spell (originator, altar, 0, altar->inv, NULL);
1226 /* If it is connected, push the button. Fixes some problems with 1130 /* If it is connected, push the button. Fixes some problems with
1227 * old maps. 1131 * old maps.
1228 */ 1132 */
1133
1229/* push_button (altar);*/ 1134/* push_button (altar);*/
1135 }
1230 } else { 1136 else
1137 {
1231 altar->value = 1; /* works only once */ 1138 altar->value = 1; /* works only once */
1232 push_button (altar); 1139 push_button (altar);
1233 } 1140 }
1141
1234 return sacrifice == NULL; 1142 return !sacrifice;
1235 } else { 1143 }
1144 else
1236 return 0; 1145 return 0;
1237 }
1238} 1146}
1239
1240 1147
1241/** 1148/**
1242 * Handles 'movement' of shop mats. 1149 * Handles 'movement' of shop mats.
1243 * Returns 1 if 'op' was destroyed, 0 if not. 1150 * Returns 1 if 'op' was destroyed, 0 if not.
1244 * Largely re-written to not use nearly as many gotos, plus 1151 * Largely re-written to not use nearly as many gotos, plus
1245 * some of this code just looked plain out of date. 1152 * some of this code just looked plain out of date.
1246 * MSW 2001-08-29 1153 * MSW 2001-08-29
1247 */ 1154 */
1155int
1248int apply_shop_mat (object * shop_mat, object * op) 1156apply_shop_mat (object *shop_mat, object *op)
1249{ 1157{
1250 int rv = 0; 1158 int rv = 0;
1251 double opinion; 1159 double opinion;
1252 object *tmp, *next; 1160 object *tmp, *next;
1253 1161
1254 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1162 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
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 }
1255 1174
1256 if (op->type != PLAYER) 1175 if (op->type != PLAYER)
1257 { 1176 {
1258 /* Remove all the unpaid objects that may be carried here. 1177 /* Remove all the unpaid objects that may be carried here.
1259 * This could be pets or monsters that are somehow in 1178 * This could be pets or monsters that are somehow in
1260 * the shop. 1179 * the shop.
1261 */ 1180 */
1262 for (tmp = op->inv; tmp; tmp = next) 1181 for (tmp = op->inv; tmp; tmp = next)
1263 { 1182 {
1264 next = tmp->below; 1183 next = tmp->below;
1184
1265 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1185 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1266 { 1186 {
1267 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);
1268 1188
1269 remove_ob (tmp); 1189 tmp->remove ();
1190
1270 if (i == -1) 1191 if (i == -1)
1271 i = 0; 1192 i = 0;
1193
1272 tmp->map = op->map; 1194 tmp->map = op->map;
1273 tmp->x = op->x + freearr_x[i]; 1195 tmp->x = op->x + freearr_x[i];
1274 tmp->y = op->y + freearr_y[i]; 1196 tmp->y = op->y + freearr_y[i];
1275 insert_ob_in_map (tmp, op->map, op, 0); 1197 insert_ob_in_map (tmp, op->map, op, 0);
1276 } 1198 }
1283 /* unpaid objects, or non living objects, can't transfer by 1205 /* unpaid objects, or non living objects, can't transfer by
1284 * shop mats. Instead, put it on a nearby space. 1206 * shop mats. Instead, put it on a nearby space.
1285 */ 1207 */
1286 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1208 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1287 { 1209 {
1288
1289 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1210 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1290 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1211 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1212
1291 if (i != -1) 1213 if (i != -1)
1292 {
1293 rv =
1294 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1214 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1295 0, shop_mat); 1215
1296 }
1297 return 0; 1216 return 0;
1298 } 1217 }
1299 /* Removed code that checked for multipart objects - it appears that 1218 /* Removed code that checked for multipart objects - it appears that
1300 * the teleport function should be able to handle this just fine. 1219 * the teleport function should be able to handle this just fine.
1301 */ 1220 */
1302 rv = teleport (shop_mat, SHOP_MAT, op); 1221 rv = teleport (shop_mat, SHOP_MAT, op);
1303 } 1222 }
1304 /* immediate block below is only used for players */ 1223 else if (can_pay (op) && get_payment (op))
1305 else if (can_pay (op))
1306 { 1224 {
1307 get_payment (op, op->inv); 1225 /* this is only used for players */
1308 rv = teleport (shop_mat, SHOP_MAT, op); 1226 rv = teleport (shop_mat, SHOP_MAT, op);
1309 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
1310 if (shop_mat->msg) 1235 if (shop_mat->msg)
1311 { 1236 op->statusmsg (shop_mat->msg);
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1237 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is 1238 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1239 * actually the shop floor.
1317 */ 1240 */
1318 else if (!rv && !is_in_shop (op)) 1241 else if (!rv && !is_in_shop (op))
1319 { 1242 {
1320 opinion = shopkeeper_approval (op->map, op); 1243 opinion = shopkeeper_approval (op->map, op);
1321 if (opinion > 0.9) 1244
1322 new_draw_info (NDI_UNIQUE, 0, op, 1245 op->statusmsg (
1323 "The shopkeeper gives you a friendly wave."); 1246 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1324 else if (opinion > 0.75) 1247 : opinion >= 0.75 ? "The shopkeeper waves to you."
1325 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1248 : opinion >= 0.50 ? "The shopkeeper ignores you."
1326 else if (opinion > 0.5)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1328 else
1329 new_draw_info (NDI_UNIQUE, 0, op,
1330 "The shopkeeper glares at you with contempt."); 1249 : "The shopkeeper glares at you with contempt."
1250 );
1331 } 1251 }
1332 } 1252 }
1333 else 1253 else
1334 { 1254 {
1335 /* if we get here, a player tried to leave a shop but was not able 1255 /* if we get here, a player tried to leave a shop but was not able
1336 * to afford the items he has. We try to move the player so that 1256 * to afford the items he has. We try to move the player so that
1337 * they are not on the mat anymore 1257 * they are not on the mat anymore
1338 */ 1258 */
1339
1340 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
1341 if (i == -1) 1261 if (i == -1)
1342 {
1343 LOG (llevError, "Internal shop-mat problem.\n"); 1262 LOG (llevError, "Internal shop-mat problem.\n");
1344 }
1345 else 1263 else
1346 { 1264 {
1347 remove_ob (op); 1265 op->remove ();
1348 op->x += freearr_x[i]; 1266 op->x += freearr_x[i];
1349 op->y += freearr_y[i]; 1267 op->y += freearr_y[i];
1350 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;
1351 } 1269 }
1352 } 1270 }
1271
1353 CLEAR_FLAG (op, FLAG_NO_APPLY); 1272 CLEAR_FLAG (op, FLAG_NO_APPLY);
1354 return rv; 1273 return rv;
1355} 1274}
1356 1275
1357/** 1276/**
1358 * Handles applying a sign. 1277 * Handles applying a sign.
1359 */ 1278 */
1279static void
1360static void apply_sign (object *op, object *sign, int autoapply) 1280apply_sign (object *op, object *sign, int autoapply)
1361{ 1281{
1362 readable_message_type* msgType; 1282 readable_message_type *msgType;
1363 char newbuf[HUGE_BUF]; 1283
1364 if (sign->msg == NULL) { 1284 if (!sign->msg)
1365 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1285 {
1286 op->statusmsg ("Nothing is written on it.");
1366 return; 1287 return;
1367 } 1288 }
1368 1289
1369 if (sign->stats.food) { 1290 if (sign->stats.food)
1291 {
1370 if (sign->last_eat >= sign->stats.food) { 1292 if (sign->last_eat >= sign->stats.food)
1293 {
1371 if (!sign->move_on) 1294 if (!sign->move_on)
1372 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1295 op->statusmsg ("You cannot read it anymore.");
1296
1373 return; 1297 return;
1374 } 1298 }
1375 1299
1376 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1300 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1377 sign->last_eat++; 1301 sign->last_eat++;
1378 } 1302 }
1379 1303
1380 /* 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?
1381 * 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
1382 * 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
1383 * to us). 1307 * to us).
1384 */ 1308 */
1385 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)
1386 new_draw_info (NDI_UNIQUE, 0, op, 1310 {
1387 "You are unable to read while blind."); 1311 op->failmsg ("You are unable to read while blind!");
1388 return; 1312 return;
1389 } 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 {
1390 msgType=get_readable_message_type(sign); 1327 msgType = get_readable_message_type (sign);
1391 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1328 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1392 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 }
1393} 1332}
1394 1333
1395/** 1334/**
1396 * 'victim' moves onto 'trap' 1335 * 'victim' moves onto 'trap'
1397 * 'victim' leaves 'trap' 1336 * 'victim' leaves 'trap'
1399 * 1338 *
1400 * originator: Player, monster or other object that caused 'victim' to move 1339 * originator: Player, monster or other object that caused 'victim' to move
1401 * 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.
1402 * However, some types of traps require an originator to function. 1341 * However, some types of traps require an originator to function.
1403 */ 1342 */
1343void
1404void move_apply (object *trap, object *victim, object *originator) 1344move_apply (object *trap, object *victim, object *originator)
1405{ 1345{
1406 static int recursion_depth = 0; 1346 static int recursion_depth = 0;
1407 1347
1408 /* Only exits affect DMs. */ 1348 /* Only exits affect DMs. */
1409 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)
1410 return; 1350 return;
1411 1351
1412 /* move_apply() is the most likely candidate for causing unwanted and 1352 /* move_apply() is the most likely candidate for causing unwanted and
1413 * possibly unlimited recursion. 1353 * possibly unlimited recursion.
1414 */ 1354 */
1416 * maps to fail. 1) it's not an error to recurse: 1356 * maps to fail. 1) it's not an error to recurse:
1417 * rune detonates, summoning monster. monster lands on nearby rune. 1357 * rune detonates, summoning monster. monster lands on nearby rune.
1418 * nearby rune detonates. This sort of recursion is expected and 1358 * nearby rune detonates. This sort of recursion is expected and
1419 * proper. This code was causing needless crashes. 1359 * proper. This code was causing needless crashes.
1420 */ 1360 */
1421 if (recursion_depth >= 500) { 1361 if (recursion_depth >= 500)
1362 {
1422 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1363 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1423 "[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);
1424 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1425 return; 1365 return;
1426 } 1366 }
1367
1427 recursion_depth++; 1368 recursion_depth++;
1428 if (trap->head) trap=trap->head; 1369 if (trap->head)
1370 trap = trap->head;
1429 1371
1430 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1372 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
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 }
1431 goto leave; 1396 goto leave;
1432 1397
1433 switch (trap->type) { 1398 case SPINNER:
1434 case PLAYERMOVER: 1399 if (victim->direction)
1435 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1400 {
1436 !should_director_abort(trap, victim)) { 1401 victim->direction = absdir (victim->direction - trap->stats.sp);
1437 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1402 update_turn_face (victim);
1403 }
1404 goto leave;
1438 1405
1439 /* Is this correct? From the docs, it doesn't look like it 1406 case DIRECTOR:
1440 * should be divided by trap->speed 1407 if (victim->direction && !should_director_abort (trap, victim))
1408 {
1409 victim->direction = trap->stats.sp;
1410 update_turn_face (victim);
1411 }
1412 goto leave;
1413
1414 case BUTTON:
1415 case PEDESTAL:
1416 update_button (trap);
1417 goto leave;
1418
1419 case ALTAR:
1420 /* sacrifice victim on trap */
1421 apply_altar (trap, victim, originator);
1422 goto leave;
1423
1424 case THROWN_OBJ:
1425 if (trap->inv == NULL)
1426 goto leave;
1427 /* fallthrough */
1428
1429 case ARROW:
1430 /* bad bug: monster throw a object, make a step forwards, step on object ,
1431 * trigger this here and get hit by own missile - and will be own enemy.
1432 * Victim then is his own enemy and will start to kill herself (this is
1433 * removed) but we have not synced victim and his missile. To avoid senseless
1434 * action, we avoid hits here
1435 */
1436 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1437 hit_with_arrow (trap, victim);
1438 goto leave;
1439
1440 case SPELL_EFFECT:
1441 apply_spell_effect (trap, victim);
1442 goto leave;
1443
1444 case TRAPDOOR:
1445 {
1446 int max, sound_was_played;
1447 object *ab, *ab_next;
1448
1449 if (!trap->value)
1441 */ 1450 {
1442 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1451 int tot;
1443 1452
1444 /* Just put in some sanity check. I think there is a bug in the 1453 for (ab = trap->above, tot = 0; ab != NULL; ab = ab->above)
1445 * above with some objects have zero speed, and thus the player 1454 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 * getting permanently paralyzed. 1455 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1447 */ 1456
1448 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1457 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1449 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1458 goto leave;
1459
1460 SET_ANIMATION (trap, trap->value);
1461 update_object (trap, UP_OBJ_FACE);
1450 } 1462 }
1451 goto leave;
1452 1463
1453 case SPINNER:
1454 if(victim->direction) {
1455 victim->direction=absdir(victim->direction-trap->stats.sp);
1456 update_turn_face(victim);
1457 }
1458 goto leave;
1459
1460 case DIRECTOR:
1461 if(victim->direction && !should_director_abort(trap, victim)) {
1462 victim->direction=trap->stats.sp;
1463 update_turn_face(victim);
1464 }
1465 goto leave;
1466
1467 case BUTTON:
1468 case PEDESTAL:
1469 update_button(trap);
1470 goto leave;
1471
1472 case ALTAR:
1473 /* sacrifice victim on trap */
1474 apply_altar (trap, victim, originator);
1475 goto leave;
1476
1477 case THROWN_OBJ:
1478 if (trap->inv == NULL)
1479 goto leave;
1480 /* fallthrough */
1481
1482 case ARROW:
1483
1484 /* bad bug: monster throw a object, make a step forwards, step on object ,
1485 * trigger this here and get hit by own missile - and will be own enemy.
1486 * Victim then is his own enemy and will start to kill herself (this is
1487 * removed) but we have not synced victim and his missile. To avoid senseless
1488 * action, we avoid hits here
1489 */
1490 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1491 hit_with_arrow (trap, victim);
1492 goto leave;
1493
1494 case SPELL_EFFECT:
1495 apply_spell_effect(trap, victim);
1496 goto leave;
1497
1498 case TRAPDOOR:
1499 {
1500 int max, sound_was_played;
1501 object *ab, *ab_next;
1502 if(!trap->value) {
1503 int tot;
1504 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1505 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1506 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1507
1508 if(!(trap->value=(tot>trap->weight)?1:0))
1509 goto leave;
1510
1511 SET_ANIMATION(trap, trap->value);
1512 update_object(trap,UP_OBJ_FACE);
1513 }
1514
1515 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 {
1516 /* 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,
1517 * ab->above would be bogus 1467 * ab->above would be bogus
1518 */ 1468 */
1519 ab_next = ab->above; 1469 ab_next = ab->above;
1520 1470
1521 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1471 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1472 {
1522 if ( ! sound_was_played) { 1473 if (!sound_was_played)
1523 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1474 {
1475 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1524 sound_was_played = 1; 1476 sound_was_played = 1;
1525 } 1477 }
1526 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1478
1479 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1527 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);
1528 } 1481 }
1529 } 1482 }
1530 goto leave; 1483 goto leave;
1531 } 1484 }
1532 1485
1533
1534 case CONVERTER: 1486 case CONVERTER:
1535 if (convert_item (victim, trap) < 0) { 1487 if (convert_item (victim, trap) < 0)
1536 object *op; 1488 {
1537 1489 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1538 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1490 get_archetype ("burnout")->insert_at (trap, trap);
1539
1540 op = get_archetype("burnout");
1541 if (op != NULL) {
1542 op->x = trap->x;
1543 op->y = trap->y;
1544 insert_ob_in_map(op, trap->map, trap, 0);
1545 }
1546 } 1491 }
1492
1547 goto leave; 1493 goto leave;
1548 1494
1549 case TRIGGER_BUTTON: 1495 case TRIGGER_BUTTON:
1550 case TRIGGER_PEDESTAL: 1496 case TRIGGER_PEDESTAL:
1551 case TRIGGER_ALTAR: 1497 case TRIGGER_ALTAR:
1552 check_trigger (trap, victim); 1498 check_trigger (trap, victim);
1553 goto leave; 1499 goto leave;
1554 1500
1555 case DEEP_SWAMP: 1501 case DEEP_SWAMP:
1556 walk_on_deep_swamp (trap, victim); 1502 walk_on_deep_swamp (trap, victim);
1557 goto leave; 1503 goto leave;
1558 1504
1559 case CHECK_INV: 1505 case CHECK_INV:
1560 check_inv (victim, trap); 1506 check_inv (victim, trap);
1507 goto leave;
1508
1509 case HOLE:
1510 /* Hole not open? */
1511 if (trap->stats.wc > 0)
1561 goto leave; 1512 goto leave;
1562 1513
1563 case HOLE:
1564 /* Hole not open? */
1565 if(trap->stats.wc > 0)
1566 goto leave;
1567
1568 /* 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.
1569 * Processing will happen if the head runs into the pit 1515 * Processing will happen if the head runs into the pit
1516 */
1517 if (victim->head)
1518 goto leave;
1519
1520 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 victim->statusmsg ("You fall through the hole!", NDI_RED);
1522 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1523 goto leave;
1524
1525 case EXIT:
1526 if (victim->type == PLAYER && EXIT_PATH (trap))
1527 {
1528 /* Basically, don't show exits leading to random maps the
1529 * players output.
1570 */ 1530 */
1571 if (victim->head) 1531 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1572 goto leave; 1532 victim->statusmsg (trap->msg, NDI_NAVY);
1573 1533
1574 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1534 trap->play_sound (trap->sound);
1575 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1576 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1577 goto leave;
1578
1579 case EXIT:
1580 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1581 /* Basically, don't show exits leading to random maps the
1582 * players output.
1583 */
1584 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1585 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1586 enter_exit (victim, trap); 1535 victim->enter_exit (trap);
1587 } 1536 }
1588 goto leave; 1537 goto leave;
1589 1538
1590 case ENCOUNTER: 1539 case ENCOUNTER:
1591 /* may be some leftovers on this */ 1540 /* may be some leftovers on this */
1592 goto leave; 1541 goto leave;
1593 1542
1594 case SHOP_MAT: 1543 case SHOP_MAT:
1595 apply_shop_mat (trap, victim); 1544 apply_shop_mat (trap, victim);
1596 goto leave; 1545 goto leave;
1597 1546
1598 /* Drop a certain amount of gold, and have one item identified */ 1547 /* Drop a certain amount of gold, and have one item identified */
1599 case IDENTIFY_ALTAR: 1548 case IDENTIFY_ALTAR:
1600 apply_id_altar (victim, trap, originator); 1549 apply_id_altar (victim, trap, originator);
1601 goto leave; 1550 goto leave;
1602 1551
1603 case SIGN: 1552 case SIGN:
1604 if (victim->type != PLAYER && trap->stats.food > 0) 1553 if (victim->type != PLAYER && trap->stats.food > 0)
1605 goto leave; /* monsters musn't apply magic_mouths with counters */ 1554 goto leave; /* monsters musn't apply magic_mouths with counters */
1606 1555
1607 apply_sign (victim, trap, 1); 1556 apply_sign (victim, trap, 1);
1608 goto leave; 1557 goto leave;
1609 1558
1610 case CONTAINER: 1559 case CONTAINER:
1611 if (victim->type==PLAYER)
1612 (void) esrv_apply_container (victim, trap);
1613 else
1614 (void) apply_container (victim, trap); 1560 apply_container (victim, trap);
1615 goto leave; 1561 goto leave;
1616 1562
1617 case RUNE: 1563 case RUNE:
1618 case TRAP: 1564 case TRAP:
1619 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1565 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1620 spring_trap(trap, victim); 1566 spring_trap (trap, victim);
1621 }
1622 goto leave; 1567 goto leave;
1623 1568
1624 default: 1569 default:
1625 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 "
1626 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1571 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1627 trap->type);
1628 goto leave; 1572 goto leave;
1629 } 1573 }
1630 1574
1631 leave: 1575leave:
1632 recursion_depth--; 1576 recursion_depth--;
1633} 1577}
1634 1578
1635/** 1579/**
1636 * Handles reading a regular (ie not containing a spell) book. 1580 * Handles reading a regular (ie not containing a spell) book.
1637 */ 1581 */
1582static void
1638static void apply_book (object *op, object *tmp) 1583apply_book (object *op, object *tmp)
1639{ 1584{
1640 int lev_diff; 1585 int lev_diff;
1641 object *skill_ob; 1586 object *skill_ob;
1642 1587
1643 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1588 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1644 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!");
1645 return; 1591 return;
1646 } 1592 }
1647 if(tmp->msg==NULL) { 1593
1648 new_draw_info_format(NDI_UNIQUE, 0, op, 1594 if (!tmp->msg)
1595 {
1649 "You open the %s and find it empty.", &tmp->name); 1596 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1650 return; 1597 return;
1651 } 1598 }
1652 1599
1653 /* need a literacy skill to read stuff! */ 1600 /* need a literacy skill to read stuff! */
1654 skill_ob = find_skill_by_name(op, tmp->skill); 1601 skill_ob = find_skill_by_name (op, tmp->skill);
1655 if ( ! skill_ob) { 1602 if (!skill_ob)
1656 new_draw_info(NDI_UNIQUE, 0,op, 1603 {
1657 "You are unable to decipher the strange symbols."); 1604 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1658 return; 1605 return;
1659 } 1606 }
1607
1660 lev_diff = tmp->level - (skill_ob->level + 5); 1608 lev_diff = tmp->level - (skill_ob->level + 5);
1661 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1609 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1662 if (lev_diff < 2) 1610 {
1663 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1611 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1664 else if (lev_diff < 3) 1612 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1665 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1613 : lev_diff < 5 ? "This book is beyond your comprehension."
1666 else if (lev_diff < 5) 1614 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1667 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1615 : lev_diff < 15 ? "This book is way beyond your comprehension."
1668 else if (lev_diff < 8) 1616 : "This book is totally beyond your comprehension.");
1669 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1670 else if (lev_diff < 15)
1671 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1672 else
1673 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1674 return; 1617 return;
1675 } 1618 }
1676 1619
1677 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
1678 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1627 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1679 msgType->message_type, msgType->message_subtype, 1628 msgType->message_type, msgType->message_subtype,
1680 "You open the %s and start reading.\n%s", 1629 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1681 "%s\n%s",
1682 long_desc(tmp,op), &tmp->msg); 1630 long_desc (tmp, op), &tmp->msg);
1683 1631
1684 /* gain xp from reading */ 1632 /* gain xp from reading */
1685 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 */
1686 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1687 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1688 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1689 SET_FLAG(tmp,FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1641
1690 /* If in a container, update how it looks */ 1642 /* If in a container, update how it looks */
1643 if (tmp->env)
1691 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1644 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1692 else op->contr->socket.update_look=1; 1645 else
1646 op->contr->ns->floorbox_update ();
1693 } 1647 }
1648
1694 change_exp(op,exp_gain, skill_ob->skill, 0); 1649 change_exp (op, exp_gain, skill_ob->skill, 0);
1695 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 */
1696 } 1651 }
1697} 1652}
1698 1653
1699/** 1654/**
1700 * Handles the applying of a skill scroll, calling learn_skill straight. 1655 * Handles the applying of a skill scroll, calling learn_skill straight.
1701 * 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
1702 */ 1657 */
1658static void
1703static void apply_skillscroll (object *op, object *tmp) 1659apply_skillscroll (object *op, object *tmp)
1704{ 1660{
1705 switch ((int) learn_skill (op, tmp)) { 1661 switch (learn_skill (op, tmp))
1662 {
1706 case 0: 1663 case 0:
1707 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1664 op->play_sound (sound_find ("generic_fail"));
1708 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1665 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1709 return; 1666 break;
1710 1667
1711 case 1: 1668 case 1:
1712 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill);
1713 decrease_ob(tmp); 1669 decrease_ob (tmp);
1714 return; 1670 op->play_sound (sound_find ("skill_learn"));
1671 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1672 break;
1715 1673
1716 default: 1674 default:
1717 new_draw_info_format(NDI_UNIQUE,0,op,
1718 "You fail to learn the knowledge of the %s.\n",query_name(tmp));
1719 decrease_ob(tmp); 1675 decrease_ob (tmp);
1720 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;
1721 } 1679 }
1722} 1680}
1723 1681
1724/** 1682/**
1725 * Actually makes op learn spell. 1683 * Actually makes op learn spell.
1726 * Informs player of what happens. 1684 * Informs player of what happens.
1727 */ 1685 */
1686void
1728void do_learn_spell (object *op, object *spell, int special_prayer) 1687do_learn_spell (object *op, object *spell, int special_prayer)
1729{ 1688{
1730 object *tmp; 1689 object *tmp;
1731 1690
1732 if (op->type != PLAYER) { 1691 if (op->type != PLAYER)
1692 {
1733 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1693 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1734 return; 1694 return;
1735 } 1695 }
1736 1696
1737 /* Upgrade special prayers to normal prayers */ 1697 /* Upgrade special prayers to normal prayers */
1738 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1698 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1699 {
1739 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1700 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1701 {
1740 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");
1741 return; 1703 return;
1742 } 1704 }
1743 return; 1705 return;
1744 } 1706 }
1745 1707
1746 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1708 op->contr->play_sound (sound_find ("learn_spell"));
1747 tmp = get_object(); 1709
1748 copy_object(spell, tmp); 1710 tmp = spell->clone ();
1749 insert_ob_in_ob(tmp, op); 1711 insert_ob_in_ob (tmp, op);
1750 1712
1751 if (special_prayer) { 1713 if (special_prayer)
1752 SET_FLAG(tmp, FLAG_STARTEQUIP); 1714 SET_FLAG (tmp, FLAG_STARTEQUIP);
1753 }
1754 1715
1755 esrv_add_spells(op->contr, tmp); 1716 esrv_add_spells (op->contr, tmp);
1756} 1717}
1757 1718
1758/** 1719/**
1759 * Erases spell from player's inventory. 1720 * Erases spell from player's inventory.
1760 */ 1721 */
1722void
1761void do_forget_spell (object *op, const char *spell) 1723do_forget_spell (object *op, const char *spell)
1762{ 1724{
1763 object *spob; 1725 object *spob;
1764 1726
1765 if (op->type != PLAYER) { 1727 if (op->type != PLAYER)
1728 {
1766 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1729 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1767 return; 1730 return;
1768 } 1731 }
1769 if ( (spob=check_spell_known (op, spell)) == NULL) { 1732 if ((spob = check_spell_known (op, spell)) == NULL)
1733 {
1770 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1771 return; 1735 return;
1772 }
1773 1736 }
1774 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1737
1775 "You lose knowledge of %s.", spell); 1738 op->failmsg (format ("You lose knowledge of %s.", spell));
1776 player_unready_range_ob(op->contr, spob); 1739 player_unready_range_ob (op->contr, spob);
1777 esrv_remove_spell(op->contr, spob); 1740 esrv_remove_spell (op->contr, spob);
1778 remove_ob(spob); 1741 spob->destroy ();
1779 free_object(spob);
1780} 1742}
1781 1743
1782/** 1744/**
1783 * Handles player applying a spellbook. 1745 * Handles player applying a spellbook.
1784 * 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,
1785 * stuff like that. Random learning failure too. 1747 * stuff like that. Random learning failure too.
1786 */ 1748 */
1749static void
1787static void apply_spellbook (object *op, object *tmp) 1750apply_spellbook (object *op, object *tmp)
1788{ 1751{
1789 object *skop, *spell, *spell_skill; 1752 object *skop, *spell, *spell_skill;
1790 1753
1791 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1754 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1792 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1755 {
1756 op->failmsg ("You are unable to read while blind.");
1793 return; 1757 return;
1794 } 1758 }
1795 1759
1796 /* artifact_spellbooks have 'slaying' field point to a spell name, 1760 /* artifact_spellbooks have 'slaying' field point to a spell name,
1797 * instead of having their spell stored in stats.sp. These are 1761 * instead of having their spell stored in stats.sp. These are
1798 * legacy spellbooks 1762 * legacy spellbooks
1799 */ 1763 */
1800 1764 if (tmp->slaying)
1801 if(tmp->slaying != NULL) { 1765 {
1802 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1766 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1803 if (!spell) { 1767 if (!spell)
1804 new_draw_info_format(NDI_UNIQUE, 0, op, 1768 {
1805 "The book's formula for %s is incomplete", &tmp->slaying); 1769 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1806 return; 1770 return;
1807 } 1771 }
1808 else 1772 else
1809 insert_ob_in_ob(spell, tmp); 1773 insert_ob_in_ob (spell, tmp);
1774
1810 tmp->slaying=NULL; 1775 tmp->slaying = 0;
1811 } 1776 }
1812 1777
1813 skop = find_skill_by_name(op, tmp->skill); 1778 skop = find_skill_by_name (op, tmp->skill);
1814 1779
1815 /* 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
1816 * lower than the spell will make learning the spell more difficult */ 1781 * lower than the spell will make learning the spell more difficult */
1817 if ( !skop) { 1782 if (!skop)
1818 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1783 {
1784 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1819 return; 1785 return;
1820 } 1786 }
1821 1787
1822 spell = tmp->inv; 1788 spell = tmp->inv;
1789
1823 if (!spell) { 1790 if (!spell)
1791 {
1824 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);
1825 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!");
1826 return;
1827 }
1828 if (spell->level > (skop->level+10)) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1830 return; 1794 return;
1831 } 1795 }
1832 1796
1833 new_draw_info_format(NDI_UNIQUE, 0, op, 1797 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1834 "The spellbook contains the %s level spell %s.", 1798 {
1835 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 }
1836 1802
1803 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1804
1837 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1805 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1806 {
1838 identify(tmp); 1807 identify (tmp);
1808
1839 if (tmp->env) 1809 if (tmp->env)
1840 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp); 1810 esrv_update_item (UPD_FLAGS | UPD_NAME, op, tmp);
1841 else 1811 else
1842 op->contr->socket.update_look=1; 1812 op->contr->ns->floorbox_update ();
1843 } 1813 }
1844 1814
1845 /* 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
1846 * 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
1847 * 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
1848 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1849 */ 1819 */
1850 if (check_spell_known (op, spell->name)) { 1820 if (check_spell_known (op, spell->name))
1851 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 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");
1852 return; 1823 return;
1853 } 1824 }
1854 1825
1855 if (spell->skill) { 1826 if (spell->skill)
1827 {
1856 spell_skill = find_skill_by_name(op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1857 if (!spell_skill) { 1830 if (!spell_skill)
1858 new_draw_info_format(NDI_UNIQUE, 0, op, 1831 {
1859 "You lack the skill %s to use this spell", 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1860 &spell->skill);
1861 return; 1833 return;
1862 } 1834 }
1835
1863 if (spell_skill->level < spell->level) { 1836 if (spell_skill->level < spell->level)
1864 new_draw_info_format(NDI_UNIQUE, 0, op, 1837 {
1865 "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));
1866 spell->level, &spell->skill);
1867 return; 1839 return;
1868 } 1840 }
1869 } 1841 }
1870 1842
1871 /* Logic as follows 1843 /* Logic as follows
1872 * 1844 *
1873 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1874 * 1846 *
1875 * 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
1876 * a spell. 1848 * a spell.
1877 * 1849 *
1878 * 3 -Automatically fail to learn if you read while confused 1850 * 3 -Automatically fail to learn if you read while confused
1879 * 1851 *
1880 * 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
1881 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1882 */ 1854 */
1883 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1884 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1885 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 }
1886 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1887 (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])
1888 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1862 {
1889 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1890 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1891 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1892 1865
1893 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1894 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1895 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);
1896 } else { 1869 }
1897 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1870 else
1898 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1899 } 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
1900 decrease_ob(tmp); 1876 decrease_ob (tmp);
1901} 1877}
1902 1878
1903/** 1879/**
1904 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1905 */ 1881 */
1882void
1906void apply_scroll (object *op, object *tmp, int dir) 1883apply_scroll (object *op, object *tmp, int dir)
1907{ 1884{
1908 object *skop; 1885 object *skop;
1909 1886
1910 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1911 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1888 {
1889 op->failmsg ("You are unable to read while blind.");
1912 return; 1890 return;
1913 } 1891 }
1914 1892
1915 if (!tmp->inv || tmp->inv->type != SPELL) { 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1916 new_draw_info (NDI_UNIQUE, 0, op, 1894 {
1917 "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1918 return; 1896 return;
1919 } 1897 }
1920 1898
1921 if(op->type==PLAYER) { 1899 if (op->type == PLAYER)
1900 {
1922 /* players need a literacy skill to read stuff! */ 1901 /* players need a literacy skill to read stuff! */
1923 int exp_gain=0; 1902 int exp_gain = 0;
1924 1903
1925 /* hard code literacy - tmp->skill points to where the exp 1904 /* hard code literacy - tmp->skill points to where the exp
1926 * should go for anything killed by the spell. 1905 * should go for anything killed by the spell.
1927 */ 1906 */
1928 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1929 1908
1930 if ( ! skop) { 1909 if (!skop)
1931 new_draw_info(NDI_UNIQUE, 0,op, 1910 {
1932 "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]));
1933 return; 1912 return;
1934 } 1913 }
1935 1914
1936 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1937 change_exp(op,exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1938 } 1917 }
1939 1918
1940 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1941 identify(tmp); 1920 identify (tmp);
1942 1921
1943 new_draw_info_format(NDI_BLACK, 0, op, 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1944 "The scroll of %s turns to dust.", &tmp->inv->name);
1945 1923
1946
1947 cast_spell(op,tmp,dir,tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1948 decrease_ob(tmp); 1925 decrease_ob (tmp);
1949} 1926}
1950 1927
1951/** 1928/**
1952 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1953 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1954 * chest. 1931 * chest.
1955 */ 1932 */
1933static void
1956static void apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1957{ 1935{
1958 object *treas;
1959 tag_t tmp_tag = tmp->count, op_tag = op->count;
1960
1961
1962 /* 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
1963 * 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
1964 * 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
1965 * 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
1966 * treasure 1940 * treasure
1967 */ 1941 */
1968
1969 treas = tmp->inv; 1942 object *treas = tmp->inv;
1970 if(treas==NULL) { 1943
1971 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1944 if (!treas)
1972 decrease_ob(tmp);
1973 return;
1974 } 1945 {
1975 while (tmp->inv) { 1946 op->statusmsg ("The chest was empty.");
1976 treas = tmp->inv;
1977
1978 remove_ob(treas);
1979 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1980 query_name(treas));
1981
1982 treas->x=op->x;
1983 treas->y=op->y;
1984 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR);
1985
1986 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level
1987 && QUERY_FLAG (op, FLAG_ALIVE))
1988 spring_trap (treas, op);
1989 /* If either player or container was destroyed, no need to do
1990 * further processing. I think this should be enclused with
1991 * spring trap above, as I don't think there is otherwise
1992 * any way for the treasure chest or player to get killed
1993 */
1994 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1995 break;
1996 }
1997
1998 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1999 decrease_ob (tmp); 1947 decrease_ob (tmp);
1948 return;
1949 }
2000 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);
2001} 1974}
2002 1975
2003/** 1976/**
2004 * op eats food. 1977 * op eats food.
2005 * If player, takes care of messages and dragon special food. 1978 * If player, takes care of messages and dragon special food.
2006 */ 1979 */
1980static void
2007static void apply_food (object *op, object *tmp) 1981apply_food (object *op, object *tmp)
2008{ 1982{
2009 int capacity_remaining; 1983 int capacity_remaining;
2010 1984
2011 if(op->type!=PLAYER) 1985 if (op->type != PLAYER)
2012 op->stats.hp=op->stats.maxhp; 1986 op->stats.hp = op->stats.maxhp;
2013 else { 1987 else
1988 {
2014 /* check if this is a dragon (player), eating some flesh */ 1989 /* check if this is a dragon (player), eating some flesh */
2015 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))
2016 ; 1991 ;
2017 else { 1992 else
1993 {
2018 /* usual case - no dragon meal: */ 1994 /* usual case - no dragon meal: */
2019 if(op->stats.food+tmp->stats.food>999) { 1995 if (op->stats.food + tmp->stats.food > 999)
1996 {
2020 if(tmp->type==FOOD || tmp->type==FLESH) 1997 if (tmp->type == FOOD || tmp->type == FLESH)
2021 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!");
2022 else 1999 else
2023 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!");
2024 } 2001 }
2025 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
2026 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2011 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2027 char buf[MAX_BUF];
2028 2012 {
2013 const char *buf;
2014
2029 if (!is_dragon_pl(op)) { 2015 if (!is_dragon_pl (op))
2016 {
2030 /* eating message for normal players*/ 2017 /* eating message for normal players */
2031 if(tmp->type==DRINK) 2018 if (tmp->type == DRINK)
2032 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name); 2019 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2020 else
2021 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2022 }
2033 else 2023 else
2034 sprintf(buf,"The %s tasted %s",&tmp->name,
2035 tmp->type==FLESH?"terrible!":"good.");
2036 }
2037 else {
2038 /* eating message for dragon players*/ 2024 /* eating message for dragon players */
2039 sprintf(buf,"The %s tasted terrible!",&tmp->name); 2025 buf = format ("The %s tasted terrible!", &tmp->name);
2040 }
2041 2026
2042 new_draw_info(NDI_UNIQUE, 0,op,buf); 2027 op->statusmsg (buf);
2028
2043 capacity_remaining = 999 - op->stats.food; 2029 capacity_remaining = 999 - op->stats.food;
2044 op->stats.food+=tmp->stats.food; 2030 op->stats.food += tmp->stats.food;
2045 if(capacity_remaining < tmp->stats.food) 2031 if (capacity_remaining < tmp->stats.food)
2046 op->stats.hp += capacity_remaining / 50; 2032 op->stats.hp += capacity_remaining / 50;
2047 else 2033 else
2048 op->stats.hp+=tmp->stats.food/50; 2034 op->stats.hp += tmp->stats.food / 50;
2035
2049 if(op->stats.hp>op->stats.maxhp) 2036 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp=op->stats.maxhp; 2037 op->stats.hp = op->stats.maxhp;
2051 if (op->stats.food > 999) 2038 if (op->stats.food > 999)
2052 op->stats.food = 999; 2039 op->stats.food = 999;
2053 } 2040 }
2054 2041
2055 /* special food hack -b.t. */ 2042 /* special food hack -b.t. */
2056 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2043 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2057 eat_special_food(op,tmp); 2044 eat_special_food (op, tmp);
2058 } 2045 }
2059 } 2046 }
2047
2060 handle_apply_yield(tmp); 2048 handle_apply_yield (tmp);
2061 decrease_ob(tmp); 2049 decrease_ob (tmp);
2062} 2050}
2063 2051
2064/** 2052/**
2065 * A dragon is eating some flesh. If the flesh contains resistances, 2053 * A dragon is eating some flesh. If the flesh contains resistances,
2066 * 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.
2069 * object *op the object (dragon player) eating the flesh 2057 * object *op the object (dragon player) eating the flesh
2070 * object *meal the flesh item, getting chewed in dragon's mouth 2058 * object *meal the flesh item, getting chewed in dragon's mouth
2071 * return: 2059 * return:
2072 * int 1 if eating successful, 0 if it doesn't work 2060 * int 1 if eating successful, 0 if it doesn't work
2073 */ 2061 */
2062int
2074int dragon_eat_flesh(object *op, object *meal) { 2063dragon_eat_flesh (object *op, object *meal)
2064{
2075 object *skin = NULL; /* pointer to dragon skin force*/ 2065 object *skin = NULL; /* pointer to dragon skin force */
2076 object *abil = NULL; /* pointer to dragon ability force*/ 2066 object *abil = NULL; /* pointer to dragon ability force */
2077 object *tmp = NULL; /* tmp. object */ 2067 object *tmp = NULL; /* tmp. object */
2078 2068
2079 char buf[MAX_BUF]; /* tmp. string buffer */
2080 double chance; /* improvement-chance of one resistance type */ 2069 double chance; /* improvement-chance of one resistance type */
2081 double totalchance=1; /* total chance of gaining one resistance */ 2070 double totalchance = 1; /* total chance of gaining one resistance */
2082 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2071 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2083 double mbonus=0; /* monster bonus */ 2072 double mbonus = 0; /* monster bonus */
2084 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2073 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2085 int winners=0; /* number of winners */ 2074 int winners = 0; /* number of winners */
2086 int i; /* index */ 2075 int i; /* index */
2087 2076
2088 /* let's make sure and doublecheck the parameters */ 2077 /* let's make sure and doublecheck the parameters */
2089 if (meal->type!=FLESH || !is_dragon_pl(op)) 2078 if (meal->type != FLESH || !is_dragon_pl (op))
2090 return 0; 2079 return 0;
2091 2080
2092 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2081 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2093 from the player's inventory */ 2082 from the player's inventory */
2094 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2083 for (tmp = op->inv; tmp; tmp = tmp->below)
2095 if (tmp->type == FORCE) { 2084 if (tmp->type == FORCE)
2096 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2085 if (tmp->arch->archname == shstr_dragon_skin_force)
2097 skin = tmp; 2086 skin = tmp;
2098 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2087 else if (tmp->arch->archname == shstr_dragon_ability_force)
2099 abil = tmp; 2088 abil = tmp;
2100 } 2089
2101 }
2102
2103 /* 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
2104 which is not to be considered a dragon -> bail out */ 2091 which is not to be considered a dragon -> bail out */
2105 if (skin == NULL || abil == NULL) return 0; 2092 if (skin == NULL || abil == NULL)
2106 2093 return 0;
2094
2107 /* now start by filling stomache and health, according to food-value */ 2095 /* now start by filling stomache and health, according to food-value */
2108 if((999 - op->stats.food) < meal->stats.food) 2096 if ((999 - op->stats.food) < meal->stats.food)
2109 op->stats.hp += (999 - op->stats.food) / 50; 2097 op->stats.hp += (999 - op->stats.food) / 50;
2110 else 2098 else
2111 op->stats.hp += meal->stats.food/50; 2099 op->stats.hp += meal->stats.food / 50;
2100
2112 if(op->stats.hp>op->stats.maxhp) 2101 if (op->stats.hp > op->stats.maxhp)
2113 op->stats.hp=op->stats.maxhp; 2102 op->stats.hp = op->stats.maxhp;
2114 2103
2115 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2104 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2116 2105
2117 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2106 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2118 2107
2119 /* on to the interesting part: chances for adding resistance */ 2108 /* on to the interesting part: chances for adding resistance */
2120 for (i=0; i<NROFATTACKS; i++) { 2109 for (i = 0; i < NROFATTACKS; i++)
2110 {
2121 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2111 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2112 {
2122 /* got positive resistance, now calculate improvement chance (0-100) */ 2113 /* got positive resistance, now calculate improvement chance (0-100) */
2123 2114
2124 /* this bonus makes resistance increase easier at lower levels */ 2115 /* this bonus makes resistance increase easier at lower levels */
2125 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2116 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2126 if (i == abil->stats.exp) 2117 if (i == abil->stats.exp)
2127 bonus += 5; /* additional bonus for resistance of ability-focus */ 2118 bonus += 5; /* additional bonus for resistance of ability-focus */
2128 2119
2129 /* monster bonus increases with level, because high-level 2120 /* monster bonus increases with level, because high-level
2130 flesh is too rare */ 2121 flesh is too rare */
2131 mbonus = op->level * 20. / ((double)settings.max_level); 2122 mbonus = op->level * 20. / ((double) settings.max_level);
2132 2123
2133 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2124 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2134 ((double)settings.max_level)) - skin->resist[i]; 2125 ((double) settings.max_level)) - skin->resist[i];
2135 2126
2136 if (chance >= 0.) 2127 if (chance >= 0.)
2137 chance += 1.; 2128 chance += 1.;
2138 else 2129 else
2139 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2130 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2140 2131
2141 /* chance is proportional to amount of resistance (max. 50) */ 2132 /* chance is proportional to amount of resistance (max. 50) */
2142 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2133 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2143 2134
2144 /* doubled chance for resistance of ability-focus */ 2135 /* doubled chance for resistance of ability-focus */
2145 if (i == abil->stats.exp) 2136 if (i == abil->stats.exp)
2146 chance = MIN(100., chance*2.); 2137 chance = MIN (100., chance * 2.);
2147 2138
2148 /* 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!) */
2149 if (RANDOM()%10000 < (int)(chance*100)) { 2140 if (rndm (10000) < (unsigned int) (chance * 100))
2141 {
2150 atnr_winner[winners] = i; 2142 atnr_winner[winners] = i;
2151 winners++; 2143 winners++;
2152 } 2144 }
2153 2145
2154 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2146 if (chance >= 0.01)
2155 2147 totalchance *= 1 - chance / 100;
2148
2156 /*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); */
2157 } 2150 }
2158 } 2151 }
2159 2152
2160 /* inverse totalchance as until now we have the failure-chance */ 2153 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance*100; 2154 totalchance = 100 - totalchance * 100;
2155
2162 /* print message according to totalchance */ 2156 /* print message according to totalchance */
2157 const char *buf;
2163 if (totalchance > 50.) 2158 if (totalchance > 50.)
2164 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2159 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2160 else if (totalchance > 10.)
2166 sprintf(buf, "The %s tasted very good.", &meal->name); 2161 buf = format ("The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2162 else if (totalchance > 1.)
2168 sprintf(buf, "The %s tasted good.", &meal->name); 2163 buf = format ("The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2164 else if (totalchance > 0.1)
2170 sprintf(buf, "The %s tasted bland.", &meal->name); 2165 buf = format ("The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2166 else if (totalchance >= 0.01)
2172 sprintf(buf, "The %s had a boring taste.", &meal->name); 2167 buf = format ("The %s had a boring taste.", &meal->name);
2173 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))
2174 sprintf(buf, "The %s tasted strange.", &meal->name); 2169 buf = format ("The %s tasted strange.", &meal->name);
2175 else 2170 else
2176 sprintf(buf, "The %s had no taste.", &meal->name); 2171 buf = format ("The %s had no taste.", &meal->name);
2177 new_draw_info(NDI_UNIQUE, 0, op, buf); 2172
2178 2173 op->statusmsg (buf);
2174
2179 /* now choose a winner if we have any */ 2175 /* now choose a winner if we have any */
2180 i = -1; 2176 i = -1;
2181 if (winners>0) 2177 if (winners > 0)
2182 i = atnr_winner[RANDOM()%winners]; 2178 i = atnr_winner[RANDOM () % winners];
2183 2179
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2180 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2181 {
2185 /* resistance increased! */ 2182 /* resistance increased! */
2186 skin->resist[i]++; 2183 skin->resist[i]++;
2187 fix_player(op); 2184 op->update_stats ();
2185
2186 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2188 2187 }
2189 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2188
2190 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2191 }
2192
2193 /* if this flesh contains a new ability focus, we mark it 2189 /* if this flesh contains a new ability focus, we mark it
2194 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 */
2195 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)
2196 && meal->last_eat != abil->last_eat) { 2192 {
2197 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> */
2198 2194
2199 if (meal->last_eat != abil->stats.exp) { 2195 if (meal->last_eat != abil->stats.exp)
2196 op->statusmsg (format (
2200 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.",
2201 change_resist_msg[meal->last_eat]); 2199 change_resist_msg[meal->last_eat],
2202 new_draw_info(NDI_UNIQUE, 0, op, buf); 2200 abil->level + 1
2203 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2201 ));
2204 new_draw_info(NDI_UNIQUE, 0, op, buf);
2205 }
2206 else { 2202 else
2207 sprintf(buf, "Your metabolism will continue to focus on %s.", 2203 {
2208 change_resist_msg[meal->last_eat]); 2204 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2209 new_draw_info(NDI_UNIQUE, 0, op, buf);
2210 abil->last_eat = 0; 2205 abil->last_eat = 0;
2211 } 2206 }
2212 } 2207 }
2208
2213 return 1; 2209 return 1;
2214}
2215
2216static void apply_savebed (object *pl)
2217{
2218#ifndef COZY_SERVER
2219 if(!pl->contr->name_changed||!pl->stats.exp) {
2220 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2221 return;
2222 }
2223#endif
2224 INVOKE_PLAYER (LOGOUT, pl->contr);
2225 /* Need to call terminate_all_pets() before we remove the player ob */
2226 terminate_all_pets(pl);
2227 remove_ob(pl);
2228 pl->direction=0;
2229 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2230 "%s leaves the game.", &pl->name);
2231
2232 /* update respawn position */
2233 strcpy(pl->contr->savebed_map, pl->map->path);
2234 pl->contr->bed_x = pl->x;
2235 pl->contr->bed_y = pl->y;
2236
2237 strcpy(pl->contr->killer,"left");
2238 check_score(pl); /* Always check score */
2239 (void)save_player(pl,0);
2240 pl->map->players--;
2241#if MAP_MAXTIMEOUT
2242 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2243#endif
2244 play_again(pl);
2245 pl->speed = 0;
2246 update_ob_speed(pl);
2247} 2210}
2248 2211
2249/** 2212/**
2250 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2251 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2252 */ 2215 */
2216static void
2253static void apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2254{ 2218{
2255 object *armor; 2219 object *armor;
2256 2220
2257 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))
2258 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2259 return;
2260 } 2222 {
2261 armor=find_marked_object(op); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2262 if ( ! armor) {
2263 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2264 return; 2224 return;
2265 } 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
2266 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2267 && armor->type != CLOAK 2236 && armor->type != CLOAK
2268 && armor->type != BOOTS && armor->type != GLOVES 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2269 && armor->type != BRACERS && armor->type != SHIELD
2270 && armor->type != HELMET)
2271 { 2238 {
2272 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2273 return; 2240 return;
2274 } 2241 }
2275 2242
2276 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2277 improve_armour(op,tmp,armor); 2244 improve_armour (op, tmp, armor);
2278} 2245}
2279 2246
2280 2247extern void
2281extern void apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2282{ 2249{
2283 if (op->type == PLAYER) { 2250 if (op->type == PLAYER)
2284 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0); 2251 {
2285 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!");
2286 strcpy(op->contr->killer,"poisonous booze"); 2254 strcpy (op->contr->killer, "poisonous booze");
2287 } 2255 }
2256
2288 if (tmp->stats.hp > 0) { 2257 if (tmp->stats.hp > 0)
2258 {
2289 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);
2290 tmp->stats.hp);
2291 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1); 2260 hit_player (op, tmp->stats.hp, tmp, AT_POISON, 1);
2292 } 2261 }
2262
2293 op->stats.food-=op->stats.food/4; 2263 op->stats.food -= op->stats.food / 4;
2294 handle_apply_yield(tmp); 2264 handle_apply_yield (tmp);
2295 decrease_ob(tmp); 2265 decrease_ob (tmp);
2296} 2266}
2297 2267
2298/** 2268/**
2299 * 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.
2300 * A valid 2 way exit means: 2270 * A valid 2 way exit means:
2301 * -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)
2302 * -You are 2272 * -You are
2303 * ° the owner of the exit 2273 * ° the owner of the exit
2304 * ° or in the same party as the owner 2274 * ° or in the same party as the owner
2305 * 2275 *
2306 * 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
2307 * 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
2308 * 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).
2309 */ 2279 */
2280int
2310int is_legal_2ways_exit (object* op, object *exit) 2281is_legal_2ways_exit (object *op, object *exit)
2311 { 2282{
2312 object * tmp; 2283 if (exit->stats.exp != 1)
2313 object * exit_owner; 2284 return 1; /*This is not a 2 way, so it is legal */
2314 player * pp; 2285
2315 mapstruct * exitmap; 2286#if 0 //TODO
2316 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)
2317 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 */
2318 /* To know if an exit has a correspondant, we look at 2289#endif
2319 * all the exits in destination and try to find one with same path as 2290
2320 * the current exit's position */ 2291 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2321 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2292
2322 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2293 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2323 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2294
2324 if (exitmap) 2295 if (exitmap)
2325 { 2296 {
2326 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2297 exitmap->load_sync ();
2327 if (!tmp) return 0; 2298
2328 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)
2329 { 2305 {
2330 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2306 if (tmp->type != EXIT)
2331 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2307 continue; /*Not an exit */
2332 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2333 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2334 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
2335 /* 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
2336 * 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
2337 * town portals to prevent strangers from visiting your appartments 2320 * town portals to prevent strangers from visiting your appartments
2338 */ 2321 */
2322 if (!exit->race)
2339 if (!exit->race) return 1; /*No owner, free for all!*/ 2323 return 1; /*No owner, free for all! */
2340 exit_owner=NULL; 2324
2341 for (pp=first_player;pp;pp=pp->next) 2325 object *exit_owner = 0;
2326
2327 for_all_players (pp)
2342 { 2328 {
2343 if (!pp->ob) continue; 2329 if (!pp->ob)
2330 continue;
2331
2344 if (pp->ob->name!=exit->race) continue; 2332 if (pp->ob->name != exit->race)
2333 continue;
2334
2345 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 */
2346 break; 2336 break;
2347 } 2337 }
2348 if (!exit_owner) return 0; /* No more owner*/ 2338
2349 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
2350 if ( exit_owner && /*There is a owner*/ 2345 if (exit_owner && /*There is a owner */
2351 (op->contr) && /*A player tries to pass */ 2346 (op->contr) && /*A player tries to pass */
2352 ( (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 */
2353 (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 */
2354 return 0; 2349 return 0;
2350
2355 return 1; 2351 return 1;
2356 } 2352 }
2357 } 2353 }
2354
2358 return 0; 2355 return 0;
2359 } 2356}
2360
2361 2357
2362/** 2358/**
2363 * Main apply handler. 2359 * Main apply handler.
2364 * 2360 *
2365 * Checks for unpaid items before applying. 2361 * Checks for unpaid items before applying.
2373 * being applied. 2369 * being applied.
2374 * 2370 *
2375 * aflag is special (always apply/unapply) flags. Nothing is done with 2371 * aflag is special (always apply/unapply) flags. Nothing is done with
2376 * them in this function - they are passed to apply_special 2372 * them in this function - they are passed to apply_special
2377 */ 2373 */
2378 2374int
2379int manual_apply (object *op, object *tmp, int aflag) 2375manual_apply (object *op, object *tmp, int aflag)
2380{ 2376{
2381 if (tmp->head) tmp=tmp->head; 2377 if (tmp->head)
2378 tmp = tmp->head;
2382 2379
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381 {
2382 if (op->type == PLAYER)
2383 {
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2385 return 1;
2386 }
2387 else
2388 return 0; /* monsters just skip unpaid items */
2389 }
2390
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0);
2393
2394 switch (tmp->type)
2395 {
2396 case CF_HANDLE:
2397 op->play_sound (sound_find ("turn_handle"));
2398 op->statusmsg ("You turn the handle.");
2399 tmp->value = tmp->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value);
2401 update_object (tmp, UP_OBJ_FACE);
2402 push_button (tmp);
2403 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op))
2407 {
2408 op->statusmsg ("You turn the handle.");
2409 op->play_sound (sound_find ("turn_handle"));
2410 }
2411 else
2412 op->failmsg ("The handle doesn't move.");
2413
2414 return 1;
2415
2416 case EXIT:
2417 if (op->type != PLAYER)
2418 return 0;
2419
2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2422 else
2423 {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2426 op->statusmsg (tmp->msg, NDI_NAVY);
2427
2428 op->enter_exit (tmp);
2429 }
2430
2431 return 1;
2432
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:
2439 apply_sign (op, tmp, 0);
2440 return 1;
2441
2442 case BOOK:
2384 if (op->type == PLAYER) { 2443 if (op->type == PLAYER)
2385 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2444 {
2445 apply_book (op, tmp);
2386 return 1; 2446 return 1;
2387 } else {
2388 return 0; /* monsters just skip unpaid items */
2389 } 2447 }
2390 } 2448 else
2449 return 0;
2391 2450
2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2451 case SKILLSCROLL:
2393 return RESULT_INT (0); 2452 if (op->type == PLAYER)
2394 2453 {
2395 switch (tmp->type) { 2454 apply_skillscroll (op, tmp);
2396
2397 case CF_HANDLE:
2398 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2399 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2400 tmp->value=tmp->value?0:1;
2401 SET_ANIMATION(tmp, tmp->value);
2402 update_object(tmp,UP_OBJ_FACE);
2403 push_button(tmp);
2404 return 1; 2455 return 1;
2405
2406 case TRIGGER:
2407 if (check_trigger (tmp, op)) {
2408 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2409 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2410 } else {
2411 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2412 } 2456 }
2457 else
2458 return 0;
2459
2460 case SPELLBOOK:
2461 if (op->type == PLAYER)
2462 {
2463 apply_spellbook (op, tmp);
2413 return 1; 2464 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2419 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2420 query_name(tmp));
2421 } else {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2424 strncmp(EXIT_PATH(tmp), "/random/", 8))
2425 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2426 enter_exit(op,tmp);
2427 } 2465 }
2466 else
2467 return 0;
2468
2469 case SCROLL:
2470 apply_scroll (op, tmp, 0);
2471 return 1;
2472
2473 case POTION:
2474 apply_potion (op, tmp);
2475 return 1;
2476
2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2479 case CLOSE_CON:
2480 apply_container (op, tmp->env);
2481 return 1;
2482
2483 case CONTAINER:
2484 apply_container (op, tmp);
2485 return 1;
2486
2487 case TREASURE:
2488 if (op->type == PLAYER)
2489 {
2490 apply_treasure (op, tmp);
2428 return 1; 2491 return 1;
2492 }
2493 else
2494 return 0;
2429 2495
2496 case WEAPON:
2497 case ARMOUR:
2498 case BOOTS:
2499 case GLOVES:
2500 case AMULET:
2501 case GIRDLE:
2502 case BRACERS:
2503 case SHIELD:
2504 case HELMET:
2430 case SIGN: 2505 case RING:
2506 case CLOAK:
2507 case WAND:
2508 case ROD:
2509 case HORN:
2510 case SKILL:
2511 case BOW:
2512 case LAMP:
2513 case BUILDER:
2514 case SKILL_TOOL:
2515 if (tmp->env != op)
2516 return 2; /* not in inventory */
2517
2518 apply_special (op, tmp, aflag);
2519 return 1;
2520
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2431 apply_sign (op, tmp, 0); 2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 return 1;
2533
2534 case ARMOUR_IMPROVER:
2535 if (op->type == PLAYER)
2536 {
2537 apply_armour_improver (op, tmp);
2432 return 1; 2538 return 1;
2433
2434 case BOOK:
2435 if (op->type == PLAYER) {
2436 apply_book (op, tmp);
2437 return 1;
2438 } else {
2439 return 0;
2440 } 2539 }
2441 2540 else
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER) {
2444 apply_skillscroll (op, tmp);
2445 return 1;
2446 }
2447 return 0; 2541 return 0;
2448 2542
2543 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp);
2545 return 1;
2546
2449 case SPELLBOOK: 2547 case CLOCK:
2450 if (op->type == PLAYER) { 2548 if (op->type == PLAYER)
2451 apply_spellbook (op, tmp); 2549 {
2452 return 1; 2550 char buf[MAX_BUF];
2551 timeofday_t tod;
2552
2553 get_tod (&tod);
2554 op->play_sound (sound_find ("sound_clock"));
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")
2453 } 2559 ));
2454 return 0;
2455
2456 case SCROLL:
2457 apply_scroll (op, tmp, 0);
2458 return 1; 2560 return 1;
2561 }
2562 else
2563 return 0;
2459 2564
2460 case POTION: 2565 case MENU:
2461 (void) apply_potion(op, tmp); 2566 if (op->type == PLAYER)
2567 {
2568 shop_listing (tmp, op);
2462 return 1; 2569 return 1;
2570 }
2571 else
2572 return 0;
2463 2573
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2574 case POWER_CRYSTAL:
2465 case CLOSE_CON: 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2576 return 1;
2577
2578 case LIGHTER: /* for lighting torches/lanterns/etc */
2466 if (op->type==PLAYER) 2579 if (op->type == PLAYER)
2467 (void) esrv_apply_container (op, tmp->env); 2580 {
2468 else 2581 apply_lighter (op, tmp);
2469 (void) apply_container (op, tmp->env);
2470 return 1; 2582 return 1;
2471
2472 case CONTAINER:
2473 if (op->type==PLAYER)
2474 (void) esrv_apply_container (op, tmp);
2475 else
2476 (void) apply_container (op, tmp);
2477 return 1;
2478
2479 case TREASURE:
2480 if (op->type == PLAYER) {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 } else {
2484 return 0;
2485 } 2583 }
2486 2584 else
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508 (void) apply_special (op, tmp, aflag);
2509 return 1; 2585 return 0;
2510 2586
2511 case DRINK:
2512 case FOOD:
2513 case FLESH:
2514 apply_food (op, tmp);
2515 return 1;
2516
2517 case POISON:
2518 apply_poison (op, tmp);
2519 return 1;
2520
2521 case SAVEBED:
2522 if (op->type == PLAYER) {
2523 apply_savebed (op);
2524 return 1;
2525 } else {
2526 return 0;
2527 }
2528
2529 case ARMOUR_IMPROVER:
2530 if (op->type == PLAYER) {
2531 apply_armour_improver (op, tmp);
2532 return 1;
2533 } else {
2534 return 0;
2535 }
2536
2537 case WEAPON_IMPROVER:
2538 (void) check_improve_weapon(op, tmp);
2539 return 1;
2540
2541 case CLOCK:
2542 if (op->type == PLAYER) {
2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod(&tod);
2547 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2548 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2550 ((tod.hour >= 14) ? "pm" : "am"));
2551 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2552 new_draw_info(NDI_UNIQUE, 0,op, buf);
2553 return 1;
2554 } else {
2555 return 0;
2556 }
2557
2558 case MENU:
2559 if (op->type == PLAYER) {
2560 shop_listing (op);
2561 return 1;
2562 } else {
2563 return 0;
2564 }
2565
2566 case POWER_CRYSTAL:
2567 apply_power_crystal(op,tmp); /* see egoitem.c */
2568 return 1;
2569
2570 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER) {
2572 apply_lighter(op,tmp);
2573 return 1;
2574 } else {
2575 return 0;
2576 }
2577
2578 case ITEM_TRANSFORMER: 2587 case ITEM_TRANSFORMER:
2579 apply_item_transformer( op, tmp ); 2588 apply_item_transformer (op, tmp);
2580 return 1; 2589 return 1;
2581 2590
2582 default: 2591 default:
2583 return 0; 2592 return 0;
2584 } 2593 }
2585} 2594}
2586 2595
2587 2596
2588/* 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"
2589 * 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
2590 * "but you are floating high above the ground" messages. 2599 * "but you are floating high above the ground" messages.
2591 * 2600 *
2592 * Same return value as apply() function. 2601 * Same return value as apply() function.
2593 */ 2602 */
2603int
2594int player_apply (object *pl, object *op, int aflag, int quiet) 2604player_apply (object *pl, object *op, int aflag, int quiet)
2595{ 2605{
2596 int tmp; 2606 int tmp;
2597 2607
2598 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2608 if (op->env && (pl->move_type & MOVE_FLYING))
2609 {
2599 /* player is flying and applying object not in inventory */ 2610 /* player is flying and applying object not in inventory */
2600 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2611 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2601 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2612 {
2602 "above the ground!"); 2613 pl->failmsg ("But you are floating high above the ground! H<You have to stop levitating first, if you can.>");
2603 return 0; 2614 return 0;
2604 } 2615 }
2605 }
2606
2607 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2608 * applied.
2609 */
2610 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2611 { 2616 }
2612 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2613 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2614 "of smoke!");
2615 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2616 remove_ob (op);
2617 free_object (op);
2618 return 1;
2619 }
2620 2617
2621 pl->contr->last_used = op; 2618 pl->contr->last_used = op;
2622 pl->contr->last_used_id = op->count;
2623 2619
2624 tmp = manual_apply (pl, op, aflag); 2620 tmp = manual_apply (pl, op, aflag);
2625 if ( ! quiet) { 2621 if (!quiet)
2622 {
2626 if (tmp == 0) 2623 if (tmp == 0)
2627 new_draw_info_format (NDI_UNIQUE, 0, pl, 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2628 "I don't know how to apply the %s.",
2629 query_name (op));
2630 else if (tmp == 2) 2625 else if (tmp == 2)
2631 new_draw_info_format (NDI_UNIQUE, 0, pl, 2626 pl->failmsg ("You must get it first!\n");
2632 "You must get it first!\n");
2633 } 2627 }
2628
2634 return tmp; 2629 return tmp;
2635} 2630}
2636 2631
2637/** 2632/**
2638 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2639 * 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
2640 * we use the ground. 2635 * we use the ground.
2641 */ 2636 */
2642 2637void
2643void player_apply_below (object *pl) 2638player_apply_below (object *pl)
2644{ 2639{
2645 object *tmp, *next;
2646 int floors; 2640 int floors = 0;
2647 2641
2648 /* 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
2649 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2650 */
2651 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2652
2653 /* 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
2654 * 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
2655 * 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
2656 * 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
2657 * not return a proper value. 2648 * not return a proper value.
2658 */ 2649 */
2659 for (floors = 0; tmp!=NULL; tmp=next) { 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 {
2660 next = tmp->below; 2652 next = tmp->below;
2653
2661 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2662 floors++; 2655 floors++;
2663 else if (floors > 0) 2656 else if (floors > 0)
2664 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2665 2658
2666 /* 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
2667 * person moving on it, also activate. Added code to make it 2660 * person moving on it, also activate. Added code to make it
2668 * 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
2669 * the item needs. 2662 * the item needs.
2670 */ 2663 */
2671 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2664 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2672 if (player_apply (pl, tmp, 0, 1) == 1) 2666 if (player_apply (pl, tmp, 0, 1) == 1)
2673 return; 2667 return;
2674 } 2668 }
2675 if (floors >= 2) 2669 if (floors >= 2)
2676 return; /* process at most two floor objects */ 2670 return; /* process at most two floor objects */
2677 } 2671 }
2678} 2672}
2679 2673
2680/** 2674/**
2681 * Unapplies specified item. 2675 * Unapplies specified item.
2682 * No check done on cursed/damned. 2676 * No check done on cursed/damned.
2683 * Break this out of apply_special - this is just done 2677 * Break this out of apply_special - this is just done
2684 * 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.
2685 */ 2679 */
2680static int
2686static int unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2687{ 2682{
2688 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2689 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2690 return RESULT_INT (0); 2685 return RESULT_INT (0);
2691 2686
2692 object *tmp2;
2693
2694 CLEAR_FLAG(op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2695 switch(op->type) { 2689 switch (op->type)
2696 case WEAPON: 2690 {
2697 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2698
2699 (void) change_abil (who,op);
2700 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2701 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2702 clear_skill(who);
2703 break;
2704
2705 case SKILL: /* allows objects to impart skills */
2706 case SKILL_TOOL: 2691 case SKILL_TOOL:
2707 if (op != who->chosen_skill) { 2692 // unapplying a skill tool should also unapply the skill it governs
2708 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
2694 // be used for other reasons
2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2696 if (tmp->skill == op->skill
2697 && tmp->type == SKILL
2698 && tmp->flag [FLAG_APPLIED]
2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2700 unapply_special (who, tmp, 0);
2701
2702 change_abil (who, op);
2703 break;
2704
2705 case WEAPON:
2706 if (player *pl = who->contr)
2707 if (op == pl->combat_ob)
2708 {
2709 pl->combat_ob = 0;
2710 who->change_weapon (pl->ranged_ob);
2709 } 2711 }
2710 if (who->type==PLAYER) { 2712
2711 if (who->contr->shoottype == range_skill) 2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712 who->contr->shoottype = range_none; 2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 {
2713 if ( ! op->invisible) { 2722 if (!op->invisible)
2714 new_draw_info_format (NDI_UNIQUE, 0, who, 2723 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2715 "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)
2716 } else { 2772 {
2717 new_draw_info_format (NDI_UNIQUE, 0, who, 2773 who->failmsg ("Oops, it feels deadly cold!");
2718 "You can no longer use the skill: %s.", 2774 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2719 &op->skill);
2720 } 2775 }
2721 } 2776 }
2722 (void) change_abil (who, op);
2723 who->chosen_skill = NULL;
2724 CLEAR_FLAG (who, FLAG_READY_SKILL);
2725 break;
2726 2777
2727 case ARMOUR: 2778 if (who->contr)
2728 case HELMET: 2779 esrv_send_item (who, tmp2);
2729 case SHIELD: 2780 }
2730 case RING: 2781
2782 return 1; /* otherwise, an attempt to drop causes problems */
2783
2731 case BOOTS: 2784 case BOW:
2732 case GLOVES: 2785 case WAND:
2733 case AMULET:
2734 case GIRDLE: 2786 case ROD:
2735 case BRACERS: 2787 case HORN:
2736 case CLOAK: 2788 if (player *pl = who->contr)
2737 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op)); 2789 {
2738 (void) change_abil (who,op); 2790 if (op == pl->ranged_ob)
2739 break; 2791 {
2740 case LAMP: 2792 pl->ranged_ob = 0;
2741 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.", 2793 who->change_weapon (pl->combat_ob);
2742 &op->name);
2743 tmp2 = arch_to_object(op->other_arch);
2744 tmp2->x = op->x;
2745 tmp2->y = op->y;
2746 tmp2->map = op->map;
2747 tmp2->below = op->below;
2748 tmp2->above = op->above;
2749 tmp2->stats.food = op->stats.food;
2750 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2751 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2752 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2753 if (who->type == PLAYER)
2754 esrv_del_item(who->contr, (tag_t)op->count);
2755 remove_ob(op);
2756 free_object(op);
2757 insert_ob_in_ob(tmp2, who);
2758 fix_player(who);
2759 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2760 if (who->type == PLAYER) {
2761 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2762 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2763 } 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;
2764 } 2832 }
2765 if(who->type==PLAYER)
2766 esrv_send_item(who, tmp2);
2767 return 1; /* otherwise, an attempt to drop causes problems */
2768 break;
2769 case BOW:
2770 case WAND:
2771 case ROD:
2772 case HORN:
2773 clear_skill(who);
2774 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2775 if(who->type==PLAYER) {
2776 who->contr->shoottype = range_none;
2777 } else {
2778 if (op->type == BOW)
2779 CLEAR_FLAG (who, FLAG_READY_BOW);
2780 else
2781 CLEAR_FLAG(who, FLAG_READY_RANGE);
2782 }
2783 break;
2784 2833
2785 case BUILDER:
2786 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2787 who->contr->shoottype = range_none;
2788 who->contr->ranges[ range_builder ] = NULL;
2789 break;
2790
2791 default:
2792 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op));
2793 break;
2794 }
2795
2796 fix_player(who);
2797
2798 if ( ! (aflags & AP_NO_MERGE)) {
2799 object *tmp;
2800
2801 tag_t del_tag = op->count;
2802 tmp = merge_ob (op, NULL);
2803 if (who->type == PLAYER) {
2804 if (tmp) { /* it was merged */
2805 esrv_del_item (who->contr, del_tag);
2806 op = tmp;
2807 }
2808 esrv_send_item (who, op); 2834 esrv_send_item (who, op);
2809 } 2835 }
2810 } 2836 }
2837
2811 return 0; 2838 return 0;
2812} 2839}
2813 2840
2814/** 2841/**
2815 * Returns the object that is using location 'loc'. 2842 * Returns the object that is using location 'loc'.
2816 * Note that 'start' is the first object to start examing - we 2843 * Note that 'start' is the first object to start examing - we
2817 * 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
2818 * something like: 2845 * something like:
2819 * tmp = get_item_from_body_location(who->inv, 1); 2846 * tmp = get_next_item_from_body_location(who->inv, 1);
2820 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2847 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2821 * to find the second object that may use this location, etc. 2848 * to find the second object that may use this location, etc.
2822 * Returns NULL if no match is found. 2849 * Returns NULL if no match is found.
2823 * 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.
2824 * don't return invisible objects unless they are skill objects 2851 * don't return invisible objects unless they are skill objects
2825 * invisible other objects that use 2852 * invisible other objects that use
2826 * up body locations can be used as restrictions. 2853 * up body locations can be used as restrictions.
2827 */ 2854 */
2828object *get_item_from_body_location(object *start, int loc) 2855static object *
2856get_next_item_from_body_location (int loc, object *start)
2829{ 2857{
2830 object *tmp;
2831
2832 if (!start) return NULL;
2833
2834 for (tmp=start; tmp; tmp=tmp->below) 2858 for (object *tmp = start; tmp; tmp = tmp->below)
2835 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2859 if (tmp->flag [FLAG_APPLIED]
2860 && tmp->slot[loc].info
2836 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2861 && (!tmp->invisible || tmp->type == SKILL))
2862 return tmp;
2837 2863
2838 return NULL; 2864 return 0;
2839} 2865}
2840
2841
2842 2866
2843/** 2867/**
2844 * '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.
2845 * This should only be called when it is known 2869 * This should only be called when it is known
2846 * that there are objects to unapply. This makes pretty heavy 2870 * that there are objects to unapply. This makes pretty heavy
2849 * Returns 0 on success, returns 1 if there is some problem. 2873 * Returns 0 on success, returns 1 if there is some problem.
2850 * 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
2851 * 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
2852 * another function that does just that. 2876 * another function that does just that.
2853 */ 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
2854int unapply_for_ob(object *who, object *op, int aflags) 2885unapply_for_ob (object *who, object *op, int aflags)
2855{ 2886{
2856 int i; 2887 if (op->is_range ())
2857 object *tmp=NULL, *last;
2858
2859 /* If we are applying a shield or weapon, unapply any equipped shield
2860 * or weapons first - only allowed to use one weapon/shield at a time.
2861 */
2862 if (op->type == WEAPON || op->type == SHIELD) {
2863 for (tmp=who->inv; tmp; tmp=tmp->below) { 2888 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2864 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2889 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2865 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)))
2866 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2891 {
2867 if (aflags & AP_PRINT) 2892 if (aflags & AP_PRINT)
2868 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2893 who->failmsg (query_name (tmp));
2869 else 2894 else
2870 unapply_special(who, tmp, aflags); 2895 unapply_special (who, tmp, aflags);
2896 }
2897 else
2898 {
2899 /* In this case, we want to try and remove a cursed item.
2900 * While we know it won't work, we want unapply_special to
2901 * at least generate the message.
2902 */
2903 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2904 return 1;
2905 }
2906
2907 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2908 {
2909 /* this used up a slot that we need to free */
2910 if (op->slot[i].info)
2911 {
2912 object *last = who->inv;
2913
2914 /* We do a while loop - may need to remove several items in order
2915 * to free up enough slots.
2916 */
2917 while ((who->slot[i].used + op->slot[i].info) < 0)
2918 {
2919 object *tmp = get_next_item_from_body_location (i, last);
2920
2921 if (!tmp)
2922 {
2923#if 0
2924 /* Not a bug - we'll get this if the player has cursed items
2925 * equipped.
2926 */
2927 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2928#endif
2929 return 1;
2871 } 2930 }
2931
2932 /* If we are just printing, we don't care about cursed status */
2933 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2934 {
2935 if (aflags & AP_PRINT)
2936 who->failmsg (query_name (tmp));
2872 else { 2937 else
2873 /* In this case, we want to try and remove a cursed item. 2938 unapply_special (who, tmp, aflags);
2874 * While we know it won't work, we want unapply_special to
2875 * at least generate the message.
2876 */
2877 new_draw_info_format(NDI_UNIQUE, 0, who,
2878 "No matter how hard you try, you just can't\nremove %s.",
2879 query_name(tmp));
2880 return 1;
2881 } 2939 }
2940 else
2941 {
2942 /* Cursed item that we can't unequip - tell the player.
2943 * Note this could be annoying if this is just one of a few,
2944 * so it may not be critical (eg, putting on a ring and you have
2945 * one cursed ring.)
2946 */
2947 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2948 }
2882 2949
2950 last = tmp->below;
2883 } 2951 }
2884 }
2885 }
2886
2887 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2888 /* this used up a slot that we need to free */
2889 if (op->body_info[i]) {
2890 last = who->inv;
2891
2892 /* We do a while loop - may need to remove several items in order
2893 * to free up enough slots.
2894 */
2895 while ((who->body_used[i] + op->body_info[i]) < 0) {
2896 tmp = get_item_from_body_location(last, i);
2897 if (!tmp) {
2898#if 0
2899 /* Not a bug - we'll get this if the player has cursed items
2900 * equipped.
2901 */
2902 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2903 i, body_locations[i].save_name, who->name);
2904#endif
2905 return 1;
2906 }
2907 /* If we are just printing, we don't care about cursed status */
2908 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2909 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2910 if (aflags & AP_PRINT)
2911 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2912 else
2913 unapply_special(who, tmp, aflags);
2914 }
2915 else {
2916 /* Cursed item that we can't unequip - tell the player.
2917 * Note this could be annoying if this is just one of a few,
2918 * so it may not be critical (eg, putting on a ring and you have
2919 * one cursed ring.)
2920 */
2921 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2922 }
2923 last = tmp->below;
2924 }
2925 /* 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
2926 * return in the !tmp would have kicked in. 2953 * return in the !tmp would have kicked in.
2927 */ 2954 */
2928 } /* if op is using this body location */ 2955 } /* if op is using this body location */
2929 } /* for body lcoations */ 2956 } /* for body lcoations */
2957
2930 return 0; 2958 return 0;
2931} 2959}
2932 2960
2933/** 2961/**
2934 * Checks to see if 'who' can apply object 'op'. 2962 * Checks to see if 'who' can apply object 'op'.
2935 * Returns 0 if apply can be done without anything special. 2963 * Returns 0 if apply can be done without anything special.
2936 * Otherwise returns a bitmask - potentially several of these may be 2964 * Otherwise returns a bitmask - potentially several of these may be
2937 * set, but largely depends on circumstance - in the future, processing 2965 * set, but largely depends on circumstance - in the future, processing
2938 * 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
2939 * 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?)
2940 * 2968 *
2941 * See include/define.h for detailed description of the meaning of 2969 * See include/define.h for detailed description of the meaning of
2942 * these return values. 2970 * these return values.
2943 */ 2971 */
2972int
2944int can_apply_object(object *who, object *op) 2973can_apply_object (object *who, object *op)
2945{ 2974{
2946 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 2975 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2948 return RESULT_INT (0); 2976 return RESULT_INT (0);
2949 2977
2950 int i, retval=0; 2978 int retval = 0;
2951 object *tmp=NULL, *ws=NULL; 2979 object *tmp = 0, *ws = 0;
2952 2980
2953 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2981 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2954 * 2 weapons, but we don't want to let them do that. So if they are 2982 {
2955 * trying to equip a weapon or shield, see if they already have one 2983 if (op->slot[i].info)
2956 * in place and store that way. 2984 {
2957 */ 2985 /* Item uses more slots than we have */
2958 if (op->type == WEAPON || op->type == SHIELD) { 2986 if (who->slot[i].info + op->slot [i].info < 0)
2959 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2987 {
2960 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2988 /* Could return now for efficiency - rest of info below isn't
2989 * really needed.
2990 */
2961 retval = CAN_APPLY_UNAPPLY; 2991 retval |= CAN_APPLY_NEVER;
2962 ws = tmp;
2963 } 2992 }
2964 } 2993 else if (who->slot[i].used + op->slot[i].info < 0)
2965 }
2966 2994 {
2967
2968 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2969 if (op->body_info[i]) {
2970 /* Item uses more slots than we have */
2971 if (FABS(op->body_info[i]) > who->body_info[i]) {
2972 /* Could return now for efficiently - rest of info below isn'
2973 * really needed.
2974 */
2975 retval |= CAN_APPLY_NEVER;
2976 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2977 /* in this case, equipping this would use more free spots than 2995 /* in this case, equipping this would use more free spots than
2978 * we have. 2996 * we have.
2979 */ 2997 */
2980 object *tmp1;
2981 2998
2982
2983 /* 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
2984 * enough slots to equip the new item, then just set this can 3000 * enough slots to equip the new item, then just set "can
2985 * 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
2986 * shield equipped and try to equip another shield, there is only 3002 * shield equipped and try to equip another shield, there is only
2987 * one choice. However, the check for the number of body locations 3003 * one choice. However, the check for the number of body locations
2988 * does take into the account cases where what is being applied 3004 * does take into the account cases where what is being applied
2989 * may be two handed for example. 3005 * may be two handed for example.
2990 */ 3006 */
2991 if (ws) { 3007 if (ws)
2992 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)
3009 {
2993 retval |= CAN_APPLY_UNAPPLY; 3010 retval |= CAN_APPLY_UNAPPLY;
2994 continue; 3011 continue;
2995 } 3012 }
3013
3014 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3015 if (!tmp1)
3016 {
3017#if 0
3018 /* This is sort of an error, but happens a lot when old players
3019 * join in with more stuff equipped than they are now allowed.
3020 */
3021 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3022#endif
3023 retval |= CAN_APPLY_NEVER;
2996 } 3024 }
2997
2998 tmp1 = get_item_from_body_location(who->inv, i);
2999 if (!tmp1) {
3000#if 0
3001 /* This is sort of an error, but happens a lot when old players
3002 * join in with more stuff equipped than they are now allowed.
3003 */
3004 LOG(llevError,"Can't find object using location %d on %s\n",
3005 i, who->name);
3006#endif
3007 retval |= CAN_APPLY_NEVER;
3008 } else { 3025 else
3026 {
3009 /* need to unapply something. However, if this something 3027 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need 3028 * is different than we had found before, it means they need
3011 * to apply multiple objects 3029 * to apply multiple objects
3012 */ 3030 */
3013 retval |= CAN_APPLY_UNAPPLY; 3031 retval |= CAN_APPLY_UNAPPLY;
3032
3033 if (!tmp)
3014 if (!tmp) tmp = tmp1; 3034 tmp = tmp1;
3015 else if (tmp != tmp1) { 3035 else if (tmp != tmp1)
3016 retval |= CAN_APPLY_UNAPPLY_MULT; 3036 retval |= CAN_APPLY_UNAPPLY_MULT;
3017 } 3037
3018 /* 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
3019 * 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
3020 * the slots, the player then has a choice. 3040 * the slots, the player then has a choice.
3021 */ 3041 */
3022 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)
3023 (FABS(op->body_info[i]) < who->body_info[i])) 3043 && abs (op->slot[i].info) < who->slot[i].info)
3024 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3044 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025 3045
3026 /* Does unequippint 'tmp1' free up enough slots for this to be 3046 /* Does unequippint 'tmp1' free up enough slots for this to be
3027 * equipped? If not, there must be something else to unapply. 3047 * equipped? If not, there must be something else to unapply.
3028 */ 3048 */
3029 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)
3030 retval |= CAN_APPLY_UNAPPLY_MULT; 3050 retval |= CAN_APPLY_UNAPPLY_MULT;
3031
3032 } 3051 }
3033 } /* if not enough free slots */ 3052 } /* if not enough free slots */
3034 } /* if this object uses location i */ 3053 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */ 3054 } /* for i -> num_body_locations loop */
3036 3055
3037 /* 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
3038 * really be controlled by use of body locations. We do have 3057 * really be controlled by use of body locations. We do have
3039 * the weapon/shield checks, and the range checks for monsters, 3058 * the weapon/shield checks, and the range checks for monsters,
3040 * 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,
3041 * 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
3042 * all use the same location. 3061 * all use the same location.
3043 */ 3062 */
3044 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3063 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3064 retval |= CAN_APPLY_RESTRICTION;
3065
3066 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3067 retval |= CAN_APPLY_RESTRICTION;
3068
3069 if (who->type != PLAYER)
3070 {
3071 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3045 retval |= CAN_APPLY_RESTRICTION; 3072 retval |= CAN_APPLY_RESTRICTION;
3073
3046 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3074 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3047 retval |= CAN_APPLY_RESTRICTION; 3075 retval |= CAN_APPLY_RESTRICTION;
3048 3076
3049
3050 if (who->type != PLAYER) {
3051 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3052 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3053 retval |= CAN_APPLY_RESTRICTION;
3054 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3077 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3057 retval |= CAN_APPLY_RESTRICTION; 3078 retval |= CAN_APPLY_RESTRICTION;
3079
3058 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3080 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3059 retval |= CAN_APPLY_RESTRICTION; 3081 retval |= CAN_APPLY_RESTRICTION;
3060 } 3082 }
3083
3061 return retval; 3084 return retval;
3062} 3085}
3063
3064
3065 3086
3066/** 3087/**
3067 * 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.
3068 * 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,
3069 * 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
3078 * AP_UNAPPLY=always unapply). 3099 * AP_UNAPPLY=always unapply).
3079 * 3100 *
3080 * Optional flags: 3101 * Optional flags:
3081 * 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
3082 * 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
3083 * 3105 *
3084 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3106 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3085 * 3107 *
3086 * apply_special() doesn't check for unpaid items. 3108 * apply_special() doesn't check for unpaid items.
3087 */ 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
3088int apply_special (object *who, object *op, int aflags) 3115apply_special (object *who, object *op, int aflags)
3089{ 3116{
3090 int basic_flag = aflags & AP_BASIC_FLAGS; 3117 int basic_flag = aflags & AP_BASIC_FLAGS;
3091 object *tmp, *tmp2, *skop=NULL; 3118 object *tmp, *tmp2, *skop = NULL;
3092 int i;
3093 3119
3094 if(who==NULL) { 3120 if (who == NULL)
3121 {
3095 LOG(llevError,"apply_special() from object without environment.\n"); 3122 LOG (llevError, "apply_special() from object without environment.\n");
3096 return 1; 3123 return 1;
3097 } 3124 }
3098 3125
3099 if(op->env!=who) 3126 if (op->env != who)
3100 return 1; /* op is not in inventory */ 3127 return 1; /* op is not in inventory */
3101 3128
3102 /* trying to unequip op */ 3129 /* trying to unequip op */
3103 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3130 if (QUERY_FLAG (op, FLAG_APPLIED))
3131 {
3104 /* always apply, so no reason to unapply */ 3132 /* always apply, so no reason to unapply */
3105 if (basic_flag == AP_APPLY) return 0; 3133 if (basic_flag == AP_APPLY)
3134 return 0;
3106 3135
3107 if ( ! (aflags & AP_IGNORE_CURSE)
3108 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3136 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3109 new_draw_info_format(NDI_UNIQUE, 0, who, 3137 {
3110 "No matter how hard you try, you just can't\nremove %s.", 3138 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3111 query_name(op)); 3139 return 1;
3140 }
3141
3142 return unapply_special (who, op, aflags);
3143 }
3144
3145 if (basic_flag == AP_UNAPPLY)
3146 return 0;
3147
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 }
3156
3157 splay (op);
3158
3159 /* Can't just apply this object. Lets see what not and what to do */
3160 if (int i = can_apply_object (who, op))
3161 {
3162 if (i & CAN_APPLY_NEVER)
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)));
3165 return 1;
3166 }
3167 else if (i & CAN_APPLY_RESTRICTION)
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 ));
3174 return 1;
3175 }
3176
3177 if (who->type != PLAYER)
3178 {
3179 /* Some error, so don't try to equip something more */
3180 if (unapply_for_ob (who, op, aflags))
3112 return 1; 3181 return 1;
3113 } 3182 }
3114 return unapply_special(who, op, aflags); 3183 else
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:");
3188 unapply_for_ob (who, op, AP_PRINT);
3189 return 1;
3190 }
3191 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3192 if (unapply_for_ob (who, op, aflags))
3193 return 1;
3194 }
3195 }
3196
3197 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3115 } 3198 {
3199 skop = find_skill_by_name (who, op->skill);
3116 3200
3117 if (basic_flag == AP_UNAPPLY) return 0; 3201 if (!skop)
3202 {
3203 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3204 return 1;
3205 }
3206 else
3207 /* While experience will be credited properly, we want to change the
3208 * skill so that the dam and wc get updated
3209 */
3210 who->change_skill (skop);
3211 }
3118 3212
3119 i = can_apply_object(who, op); 3213 if (who->type == PLAYER
3214 && op->item_power
3215 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3216 {
3217 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3218 return 1;
3219 }
3120 3220
3121 /* Can't just apply this object. Lets see what not and what to do */ 3221 /* Ok. We are now at the state where we can apply the new object.
3122 if (i) { 3222 * Note that we don't have the checks for can_use_...
3123 if (i & CAN_APPLY_NEVER) { 3223 * below - that is already taken care of by can_apply_object.
3124 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3224 */
3225 if (op->nrof > 1)
3226 tmp = get_split_ob (op, op->nrof - 1);
3227 else
3228 tmp = 0;
3229
3230 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3231 return RESULT_INT (0);
3232
3233 switch (op->type)
3234 {
3235 case WEAPON:
3236 if (!check_weapon_power (who, op->last_eat))
3237 {
3238 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!." LACK_ITEM_POWER);
3239
3240 if (tmp)
3241 insert_ob_in_ob (tmp, who);
3242
3125 return 1; 3243 return 1;
3126 } else if (i & CAN_APPLY_RESTRICTION) { 3244 }
3127 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3245
3246 //TODO: this obviously fails for players using a shorter prefix
3247 // i.e. "R" can use Ragnarok's sword.
3248 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3249 {
3250 /* if the weapon does not have the name as the character, can't use it. */
3251 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3252 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3253
3254 if (tmp)
3255 insert_ob_in_ob (tmp, who);
3256
3128 return 1; 3257 return 1;
3129 } 3258 }
3259
3260 if (!skop)
3261 {
3262 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3263 return 1;
3264 }
3265
3266 SET_FLAG (op, FLAG_APPLIED);
3267 who->change_skill (skop);
3268
3269 if (who->contr)
3270 who->change_weapon (who->contr->combat_ob = op);
3271
3272 who->statusmsg (format ("You wield %s.", query_name (op)));
3273
3274 SET_FLAG (who, FLAG_READY_WEAPON);
3275 change_abil (who, op);
3276 break;
3277
3278 case ARMOUR:
3279 case HELMET:
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;
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 */
3130 if (who->type != PLAYER) { 3316 if (who->type == PLAYER)
3131 /* Some error, so don't try to equip something more */ 3317 esrv_del_item (who->contr, op->count);
3132 if (unapply_for_ob(who, op, aflags)) return 1; 3318
3133 } else { 3319 op->destroy ();
3134 if (who->contr->unapply == unapply_never || 3320
3135 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3321 /* insert the portion that was split off */
3136 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3322 if (tmp)
3137 unapply_for_ob(who, op, AP_PRINT); 3323 {
3138 return 1; 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);
3139 } 3336 }
3140 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3141 i = unapply_for_ob(who, op, aflags);
3142 if (i) return 1;
3143 }
3144 }
3145 }
3146 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3147 skop=find_skill_by_name(who, op->skill);
3148 if (!skop) {
3149 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3150 return 1;
3151 } else {
3152 /* While experience will be credited properly, we want to change the
3153 * skill so that the dam and wc get updated
3154 */
3155 change_skill(who, skop, 0);
3156 }
3157 }
3158
3159 if (who->type == PLAYER && op->item_power &&
3160 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3161 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3162 return 1;
3163 }
3164
3165 3337
3166 /* Ok. We are now at the state where we can apply the new object.
3167 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object.
3169 */
3170
3171
3172 if(op->nrof > 1)
3173 tmp = get_split_ob(op,op->nrof - 1);
3174 else
3175 tmp = NULL;
3176
3177 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3178 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179 return RESULT_INT (0);
3180
3181 switch(op->type) {
3182 case WEAPON:
3183 if (!check_weapon_power(who, op->last_eat)) {
3184 new_draw_info(NDI_UNIQUE, 0,who,
3185 "That weapon is too powerful for you to use.");
3186 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187 if(tmp!=NULL)
3188 (void) insert_ob_in_ob(tmp,who);
3189 return 1;
3190 }
3191 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3192 /* if the weapon does not have the name as the character, can't use it. */
3193 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3195 if(tmp!=NULL)
3196 (void) insert_ob_in_ob(tmp,who);
3197 return 1;
3198 }
3199 SET_FLAG(op, FLAG_APPLIED);
3200
3201 if (skop) change_skill(who, skop, 1);
3202 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3203 SET_FLAG(who, FLAG_READY_WEAPON);
3204
3205 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3206
3207 (void) change_abil (who,op);
3208 break;
3209
3210 case ARMOUR:
3211 case HELMET:
3212 case SHIELD:
3213 case BOOTS:
3214 case GLOVES:
3215 case GIRDLE:
3216 case BRACERS:
3217 case CLOAK:
3218 case RING:
3219 case AMULET:
3220 SET_FLAG(op, FLAG_APPLIED);
3221 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3222 (void) change_abil (who,op);
3223 break;
3224 case LAMP:
3225 if (op->stats.food < 1) {
3226 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3227 " fuel!", &op->name);
3228 return 1;
3229 }
3230 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3231 &op->name);
3232 tmp2 = arch_to_object(op->other_arch);
3233 tmp2->stats.food = op->stats.food;
3234 SET_FLAG(tmp2, FLAG_APPLIED);
3235 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3236 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3237 insert_ob_in_ob(tmp2, who);
3238
3239 /* Remove the old lantern */
3240 if (who->type == PLAYER) 3338 if (who->type == PLAYER)
3241 esrv_del_item(who->contr, (tag_t)op->count);
3242 remove_ob(op);
3243 free_object(op);
3244
3245 /* insert the portion that was split off */
3246 if(tmp!=NULL) {
3247 (void) insert_ob_in_ob(tmp,who);
3248 if(who->type==PLAYER)
3249 esrv_send_item(who, tmp);
3250 }
3251 fix_player(who);
3252 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3253 if (who->type == PLAYER) {
3254 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3255 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3256 }
3257 }
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp2); 3339 esrv_send_item (who, tmp2);
3340
3260 return 0; 3341 return 0;
3261 break;
3262 3342
3263 /* this part is needed for skill-tools */
3264 case SKILL:
3265 case SKILL_TOOL: 3343 case SKILL_TOOL:
3266 if (who->chosen_skill) { 3344 // applying a skill tool also readies the skill
3267 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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 ));
3268 return 1; 3377 return 1;
3269 } 3378
3270 if (who->type == PLAYER) { 3379 found_weapon:;
3271 who->contr->shoottype = range_skill;
3272 who->contr->ranges[range_skill] = op;
3273 if ( ! op->invisible) {
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3275 query_name (op));
3276 new_draw_info_format (NDI_UNIQUE, 0, who,
3277 "You can now use the skill: %s.",
3278 &op->skill);
3279 } else {
3280 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3281 op->skill ? &op->skill : &op->name);
3282 } 3380 }
3381 else
3382 who->change_weapon (pl->combat_ob = op);
3283 } 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 {
3284 SET_FLAG (op, FLAG_APPLIED); 3422 SET_FLAG (op, FLAG_APPLIED);
3285 (void) change_abil (who, op); 3423 change_abil (who, op);
3286 who->chosen_skill = op; 3424 who->chosen_skill = op;
3287 SET_FLAG (who, FLAG_READY_SKILL); 3425 SET_FLAG (who, FLAG_READY_SKILL);
3288 break;
3289
3290 case BOW:
3291 if (!check_weapon_power(who, op->last_eat)) {
3292 new_draw_info(NDI_UNIQUE, 0, who,
3293 "That item is too powerful for you to use.");
3294 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3295 if(tmp != NULL)
3296 (void)insert_ob_in_ob(tmp,who);
3297 return 1;
3298 } 3426 }
3299 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3300 new_draw_info(NDI_UNIQUE, 0, who,
3301 "The weapon does not recognize you as its owner.");
3302 if(tmp != NULL)
3303 (void)insert_ob_in_ob(tmp,who);
3304 return 1;
3305 }
3306 /*FALLTHROUGH*/
3307 case WAND:
3308 case ROD:
3309 case HORN:
3310 /* check for skill, alter player status */
3311 SET_FLAG(op, FLAG_APPLIED);
3312 if (skop) change_skill(who, skop, 0);
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3314 3427
3315 if(who->type==PLAYER) {
3316 if (op->type == BOW) {
3317 (void)change_abil(who, op);
3318 new_draw_info_format (NDI_UNIQUE, 0, who,
3319 "You will now fire %s with %s.",
3320 op->race ? &op->race : "nothing", query_name(op));
3321 who->contr->shoottype = range_bow;
3322 } else {
3323 who->contr->shoottype = range_misc;
3324 }
3325 } else {
3326 if (op->type == BOW)
3327 SET_FLAG (who, FLAG_READY_BOW);
3328 else
3329 SET_FLAG (who, FLAG_READY_RANGE);
3330 }
3331 break;
3332
3333 case BUILDER:
3334 if ( who->contr->ranges[ range_builder ] )
3335 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3336 who->contr->shoottype = range_builder;
3337 who->contr->ranges[ range_builder ] = op;
3338 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3339 break; 3428 break;
3340 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
3341 default: 3502 default:
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3503 who->statusmsg (format ("You apply %s.", query_name (op)));
3343 } /* end of switch op->type */ 3504 }
3344 3505
3345 SET_FLAG(op, FLAG_APPLIED); 3506 SET_FLAG (op, FLAG_APPLIED);
3346 3507
3347 if(tmp!=NULL) 3508 if (tmp)
3348 tmp = insert_ob_in_ob(tmp,who); 3509 tmp = insert_ob_in_ob (tmp, who);
3349 3510
3350 fix_player(who); 3511 who->update_stats ();
3351 3512
3352 /* We exclude spell casting objects. The fire code will set the 3513 /* We exclude spell casting objects. The fire code will set the
3353 * been applied flag when they are used - until that point, 3514 * been applied flag when they are used - until that point,
3354 * you don't know anything about them. 3515 * you don't know anything about them.
3355 */ 3516 */
3356 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3517 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3357 op->type!=ROD)
3358 SET_FLAG(op,FLAG_BEEN_APPLIED); 3518 SET_FLAG (op, FLAG_BEEN_APPLIED);
3359 3519
3360 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3520 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3361 if (who->type == PLAYER) { 3521 if (who->type == PLAYER)
3362 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 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 );
3363 SET_FLAG(op,FLAG_KNOWN_CURSED); 3527 SET_FLAG (op, FLAG_KNOWN_CURSED);
3364 } 3528 }
3365 } 3529
3366 if(who->type==PLAYER) { 3530 if (who->type == PLAYER)
3531 {
3367 /* if multiple objects were applied, update both slots */ 3532 /* if multiple objects were applied, update both slots */
3368 if (tmp) 3533 if (tmp)
3369 esrv_send_item(who, tmp); 3534 esrv_send_item (who, tmp);
3535
3370 esrv_send_item(who, op); 3536 esrv_send_item (who, op);
3371 } 3537 }
3538
3372 return 0; 3539 return 0;
3373} 3540}
3374 3541
3375 3542int
3376int monster_apply_special (object *who, object *op, int aflags) 3543monster_apply_special (object *who, object *op, int aflags)
3377{ 3544{
3378 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3545 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3379 return 1; 3546 return 1;
3547
3380 return apply_special (who, op, aflags); 3548 return apply_special (who, op, aflags);
3381} 3549}
3382 3550
3383/** 3551/**
3384 * Map was just loaded, handle op's initialisation. 3552 * Map was just loaded, handle op's initialisation.
3385 * 3553 *
3386 * Generates shop floor's item, and treasures. 3554 * Generates shop floor's item, and treasures.
3387 */ 3555 */
3556int
3388int auto_apply (object *op) { 3557auto_apply (object *op)
3558{
3389 object *tmp = NULL, *tmp2; 3559 object *tmp = NULL, *tmp2;
3390 int i; 3560 int i;
3391 3561
3392 switch(op->type) { 3562 switch (op->type)
3563 {
3393 case SHOP_FLOOR: 3564 case SHOP_FLOOR:
3394 if (!HAS_RANDOM_ITEMS(op)) return 0; 3565 if (!op->has_random_items ())
3566 return 0;
3567
3568 do
3395 do { 3569 {
3396 i=10; /* let's give it 10 tries */ 3570 i = 10; /* let's give it 10 tries */
3397 while((tmp=generate_treasure(op->randomitems, 3571 while ((tmp = generate_treasure (op->randomitems,
3398 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);
3399 if(tmp==NULL) 3573 if (tmp == NULL)
3400 return 0;
3401 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3402 free_object(tmp);
3403 tmp = NULL;
3404 }
3405 } while(!tmp);
3406 tmp->x=op->x;
3407 tmp->y=op->y;
3408 SET_FLAG(tmp,FLAG_UNPAID);
3409 insert_ob_in_map(tmp,op->map,NULL,0);
3410 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3411 identify(tmp);
3412 break;
3413
3414 case TREASURE:
3415 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3416 return 0; 3574 return 0;
3575 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3576 {
3577 tmp->destroy ();
3578 tmp = NULL;
3579 }
3580 }
3581 while (!tmp);
3582
3583 tmp->x = op->x;
3584 tmp->y = op->y;
3585 SET_FLAG (tmp, FLAG_UNPAID);
3586 insert_ob_in_map (tmp, op->map, NULL, 0);
3587 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3588 identify (tmp);
3589 break;
3590
3591 case TREASURE:
3592 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3593 return 0;
3594
3417 while ((op->stats.hp--)>0) 3595 while (op->stats.hp-- > 0)
3418 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3596 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3419 op->stats.exp ? (int)op->stats.exp :
3420 op->map == NULL ? 14: op->map->difficulty,0); 3597 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3421 3598
3422 /* 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,
3423 * 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
3424 * to disappear. An example of this item is the random_* stuff 3601 * to disappear. An example of this item is the random_* stuff
3425 * that is put inside other objects. 3602 * that is put inside other objects.
3426 */ 3603 */
3427 for (tmp=op->inv; tmp; tmp=tmp2) { 3604 for (tmp = op->inv; tmp; tmp = tmp2)
3605 {
3428 tmp2 = tmp->below; 3606 tmp2 = tmp->below;
3429 remove_ob(tmp); 3607 tmp->remove ();
3608
3609 if (op->env)
3430 if (op->env) insert_ob_in_ob(tmp, op->env); 3610 insert_ob_in_ob (tmp, op->env);
3431 else free_object(tmp); 3611 else
3612 tmp->destroy ();
3432 } 3613 }
3433 remove_ob(op); 3614
3434 free_object(op); 3615 op->destroy ();
3435 break; 3616 break;
3436 } 3617 }
3437 return tmp ? 1 : 0; 3618 return tmp ? 1 : 0;
3438} 3619}
3439 3620
3440/** 3621/**
3441 * 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
3442 * when an original map is loaded) and performs special actions for 3623 * is loaded or swapped in and performs special actions for
3443 * certain objects (most initialization of chests and creation of 3624 * certain objects (most initialization of chests and creation of
3444 * treasures and stuff). Calls auto_apply if appropriate. 3625 * treasures and stuff). Calls auto_apply if appropriate.
3445 */ 3626 */
3446void 3627void
3447fix_auto_apply (mapstruct * m) 3628maptile::fix_auto_apply ()
3448{ 3629{
3449 object *tmp, *above = NULL; 3630 if (!spaces)
3450 int x, y;
3451
3452 if (m == NULL)
3453 return; 3631 return;
3454 3632
3455 for (x = 0; x < MAP_WIDTH (m); x++) 3633 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3456 for (y = 0; y < MAP_HEIGHT (m); y++) 3634 for (object *tmp = ms->bot; tmp; )
3457 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3458 { 3635 {
3459 above = tmp->above; 3636 object *above = tmp->above;
3460 3637
3461 if (tmp->inv) 3638 if (tmp->inv)
3462 { 3639 {
3463 object *invtmp, *invnext; 3640 object *invtmp, *invnext;
3464 3641
3465 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3642 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext)
3466 { 3643 {
3467 invnext = invtmp->below; 3644 invnext = invtmp->below;
3468 3645
3469 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3646 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3470 auto_apply (invtmp); 3647 auto_apply (invtmp);
3471 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3648 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3472 { 3649 {
3473 while ((invtmp->stats.hp--) > 0) 3650 while ((invtmp->stats.hp--) > 0)
3474 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3651 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3475 3652
3476 invtmp->randomitems = NULL; 3653 invtmp->randomitems = NULL;
3477 } 3654 }
3478 else if (invtmp && invtmp->arch 3655 else if (invtmp && invtmp->arch
3479 && invtmp->type != TREASURE 3656 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3480 && invtmp->type != SPELL
3481 && invtmp->type != CLASS
3482 && HAS_RANDOM_ITEMS (invtmp))
3483 { 3657 {
3484 create_treasure (invtmp->randomitems, invtmp, 0, 3658 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3485 m->difficulty, 0);
3486 /* Need to clear this so that we never try to create 3659 /* Need to clear this so that we never try to create
3487 * treasure again for this object 3660 * treasure again for this object
3488 */ 3661 */
3489 invtmp->randomitems = NULL; 3662 invtmp->randomitems = NULL;
3490 } 3663 }
3491 } 3664 }
3492 /* This is really temporary - the code at the bottom will 3665 /* This is really temporary - the code at the bottom will
3493 * also set randomitems to null. The problem is there are bunches 3666 * also set randomitems to null. The problem is there are bunches
3494 * of maps/players already out there with items that have spells 3667 * of maps/players already out there with items that have spells
3495 * which haven't had the randomitems set to null yet. 3668 * which haven't had the randomitems set to null yet.
3496 * MSW 2004-05-13 3669 * MSW 2004-05-13
3497 * 3670 *
3498 * 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,
3499 * else you get two spells in the book ^_- 3672 * else you get two spells in the book ^_-
3500 * Ryo 2004-08-16 3673 * Ryo 2004-08-16
3501 */ 3674 */
3502 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3675 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3503 || tmp->type == HORN || tmp->type == FIREWALL 3676 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3504 || tmp->type == POTION || tmp->type == ALTAR
3505 || tmp->type == SPELLBOOK)
3506 tmp->randomitems = NULL;
3507
3508 }
3509
3510 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3511 auto_apply (tmp);
3512 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3513 && HAS_RANDOM_ITEMS (tmp))
3514 {
3515 while ((tmp->stats.hp--) > 0)
3516 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3517 tmp->randomitems = NULL; 3677 tmp->randomitems = NULL;
3678
3518 } 3679 }
3680
3681 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3682 auto_apply (tmp);
3683 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3684 {
3685 while ((tmp->stats.hp--) > 0)
3686 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3687 tmp->randomitems = NULL;
3688 }
3519 else if (tmp->type == TIMED_GATE) 3689 else if (tmp->type == TIMED_GATE)
3520 { 3690 {
3521 object *head = tmp->head != NULL ? tmp->head : tmp; 3691 object *head = tmp->head != NULL ? tmp->head : tmp;
3692
3522 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3693 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3523 {
3524 tmp->speed = 0; 3694 tmp->set_speed (0);
3525 update_ob_speed (tmp);
3526 }
3527 } 3695 }
3528 /* 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
3529 * 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
3530 * 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
3531 * 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.
3532 * 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
3533 * which say how many times to make the treasure. 3701 * which say how many times to make the treasure.
3534 */ 3702 */
3535 else if (tmp && tmp->arch && tmp->type != PLAYER 3703 else if (tmp && tmp->arch && tmp->type != PLAYER
3536 && tmp->type != TREASURE && tmp->type != SPELL 3704 && tmp->type != TREASURE && tmp->type != SPELL
3537 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3705 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3538 && HAS_RANDOM_ITEMS (tmp))
3539 { 3706 {
3540 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3707 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3541 m->difficulty, 0);
3542 tmp->randomitems = NULL; 3708 tmp->randomitems = NULL;
3543 } 3709 }
3710
3711 // close all containers
3712 else if (tmp->type == CONTAINER)
3713 tmp->flag [FLAG_APPLIED] = 0;
3714
3715 tmp = above;
3544 } 3716 }
3545 3717
3546 for (x = 0; x < MAP_WIDTH (m); x++) 3718 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3547 for (y = 0; y < MAP_HEIGHT (m); y++) 3719 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3548 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3549 if (tmp->above &&
3550 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3720 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3551 check_trigger (tmp, tmp->above); 3721 check_trigger (tmp, tmp->above);
3552} 3722}
3553 3723
3554/** 3724/**
3555 * Handles player eating food that temporarily changes status (resistances, stats). 3725 * Handles player eating food that temporarily changes status (resistances, stats).
3556 * This used to call cast_change_attr(), but 3726 * This used to call cast_change_attr(), but
3557 * 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
3558 * the food changes, just grab a force and use that instead. 3728 * the food changes, just grab a force and use that instead.
3559 */ 3729 */
3560 3730void
3561void eat_special_food(object *who, object *food) { 3731eat_special_food (object *who, object *food)
3732{
3562 object *force; 3733 object *force;
3563 int i, did_one=0; 3734 int i, did_one = 0;
3564 sint8 k;
3565 3735
3566 force = get_archetype(FORCE_NAME); 3736 force = get_archetype (FORCE_NAME);
3567 3737
3568 for (i=0; i < NUM_STATS; i++) { 3738 for (i = 0; i < NUM_STATS; i++)
3569 k = get_attr_value(&food->stats, i); 3739 if (sint8 k = food->stats.stat (i))
3570 if (k) { 3740 {
3571 set_attr_value(&force->stats, i, k); 3741 force->stats.stat (i) = k;
3572 did_one = 1; 3742 did_one = 1;
3573 } 3743 }
3574 }
3575 3744
3576 /* check if we can protect the eater */ 3745 /* check if we can protect the eater */
3577 for (i=0; i<NROFATTACKS; i++) { 3746 for (i = 0; i < NROFATTACKS; i++)
3747 {
3578 if (food->resist[i]>0) { 3748 if (food->resist[i] > 0)
3749 {
3579 force->resist[i] = food->resist[i] / 2; 3750 force->resist[i] = food->resist[i] / 2;
3580 did_one = 1; 3751 did_one = 1;
3581 } 3752 }
3582 } 3753 }
3754
3583 if (did_one) { 3755 if (did_one)
3756 {
3584 force->speed = 0.1; 3757 force->set_speed (0.1);
3585 update_ob_speed(force);
3586 /* bigger morsel of food = longer effect time */ 3758 /* bigger morsel of food = longer effect time */
3587 force->stats.food = food->stats.food / 5; 3759 force->duration = food->stats.food / 5;
3588 SET_FLAG(force, FLAG_IS_USED_UP);
3589 SET_FLAG(force, FLAG_APPLIED); 3760 SET_FLAG (force, FLAG_APPLIED);
3590 change_abil(who, force); 3761 change_abil (who, force);
3591 insert_ob_in_ob(force, who); 3762 insert_ob_in_ob (force, who);
3592 } else {
3593 free_object(force);
3594 } 3763 }
3764 else
3765 force->destroy ();
3595 3766
3596 /* check for hp, sp change */ 3767 /* check for hp, sp change */
3597 if(food->stats.hp!=0) { 3768 if (food->stats.hp != 0)
3769 {
3598 if(QUERY_FLAG(food, FLAG_CURSED)) { 3770 if (QUERY_FLAG (food, FLAG_CURSED))
3771 {
3599 strcpy(who->contr->killer,food->name); 3772 assign (who->contr->killer, food->name);
3600 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3773 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3601 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3774 who->failmsg ("Eck!...that was poisonous!");
3602 } else { 3775 }
3776 else
3777 {
3603 if(food->stats.hp>0) 3778 if (food->stats.hp > 0)
3604 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3779 who->statusmsg ("You begin to feel better.");
3605 else 3780 else
3606 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3781 who->failmsg ("Eck!...that was poisonous!");
3782
3607 who->stats.hp += food->stats.hp; 3783 who->stats.hp += food->stats.hp;
3608 } 3784 }
3609 } 3785 }
3610 if(food->stats.sp!=0) { 3786 if (food->stats.sp != 0)
3787 {
3611 if(QUERY_FLAG(food, FLAG_CURSED)) { 3788 if (QUERY_FLAG (food, FLAG_CURSED))
3612 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3789 {
3790 who->failmsg ("You are drained of mana!");
3613 who->stats.sp -= food->stats.sp; 3791 who->stats.sp -= food->stats.sp;
3614 if(who->stats.sp<0) who->stats.sp=0; 3792 if (who->stats.sp < 0)
3615 } else { 3793 who->stats.sp = 0;
3616 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3794 }
3795 else
3796 {
3797 who->statusmsg ("You feel a rush of magical energy!");
3617 who->stats.sp += food->stats.sp; 3798 who->stats.sp += food->stats.sp;
3618 /* place limit on max sp from food? */ 3799 /* place limit on max sp from food? */
3619 } 3800 }
3620 } 3801 }
3621 fix_player(who);
3622}
3623 3802
3803 who->update_stats ();
3804}
3624 3805
3625/** 3806/**
3626 * Designed primarily to light torches/lanterns/etc. 3807 * Designed primarily to light torches/lanterns/etc.
3627 * 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
3628 * the selected object to "burn". -b.t. 3809 * the selected object to "burn". -b.t.
3629 */ 3810 */
3630 3811void
3631void apply_lighter(object *who, object *lighter) { 3812apply_lighter (object *who, object *lighter)
3813{
3632 object *item; 3814 object *item;
3633 int is_player_env=0; 3815 int is_player_env = 0;
3634 uint32 nrof;
3635 tag_t count;
3636 char item_name[MAX_BUF];
3637 3816
3638 item=find_marked_object(who); 3817 item = find_marked_object (who);
3639 if(item) { 3818 if (item)
3819 {
3640 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3820 if (lighter->last_eat && lighter->stats.food)
3821 { /* lighter gets used up */
3641 /* Split multiple lighters if they're being used up. Otherwise * 3822 /* Split multiple lighters if they're being used up. Otherwise *
3642 * one charge from each would be used up. --DAMN */ 3823 * one charge from each would be used up. --DAMN */
3643 if(lighter->nrof > 1) { 3824 if (lighter->nrof > 1)
3825 {
3644 object *oneLighter = get_object(); 3826 object *oneLighter = lighter->clone ();
3645 copy_object(lighter, oneLighter); 3827
3646 lighter->nrof -= 1; 3828 lighter->nrof -= 1;
3647 oneLighter->nrof = 1; 3829 oneLighter->nrof = 1;
3648 oneLighter->stats.food--; 3830 oneLighter->stats.food--;
3649 esrv_send_item(who, lighter); 3831 esrv_send_item (who, lighter);
3650 oneLighter=insert_ob_in_ob(oneLighter, who); 3832 oneLighter = insert_ob_in_ob (oneLighter, who);
3651 esrv_send_item(who, oneLighter); 3833 esrv_send_item (who, oneLighter);
3834 }
3652 } else { 3835 else
3653 lighter->stats.food--; 3836 lighter->stats.food--;
3654 } 3837 }
3655 3838 else if (lighter->last_eat)
3656 } else if(lighter->last_eat) { /* no charges left in lighter */ 3839 {
3657 new_draw_info_format(NDI_UNIQUE, 0,who, 3840 /* no charges left in lighter */
3658 "You attempt to light the %s with a used up %s.", 3841 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3659 &item->name, &lighter->name);
3660 return; 3842 return;
3661 } 3843 }
3844
3662 /* 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?
3663 * 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
3664 * objects at once. 3847 * objects at once.
3665 */ 3848 */
3666 nrof=item->nrof;
3667 count=item->count;
3668 /* If the item is destroyed, we don't have a valid pointer to the
3669 * name object, so make a copy so the message we print out makes
3670 * some sense.
3671 */
3672 strcpy(item_name, item->name);
3673 if (who == is_player_inv(item)) is_player_env=1;
3674 3849
3850 if (who == item->in_player ())
3851 is_player_env = 1;
3852
3675 save_throw_object(item,AT_FIRE,who); 3853 save_throw_object (item, AT_FIRE, who);
3676 /* Change to check count and not freed, since the object pointer 3854
3677 * may have gotten recycled 3855 if (item->destroyed ())
3678 */ 3856 {
3679 if ((nrof != item->nrof ) || (count != item->count)) {
3680 new_draw_info_format(NDI_UNIQUE, 0,who,
3681 "You light the %s with the %s.", &item_name, &lighter->name); 3857 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3682 /* Need to update the player so that the players glow radius 3858 /* Need to update the player so that the players glow radius
3683 * gets changed. 3859 * gets changed.
3684 */ 3860 */
3685 if (is_player_env) fix_player(who); 3861 if (is_player_env)
3862 who->update_stats ();
3863 }
3686 } else { 3864 else
3687 new_draw_info_format(NDI_UNIQUE, 0,who,
3688 "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));
3689 } 3866 }
3690 3867 else
3691 } else /* nothing to light */ 3868 who->failmsg ("You need to mark a lightable object.");
3692 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3693
3694} 3869}
3695 3870
3696/** 3871/**
3697 * 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.
3698 * scroll_failure()- hacked directly from spell_failure 3873 * scroll_failure()- hacked directly from spell_failure
3699 */ 3874 */
3875void
3700void scroll_failure(object *op, int failure, int power) 3876scroll_failure (object *op, int failure, int power)
3701{ 3877{
3702 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 */
3703 3880
3704 if(failure<= -1&&failure > -15) {/* wonder */ 3881 if (failure <= -1 && failure > -15)
3882 { /* wonder */
3705 object *tmp; 3883 object *tmp;
3706 3884
3707 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3885 op->failmsg ("Your spell warps!");
3708 tmp=get_archetype(SPELL_WONDER); 3886 tmp = get_archetype (SPELL_WONDER);
3709 cast_wonder(op, op, 0, tmp); 3887 cast_wonder (op, op, 0, tmp);
3710 free_object(tmp); 3888 tmp->destroy ();
3889 }
3711 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3890 else if (failure <= -15 && failure > -35)
3712 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3891 { /* drain mana */
3892 op->failmsg ("Your mana is drained!");
3713 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3893 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3714 if(op->stats.sp<0) op->stats.sp = 0; 3894 if (op->stats.sp < 0)
3895 op->stats.sp = 0;
3896 }
3715 } else if (settings.spell_failure_effects == TRUE) { 3897 else if (settings.spell_failure_effects == TRUE)
3898 {
3716 if (failure <= -35&&failure > -60) { /* confusion */ 3899 if (failure <= -35 && failure > -60)
3717 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3900 { /* confusion */
3901 op->failmsg ("The magic recoils on you!");
3718 confuse_player(op,op,power); 3902 confuse_player (op, op, power);
3903 }
3719 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3904 else if (failure <= -60 && failure > -70)
3720 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3905 { /* paralysis */
3721 "you!"); 3906 op->failmsg ("The magic recoils and paralyzes you!");
3722 paralyze_player(op,op,power); 3907 paralyze_player (op, op, power);
3908 }
3723 } else if (failure <= -70&&failure> -80) {/* blind */ 3909 else if (failure <= -70 && failure > -80)
3724 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3910 { /* blind */
3911 op->failmsg ("The magic recoils on you!");
3725 blind_player(op,op,power); 3912 blind_player (op, op, power);
3726 } else if (failure <= -80) {/* blast the immediate area */ 3913 }
3727 object *tmp; 3914 else if (failure <= -80)
3915 { /* blast the immediate area */
3728 tmp=get_archetype(LOOSE_MANA); 3916 object *tmp = get_archetype (LOOSE_MANA);
3729 cast_magic_storm(op,tmp, power); 3917 cast_magic_storm (op, tmp, power);
3730 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3918 op->failmsg ("You unleash uncontrolled mana!");
3731 free_object(tmp); 3919 tmp->destroy ();
3732 } 3920 }
3733 } 3921 }
3734} 3922}
3735 3923
3924void
3736void apply_changes_to_player(object *pl, object *change) { 3925apply_changes_to_player (object *pl, object *change)
3926{
3737 int excess_stat=0; /* if the stat goes over the maximum 3927 int excess_stat = 0; /* if the stat goes over the maximum
3738 for the race, put the excess stat some 3928 for the race, put the excess stat some
3739 where else. */ 3929 where else. */
3740 3930
3741 switch (change->type) { 3931 switch (change->type)
3932 {
3742 case CLASS: { 3933 case CLASS:
3934 {
3743 living *stats = &(pl->contr->orig_stats); 3935 living *stats = &(pl->contr->orig_stats);
3744 living *ns = &(change->stats); 3936 living *ns = &(change->stats);
3745 object *walk; 3937 object *walk;
3746 int flag_change_face=1; 3938 int flag_change_face = 1;
3747 3939
3748 /* the following code assigns stats up to the stat max 3940 /* the following code assigns stats up to the stat max
3749 * for the race, and if the stat max is exceeded, 3941 * for the race, and if the stat max is exceeded,
3750 * tries to randomly reassign the excess stat 3942 * tries to randomly reassign the excess stat
3751 */ 3943 */
3752 int i,j; 3944 int i, j;
3945
3753 for(i=0;i<NUM_STATS;i++) { 3946 for (i = 0; i < NUM_STATS; i++)
3754 sint8 stat=get_attr_value(stats,i); 3947 {
3755 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3948 int race_bonus = pl->arch->stats.stat (i);
3756 stat += get_attr_value(ns,i); 3949 sint8 stat = stats->stat (i) + ns->stat (i);
3950
3757 if(stat > 20 + race_bonus) { 3951 if (stat > 20 + race_bonus)
3952 {
3758 excess_stat++; 3953 excess_stat++;
3759 stat = 20+race_bonus; 3954 stat = 20 + race_bonus;
3760 } 3955 }
3761 set_attr_value(stats,i,stat); 3956
3957 stats->stat (i) = stat;
3762 } 3958 }
3763 3959
3764 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3960 for (j = 0; excess_stat > 0 && j < 100; j++)
3961 { /* try 100 times to assign excess stats */
3765 int i = rndm(0, 6); 3962 int i = rndm (0, 6);
3766 int stat=get_attr_value(stats,i); 3963
3767 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3964 if (i == CHA)
3768 if(i==CHA) continue; /* exclude cha from this */ 3965 continue; /* exclude cha from this */
3966
3967 int stat = stats->stat (i);
3968 int race_bonus = pl->arch->stats.stat (i);
3769 if( stat < 20 + race_bonus) { 3969 if (stat < 20 + race_bonus)
3970 {
3770 change_attr_value(stats,i,1); 3971 change_attr_value (stats, i, 1);
3771 excess_stat--; 3972 excess_stat--;
3772 } 3973 }
3773 } 3974 }
3774 3975
3775 /* insert the randomitems from the change's treasurelist into 3976 /* insert the randomitems from the change's treasurelist into
3776 * the player ref: player.c 3977 * the player ref: player.c
3777 */ 3978 */
3778 if(change->randomitems!=NULL) 3979 if (change->randomitems != NULL)
3779 give_initial_items(pl,change->randomitems); 3980 give_initial_items (pl, change->randomitems);
3780 3981
3781
3782 /* set up the face, for some races. */ 3982 /* set up the face, for some races. */
3783 3983
3784 /* first, look for the force object banning 3984 /* first, look for the force object banning
3785 * changing the face. Certain races never change face with class. 3985 * changing the face. Certain races never change face with class.
3786 */ 3986 */
3787 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3987 for (walk = pl->inv; walk != NULL; walk = walk->below)
3788 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3988 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3989 flag_change_face = 0;
3789 3990
3790 if(flag_change_face) { 3991 if (flag_change_face)
3992 {
3791 pl->animation_id = GET_ANIM_ID(change); 3993 pl->animation_id = GET_ANIM_ID (change);
3792 pl->face = change->face; 3994 pl->face = change->face;
3793 3995
3794 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3996 if (QUERY_FLAG (change, FLAG_ANIMATE))
3795 SET_FLAG(pl,FLAG_ANIMATE); 3997 SET_FLAG (pl, FLAG_ANIMATE);
3796 else 3998 else
3797 CLEAR_FLAG(pl,FLAG_ANIMATE); 3999 CLEAR_FLAG (pl, FLAG_ANIMATE);
3798 } 4000 }
3799 4001
3800 /* check the special case of can't use weapons */ 4002 /* check the special case of can't use weapons */
3801 /*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); */
3802 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4004 if (!strcmp (change->name, "monk"))
4005 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3803 4006
3804 break; 4007 break;
3805 } 4008 }
3806 } 4009 }
3807} 4010}
3808 4011
3809/** 4012/**
3814 * 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.
3815 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4018 * The format is as follow: transformer:[number ]yield[;transformer:...].
3816 * 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.
3817 * 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.
3818 */ 4021 */
4022void
3819void apply_item_transformer( object* pl, object* transformer ) 4023apply_item_transformer (object *pl, object *transformer)
3820 { 4024{
3821 object* marked; 4025 object *marked;
3822 object* new_item; 4026 object *new_item;
3823 char* find; 4027 char *find;
3824 char* separator; 4028 char *separator;
3825 int yield; 4029 int yield;
3826 char got[ MAX_BUF ]; 4030 char got[MAX_BUF];
3827 int len; 4031 int len;
3828 4032
3829 if ( !pl || !transformer ) 4033 if (!pl || !transformer)
3830 return; 4034 return;
4035
3831 marked = find_marked_object( pl ); 4036 marked = find_marked_object (pl);
4037
3832 if ( !marked ) 4038 if (!marked)
3833 { 4039 {
3834 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)));
3835 return; 4041 return;
3836 } 4042 }
4043
3837 if ( !marked->slaying ) 4044 if (!marked->slaying)
3838 { 4045 {
3839 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)));
3840 return; 4047 return;
3841 } 4048 }
4049
3842 /* check whether they are compatible or not */ 4050 /* check whether they are compatible or not */
3843 find = strstr( marked->slaying, transformer->arch->name ); 4051 find = strstr (marked->slaying, transformer->arch->archname);
3844 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4052 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3845 { 4053 {
3846 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)));
3847 return; 4055 return;
3848 } 4056 }
4057
3849 find += strlen( transformer->arch->name ) + 1; 4058 find += strlen (transformer->arch->archname) + 1;
3850 /* 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 */
3851 if ( isdigit( *( find ) ) ) 4060 if (isdigit (*(find)))
3852 { 4061 {
3853 yield = atoi( find ); 4062 yield = atoi (find);
3854 if ( yield < 1 ) 4063 if (yield < 1)
3855 { 4064 {
3856 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);
3857 yield = 1; 4066 yield = 1;
3858 } 4067 }
3859 } 4068 }
3860 else 4069 else
3861 yield = 1; 4070 yield = 1;
3862 4071
3863 while ( isdigit( *find ) ) 4072 while (isdigit (*find))
3864 find++; 4073 find++;
4074
3865 while ( *find == ' ' ) 4075 while (*find == ' ')
3866 find++; 4076 find++;
4077
3867 memset( got, 0, MAX_BUF ); 4078 memset (got, 0, MAX_BUF);
4079
3868 if ( (separator = strchr( find, ';' ))!=NULL) 4080 if ((separator = strchr (find, ';')) != NULL)
3869 {
3870 len = separator - find; 4081 len = separator - find;
3871 }
3872 else 4082 else
3873 {
3874 len = strlen(find); 4083 len = strlen (find);
3875 } 4084
3876 if ( len > MAX_BUF-1) 4085 if (len > MAX_BUF - 1)
3877 len = MAX_BUF-1; 4086 len = MAX_BUF - 1;
4087
3878 strcpy( got, find ); 4088 strcpy (got, find);
3879 got[len] = '\0'; 4089 got[len] = '\0';
3880 4090
3881 /* Now create new item, remove used ones when required. */ 4091 /* Now create new item, remove used ones when required. */
3882 new_item = get_archetype( got ); 4092 new_item = get_archetype (got);
3883 if ( !new_item ) 4093 if (!new_item)
3884 { 4094 {
3885 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)));
3886 return; 4096 return;
3887 } 4097 }
4098
3888 new_item->nrof = yield; 4099 new_item->nrof = yield;
3889 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
3890 insert_ob_in_ob( new_item, pl ); 4103 insert_ob_in_ob (new_item, pl);
3891 esrv_send_inventory( pl, pl ); 4104 esrv_send_inventory (pl, pl);
3892 /* Eat up one item */ 4105 /* Eat up one item */
3893 decrease_ob_nr( marked, 1 ); 4106 decrease_ob_nr (marked, 1);
4107
3894 /* Eat one transformer if needed */ 4108 /* Eat one transformer if needed */
3895 if ( transformer->stats.food ) 4109 if (transformer->stats.food)
3896 if ( --transformer->stats.food == 0 ) 4110 if (--transformer->stats.food == 0)
3897 decrease_ob_nr( transformer, 1 ); 4111 decrease_ob_nr (transformer, 1);
3898 } 4112}
4113

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