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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.7 by elmex, Thu Aug 24 05:04:46 2006 UTC vs.
Revision 1.169 by root, Sun Sep 7 21:31:23 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 1.7 2006/08/24 05:04:46 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 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 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/** 37/**
201 * 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.
202 * 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.
203 */ 40 */
41int
204int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
205{ 43{
206 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
207 /* 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.
208 * 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,
209 * 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,
210 * 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
211 * it. Examples: 50 * it. Examples:
212 * subtype 1: only arch 51 * subtype 1: only arch
213 * subtype 3: arch or name 52 * subtype 3: arch or name
214 * subtype 5: arch or race 53 * subtype 5: arch or race
215 * subtype 7: all three 54 * subtype 7: all three
216 */ 55 */
217 if (op->subtype) 56 if (op->subtype)
218 { 57 {
219 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
220 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
221 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
222 } else { 61 }
62 else
63 {
223 arch_flag = 1; 64 arch_flag = 1;
224 name_flag = 1; 65 name_flag = 1;
225 race_flag = 1; 66 race_flag = 1;
226 } 67 }
68
227 /* 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,
228 * name or race that matches. 70 * name or race that matches.
229 */ 71 */
230 if ( (op->race) && 72 if ((op->race) &&
231 ((!(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)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 76 return 1;
235 } 77
236 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 79 * of arch, name, or race match.
238 */ 80 */
239 if ( (op->slaying) && (
240 ((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))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 84 return 1;
244 } 85
245 return 0; 86 return 0;
246} 87}
247 88
248/** 89/**
249 * 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.
250 * 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.
251 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
252 */ 93 */
94static int
253static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
254{ 96{
255 object *id, *marked; 97 dynbuf_text buf;
256 int success=0;
257 98
258 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
259 return 0; 100 return 0;
260 101
261 /* 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
262 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
263 */ 104 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
265 return 0; 106 return 0;
266 107
267 marked = find_marked_object (pl);
268 /* 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
269 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
270 */ 110 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
272 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
273 { 113 {
274 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
275 identify (marked); 116 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
277 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
278 if (marked->msg) { 119 if (marked->msg)
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
281 } 122 return !money;
282 return money == NULL; 123 }
283 }
284 } 124 }
285 125
286 for (id=pl->inv; id; id=id->below) { 126 for (object *id = pl->inv; id; id = id->below)
127 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 129 {
289 if (operate_altar(altar,&money)) { 130 if (operate_altar (altar, &money))
290 identify(id); 131 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 132 identify (id);
292 "You have %s.", long_desc(id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
293 if (id->msg) { 135 if (id->msg)
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 136 buf << "The item has a story:\r" << id->msg << "\n\n";
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 137
296 }
297 success=1;
298 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 139 if (!money || !check_altar_sacrifice (altar, money))
300 break; 140 break;
301 } 141 }
302 else { 142 else
143 {
303 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");
304 break; 145 break;
305 } 146 }
306 } 147 }
307 } 148 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
309 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;
310} 156}
311 157
312/** 158/**
313 * 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
314 * matching item. 160 * matching item.
315 **/ 161 **/
162void
316static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
317{ 164{
318 const char* yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
319 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
320 yield = get_ob_key_value(tmp,"on_use_yield");
321 if (yield != NULL)
322 {
323 object* drop = get_archetype(yield);
324 if (tmp->env)
325 {
326 drop = insert_ob_in_ob(drop,tmp->env);
327 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop);
329 }
330 else
331 {
332 drop->x = tmp->x;
333 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335 }
336 }
337} 167}
338 168
339/** 169/**
340 * Handles applying a potion. 170 * Handles applying a potion.
341 */ 171 */
172int
342int apply_potion (object * op, object * tmp) 173apply_potion (object *op, object *tmp)
343{ 174{
344 int got_one = 0, i; 175 int got_one = 0, i;
345 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
346 177
347 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
348 179
349 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
350 { 181 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "Gods prevent you from using this here, it's sacred ground!" 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
354 ); 183
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 185 return 0;
357 } 186 }
358 187
359 if (op->type == PLAYER) 188 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 190 identify (tmp);
363 }
364 191
365 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
366 193
367 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 197 object *depl;
371 archetype *at; 198 archetype *at;
372 199
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 201 {
375 drain_stat (op); 202 op->drain_stat ();
376 fix_player (op); 203 op->update_stats ();
377 decrease_ob (tmp); 204 tmp->decrease ();
378 return 1; 205 return 1;
379 } 206 }
207
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
381 { 209 {
382 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 211 return 0;
384 } 212 }
213
385 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
386 if (depl != NULL) 216 if (depl)
387 { 217 {
388 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
390 { 220 op->statusmsg (restore_msg[i]);
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
392 } 222 depl->destroy ();
393 remove_ob (depl); 223 op->update_stats ();
394 free_object (depl);
395 fix_player (op);
396 } 224 }
397 else 225 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
399 227
400 decrease_ob (tmp); 228 tmp->decrease ();
401 return 1; 229 return 1;
402 } 230 }
403 231
404 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
406 { 234 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
409 { 236 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 238 {
412 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
413 { 240 {
414 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
415 break; 242 break;
416 } 243 }
244
417 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
418 { 246 {
419 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
420 break; 248 break;
421 } 249 }
250
422 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
423 { 252 {
424 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
425 break; 254 break;
426 } 255 }
430 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
431 { 260 {
432 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
433 break; 262 break;
434 } 263 }
264
435 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
436 { 266 {
437 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
438 break; 268 break;
439 } 269 }
270
440 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
441 { 272 {
442 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
443 break; 274 break;
444 } 275 }
445 } 276 }
446 } 277 }
278
447 /* Just makes checking easier */ 279 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
449 got_one = 1; 281 got_one = 1;
282
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 284 {
452 if (got_one) 285 if (got_one)
453 { 286 {
454 fix_player (op); 287 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image."); 289 "a little more in their image. "
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
461 } 291 }
462 else 292 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
465 } 294 }
466 else 295 else
467 { /* cursed potion */ 296 { /* cursed potion */
468 if (got_one) 297 if (got_one)
469 { 298 {
470 fix_player (op); 299 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
473 } 301 }
474 else 302 else
475 new_draw_info (NDI_UNIQUE, 0, op, 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
476 "You are fortunate that you are so pathetic.");
477 } 304 }
305
478 decrease_ob (tmp); 306 tmp->decrease ();
479 return 1; 307 return 1;
480 } 308 }
481 309
482 310
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
489 { 317 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 { 319 {
492 object *fball; 320 object *fball;
493 321
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
495 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x; 328 fball->x = op->x;
502 fball->y = op->y; 329 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 331 }
505 else 332 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 334
508 decrease_ob (tmp); 335 tmp->decrease ();
336
509 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 339 op->update_stats ();
340
512 return 1; 341 return 1;
513 } 342 }
514 343
515 /* Deal with protection potions */ 344 /* Deal with protection potions */
516 force = NULL; 345 force = NULL;
518 { 347 {
519 if (tmp->resist[i]) 348 if (tmp->resist[i])
520 { 349 {
521 if (!force) 350 if (!force)
522 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
525 break; /* Only need to find one protection since we copy entire batch */ 355 break; /* Only need to find one protection since we copy entire batch */
526 } 356 }
527 } 357 }
358
528 /* This is a protection potion */ 359 /* This is a protection potion */
529 if (force) 360 if (force)
530 { 361 {
531 /* cursed items last longer */ 362 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
534 force->stats.food *= 10; 365 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 369 }
370
539 force->speed_left = -1; 371 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 375 change_abil (op, force);
544 decrease_ob (tmp); 376 tmp->decrease ();
545 return 1; 377 return 1;
546 } 378 }
547 379
548 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 381 if (op->type == PLAYER)
550 { /* only for players */ 382 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 383 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) && tmp->value != 0)
552 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 385 else
555 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
556 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
558 } 390 }
559 391
560 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 395 * up all the stats.
564 */ 396 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 398 op->update_stats ();
567 decrease_ob (tmp); 399 tmp->decrease ();
568 return 1; 400 return 1;
569} 401}
570 402
571/**************************************************************************** 403/****************************************************************************
572 * Weapon improvement code follows 404 * Weapon improvement code follows
573 ****************************************************************************/ 405 ****************************************************************************/
574 406
575/** 407/**
576 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
577 */ 409 */
410static int
578static int check_item(object *op, const char *item) 411check_item (object *op, const char *item)
579{ 412{
580 int count=0; 413 int count = 0;
581 414
415 if (!item)
416 return 0;
582 417
583 if (item==NULL) return 0; 418 for (op = op->below; op; op = op->below)
584 op=op->below; 419 {
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){ 420 if (strcmp (op->arch->archname, item) == 0)
421 {
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
589 { 424 {
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
591 count++; 426 count++;
592 else 427 else
593 count += op->nrof; 428 count += op->nrof;
429 }
430 }
594 } 431 }
595 } 432
596 op=op->below;
597 }
598 return count; 433 return count;
599} 434}
600 435
601/** 436/**
602 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 438 * op is typically the player, which is only
604 * really used to determine what space to look at. 439 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
606 */ 441 */
442static void
607static void eat_item(object *op,const char *item, uint32 nrof) 443eat_item (object *op, const char *item, uint32 nrof)
608{ 444{
609 object *prev; 445 object *prev;
610 446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (strcmp (op->arch->archname, item) == 0)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
611 prev = op; 468 prev = op;
612 op=op->below; 469 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 } 470 }
628} 471}
629 472
630/** 473/**
631 * This checks to see of the player (who) is sufficient level to use a weapon 474 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here 475 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the 476 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable. 477 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
636 */ 479 */
480static int
637static int check_weapon_power(const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
638{ 482{
639/* Old code is below (commented out). Basically, since weapons are the only 483/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to 484 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level. 485 * require high level in some combat skill, so we just use overall level.
642 */ 486 */
643#if 1 487#if 1
644 if (((who->level/5)+5) >= improvs) return 1; 488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
645 else return 0; 491 return 0;
646 492
647#else 493#else
648 int level=0; 494 int level = 0;
649 495
650 /* The skill system hands out wc and dam bonuses to fighters 496 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus 497 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons. 498 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t. 499 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or 500 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance. 501 * using normal level - it is just a matter of play balance.
656 */ 502 */
657 if(who->type==PLAYER) { 503 if (who->type == PLAYER)
504 {
658 object *wc_obj=NULL; 505 object *wc_obj = NULL;
659 506
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 507 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 508 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level; 509 level = wc_obj->level;
663 510
664 if (!level ) { 511 if (!level)
512 {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
666 level = who->level; 518 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671 519
672 return (improvs <= ((level/5)+5)); 520 return (improvs <= ((level / 5) + 5));
673#endif 521#endif
674} 522}
675 523
676/** 524/**
677 * Returns how many items of type improver->slaying there are under op. 525 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 526 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 527 */
528static int
680static int check_sacrifice(object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
681{ 530{
682 int count=0; 531 int count = 0;
683 532
684 if (improver->slaying!=NULL) { 533 if (improver->slaying)
534 {
685 count = check_item(op,improver->slaying); 535 count = check_item (op, improver->slaying);
686 if (count<1) { 536 if (count < 1)
687 char buf[200]; 537 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 539 return 0;
691 } 540 }
692 } 541 }
693 else 542 else
694 count=1; 543 count = 1;
695 544
696 return count; 545 return count;
697} 546}
698 547
699/** 548/**
700 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
701 */ 550 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 551static int
703 signed char *stat,int sacrifice_count,const char *statname) 552improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 553{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 554 stat += sacrifice_count;
708 weapon->last_eat++; 555 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 556 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 557
713 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
714 fix_player(op); 559 op->update_stats ();
560
561 op->statusmsg (format (
562 "Your sacrifice was accepted.\n"
563 "Weapon's bonus to %s improved by %d.",
564 statname, sacrifice_count
565 ));
566
715 return 1; 567 return 1;
716} 568}
717 569
718/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 575#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 577#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 580#define IMPROVE_INT 10
729#define IMPROVE_POW 11 581#define IMPROVE_POW 11
730
731 582
732/** 583/**
733 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
735 */ 586 */
736 587int
737int prepare_weapon(object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
738{ 589{
739 int sacrifice_count,i; 590 int sacrifice_count, i;
740 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
741 592
742 if (weapon->level!=0) { 593 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 594 {
595 op->failmsg ("Weapon is already prepared!");
744 return 0; 596 return 0;
745 } 597 }
598
746 for (i=0; i<NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 600 if (weapon->resist[i])
601 break;
748 602
749 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 604 * improvement of items that already have protections.
751 */ 605 */
752 if (i<NROFATTACKS || 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
757 { 610 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 611 op->failmsg ("You cannot prepare magic weapons. "
612 "H<A weapon is considered magical if it changes regeneration, "
613 "speed or ac, or has other protections.>");
759 return 0; 614 return 0;
760 } 615 }
616
761 sacrifice_count=check_sacrifice(op,improver); 617 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 618 if (sacrifice_count <= 0)
763 return 0; 619 return 0;
620
764 weapon->level=isqrt(sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
767 623
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 624 op->statusmsg (format (
625 "Your sacrifice was accepted."
626 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 627 &weapon->name, weapon->level
628 ));
770 629
771 sprintf(buf,"%s's %s",op->name,weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 631 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 633 slot at once! */
776 decrease_ob(improver); 634 improver->decrease ();
777 weapon->last_eat=0; 635 weapon->last_eat = 0;
778 return 1; 636 return 1;
779} 637}
780
781 638
782/** 639/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 640 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code. 641 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason. 642 * Returns 0 if it was not able to work for some reason.
788 * 645 *
789 * We are hiding extra information about the weapon in the level and 646 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 647 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 648 * level == max improve last_eat == current improve
792 */ 649 */
650int
793int improve_weapon(object *op,object *improver,object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
794{ 652{
795 int sacrifice_count, sacrifice_needed=0; 653 int sacrifice_count, sacrifice_needed = 0;
796 654
797 if(improver->stats.sp==IMPROVE_PREPARE) { 655 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
799 } 657
800 if (weapon->level==0) { 658 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 659 {
660 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 661 return 0;
803 } 662 }
663
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 665 {
666 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 667 return 0;
807 } 668 }
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 669
809 !check_weapon_power(op, weapon->last_eat+1)) { 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 671 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 672 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 673 "powerful for you to use. Unready it if you "
813 return 0; 674 "really want to improve it.");
675 return 0;
814 } 676 }
677
815 /* This just increases damage by 5 points, no matter what. No sacrifice 678 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 679 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 680 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 681 * weapon can be improved.
819 */ 682 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
821 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 688 weapon->last_eat++;
826 689
827 weapon->item_power++; 690 weapon->item_power++;
828 decrease_ob(improver); 691 improver->decrease ();
829 return 1; 692 return 1;
830 } 693 }
694
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
832 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 698 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 699 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 700 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 701
837 (float)weapon->weight/1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 703 weapon->last_eat++;
839 weapon->item_power++; 704 weapon->item_power++;
840 decrease_ob(improver); 705 improver->decrease ();
841 return 1; 706 return 1;
842 } 707 }
708
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
844 weapon->magic++; 711 weapon->magic++;
845 weapon->last_eat++; 712 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 714 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 715 weapon->item_power++;
850 return 1; 716 return 1;
851 } 717 }
852 718
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 721
857 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 723 sacrifice_needed = 1;
859 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
860 725
861 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
865 return 0; 730 return 0;
866 } 731 }
732
867 eat_item(op,improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 734 weapon->item_power++;
869 735
870 switch (improver->stats.sp) { 736 switch (improver->stats.sp)
871 case IMPROVE_STR: 737 {
872 return improve_weapon_stat(op,improver,weapon, 738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 745 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
901 } 747 }
748
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 750 return 0;
904} 751}
905 752
906/** 753/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 754 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 755 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 756 * then calls improve_weapon to do the dirty work.
910 */ 757 */
758int
911int check_improve_weapon (object *op, object *tmp) 759check_improve_weapon (object *op, object *tmp)
912{ 760{
913 object *otmp; 761 object *otmp;
914 762
915 if(op->type!=PLAYER) 763 if (op->type != PLAYER)
764 return 0;
765
766 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
767 {
768 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 769 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 770 }
771
921 otmp=find_marked_object(op); 772 otmp = find_marked_object (op);
773
922 if(!otmp) { 774 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 775 {
776 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 777 return 0;
925 } 778 }
779
926 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 781 {
782 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 783 return 0;
929 } 784 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785
786 op->statusmsg ("Applied weapon builder.");
787
931 improve_weapon(op,tmp,otmp); 788 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 789 esrv_send_item (op, otmp);
933 return 1; 790 return 1;
934} 791}
935 792
936/** 793/**
937 * This code deals with the armour improvment scrolls. 794 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 795 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 810 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 811 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 812 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 813 * changing of physical area right now.
957 */ 814 */
815int
958int improve_armour(object *op, object *improver, object *armour) 816improve_armour (object *op, object *improver, object *armour)
959{ 817{
960 object *tmp; 818 object *tmp;
961 819
962 if (armour->magic >= settings.armor_max_enchant) { 820 if (armour->magic >= settings.armor_max_enchant)
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 } 821 {
822 op->failmsg ("This armour can not be enchanted any further!");
823 return 0;
824 }
825
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 826 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it. 827 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour 828 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 829 * of gnarg and what not?)
970 */ 830 */
971 if (armour->title) { 831 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 832 {
975 833 op->failmsg ("This armour will not accept further enchantment.");
834 return 0;
835 }
836
976 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
978 */ 839 */
979 if(armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 841
984 armour->magic++; 842 armour->magic++;
985 843
986 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
987 { 845 {
988 int base = 100; 846 int base = 100;
989 int pow = 0; 847 int pow = 0;
848
990 while ( pow < armour->magic ) 849 while (pow < armour->magic)
991 { 850 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 852 pow++;
994 } 853 }
995 854
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 856 }
998 else 857 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 858 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 859
1001 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
1002 { 861 {
1003 int base = 100; 862 int base = 100;
1004 int pow = 0; 863 int pow = 0;
864
1005 while ( pow < armour->magic ) 865 while (pow < armour->magic)
1006 { 866 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 868 pow++;
1009 } 869 }
1010 870
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
1012 } 872 }
1013 else 873 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 874 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 875
1016 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
1017 { 877 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 879 armour->weight = 1;
1020 } 880 }
1021 881
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 882 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 883
1024 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
1025 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
887
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 889 op->update_stats ();
1028 } 890 }
1029 decrease_ob(improver); 891
892 improver->decrease ();
893
1030 if (tmp) { 894 if (tmp)
1031 insert_ob_in_ob(tmp, op); 895 op->insert (tmp);
1032 esrv_send_item(op, tmp); 896
1033 }
1034 return 1; 897 return 1;
1035} 898}
1036
1037 899
1038/* 900/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 901 * convert_item() returns 1 if anything was converted, 0 if the item was not
1040 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
1041 */ 903 *
1042#define CONV_FROM(xyz) xyz->slaying
1043#define CONV_TO(xyz) xyz->other_arch
1044#define CONV_NR(xyz) xyz->stats.sp
1045#define CONV_NEED(xyz) xyz->stats.food
1046
1047/* Takes one items and makes another. 904 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 906 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
1051 */ 908 */
909static int
1052int convert_item(object *item, object *converter) { 910convert_item (object *item, object *converter)
1053 int nr=0; 911{
1054 object *tmp; 912 sint64 nr, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 913
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 914 if (item->flag [FLAG_UNPAID])
1059 tmp != NULL;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065
1066 /* We make some assumptions - we assume if it takes money as it type,
1067 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck)
1069 */
1070 if (!strcmp(CONV_FROM(converter),"money")) {
1071 int cost;
1072
1073 if(item->type!=MONEY)
1074 return 0; 915 return 0;
1075
1076 nr=(item->nrof*item->value)/CONV_NEED(converter);
1077 if (!nr) return 0;
1078 cost=nr*CONV_NEED(converter)/item->value;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082
1083 price_in = cost*item->value;
1084 }
1085 else {
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1088 return 0;
1089
1090 if(CONV_NEED(converter)) {
1091 nr=item->nrof/CONV_NEED(converter);
1092 decrease_ob_nr(item,nr*CONV_NEED(converter));
1093 price_in = nr*CONV_NEED(converter)*item->value;
1094 } else {
1095 price_in = item->value;
1096 remove_ob(item);
1097 free_object(item);
1098 }
1099 }
1100
1101 if (converter->inv != NULL) {
1102 object *ob;
1103 int i;
1104 object *ob_to_copy;
1105
1106 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1109 if (rndm(0, i) == 0) {
1110 ob_to_copy = ob;
1111 }
1112 }
1113 item = object_create_clone(ob_to_copy);
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1116 } else {
1117 if (converter->other_arch == NULL) {
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1;
1120 }
1121
1122 item = object_create_arch(converter->other_arch);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1124 }
1125
1126 if(CONV_NR(converter))
1127 item->nrof=CONV_NR(converter);
1128 if(nr)
1129 item->nrof*=nr;
1130 if(is_in_shop)
1131 SET_FLAG(item,FLAG_UNPAID);
1132 else if(price_in < item->nrof*item->value) {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in,
1135 item->nrof*item->value, item->name);
1136 /**
1137 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this
1139 */
1140 }
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1;
1143}
1144 916
917 shstr conv_from = converter->slaying;
918 archetype *conv_to = converter->other_arch;
919 sint64 need = converter->stats.food;
920 sint64 give = converter->stats.sp;
921
922 /* We make some assumptions - we assume if it takes money as it type,
923 * it wants some amount. We don't make change (ie, if something costs
924 * 3 gp and player drops a platinum, tough luck)
925 */
926 if (conv_from == shstr_money)
927 {
928 if (item->type != MONEY)
929 return 0;
930
931 nr = sint64 (item->nrof) * item->value / need;
932 if (!nr)
933 return 0;
934
935 converter->play_sound (sound_find ("shop_buy"));
936
937 sint64 cost = (nr * need + item->value - 1) / item->value;
938
939 item->decrease (cost);
940
941 price_in = cost * item->value;
942 }
943 else
944 {
945 if (item->type == PLAYER
946 || conv_from != item->arch->archname
947 || (need && need > (uint16) item->nrof))
948 return 0;
949
950 converter->play_sound (sound_find ("convert_item"));
951
952 if (need)
953 {
954 nr = sint64 (item->nrof) / need;
955 item->decrease (nr * need);
956 price_in = nr * need * item->value;
957 }
958 else
959 {
960 price_in = item->value;
961 item->destroy ();
962 }
963 }
964
965 if (converter->inv)
966 {
967 object *ob;
968 int i;
969 object *ob_to_copy;
970
971 /* select random object from inventory to copy */
972 ob_to_copy = converter->inv;
973 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
974 if (rndm (0, i) == 0)
975 ob_to_copy = ob;
976
977 item = ob_to_copy->deep_clone ();
978 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
979 unflag_inv (item, FLAG_IS_A_TEMPLATE);
980 }
981 else
982 {
983 if (!conv_to)
984 {
985 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
986 &converter->name, &converter->map->path, converter->x, converter->y);
987 return -1;
988 }
989
990 item = object_create_arch (conv_to);
991 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
992 }
993
994 if (give)
995 item->nrof = give;
996
997 if (nr)
998 item->nrof *= nr;
999
1000 if (is_in_shop (converter))
1001 SET_FLAG (item, FLAG_UNPAID);
1002 else if (price_in < sint64 (item->nrof) * item->value)
1003 {
1004 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1005 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1006 /**
1007 * elmex: we are going to let the game continue, as the mapcreator
1008 * hopefully had something in mind when doing this.
1009 */
1010 }
1011
1012 // elmex: only identify if we need to, for example so that generated money doesn't
1013 // get an 'identified' flag so easily.
1014 if (need_identify (item))
1015 identify (item);
1016
1017 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1018 return 1;
1019}
1020
1145/** 1021/**
1146 * Handle apply on containers. 1022 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 1023 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1024 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 1025 * added the alchemical cauldron to the code -b.t.
1150 */ 1026 */
1151 1027int
1152int apply_container (object *op, object *sack) 1028apply_container (object *op, object *sack)
1153{ 1029{
1154 char buf[MAX_BUF]; 1030 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 1031 return 0; /* This might change */
1156 1032
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 1033 if (!sack || sack->type != CONTAINER)
1034 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1035 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 1036 return 0;
1163 } 1037 }
1164 op->contr->last_used = NULL; 1038
1165 op->contr->last_used_id = 0; 1039 op->contr->last_used = 0;
1166 1040
1167 if (sack->env!=op) { 1041 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 1042 {
1210 1043 op->failmsg ("You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 1044 return 1;
1241 } 1045 }
1242 } else { 1046
1243 sprintf (buf, "You don't have the key to unlock %s.", 1047 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1048 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 1049 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1050 if (op->container == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1051 {
1258 return 1; 1052 // open on ground or inv, so close
1259} 1053 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296 /* Lauwenmark: Handle for plugin close event */
1297 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1298 return 1; 1054 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1055 }
1056 else if (!sack->env)
1057 {
1058 // active, but not ours: some other player has opened it
1059 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1060 return 1;
1061 }
1062
1063 // fall through to opening it (active in inv)
1064 }
1065 else if (sack->env)
1322 } 1066 {
1323 1067 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 1068 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1069 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1070 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1071 op->statusmsg (format ("You ready %s.", query_name (sack)));
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 1072 return 1;
1371} 1073 }
1372 1074
1075 // it's locked?
1076 if (sack->slaying)
1077 {
1078 if (object *tmp = find_key (op, op, sack))
1079 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1080 else
1081 {
1082 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1083 return 1;
1084 }
1085 }
1086
1087 op->open_container (sack);
1088
1089 return 1;
1090}
1373 1091
1374/** 1092/**
1375 * Handles dropping things on altar. 1093 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1094 * Returns true if sacrifice was accepted.
1377 */ 1095 */
1096static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1097apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1098{
1380 /* Only players can make sacrifices on spell casting altars. */ 1099 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1100 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1101 return 0;
1383 1102
1384 if (operate_altar (altar, &sacrifice)) { 1103 if (operate_altar (altar, &sacrifice))
1104 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1105 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1106 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1107 * is up to map designers to use them properly.
1388 */ 1108 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1109 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1110 {
1391 altar->inv->name); 1111 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1112 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1113 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1114 * old maps.
1395 */ 1115 */
1116
1396/* push_button (altar);*/ 1117/* push_button (altar);*/
1397 } else { 1118 }
1119 else
1120 {
1398 altar->value = 1; /* works only once */ 1121 altar->value = 1; /* works only once */
1399 push_button (altar); 1122 push_button (altar);
1400 } 1123 }
1401 return sacrifice == NULL; 1124
1402 } else { 1125 return !sacrifice;
1126 }
1127 else
1403 return 0; 1128 return 0;
1404 }
1405} 1129}
1406
1407 1130
1408/** 1131/**
1409 * Handles 'movement' of shop mats. 1132 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1133 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1134 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1135 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1136 * MSW 2001-08-29
1414 */ 1137 */
1138int
1415int apply_shop_mat (object *shop_mat, object *op) 1139apply_shop_mat (object *shop_mat, object *op)
1416{ 1140{
1417 int rv = 0; 1141 int rv = 0;
1418 double opinion; 1142 double opinion;
1419 object *tmp, *next; 1143 object *tmp, *next;
1420 1144
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1145 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1146
1147 bool has_unpaid = false;
1148
1149 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1150 // a quick and small change :(
1151 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1152 if (item->flag [FLAG_UNPAID])
1153 {
1154 has_unpaid = true;
1155 break;
1156 }
1157
1423 if (op->type != PLAYER) { 1158 if (op->type != PLAYER)
1159 {
1424 /* Remove all the unpaid objects that may be carried here. 1160 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1161 * This could be pets or monsters that are somehow in
1426 * the shop. 1162 * the shop.
1427 */ 1163 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1164 for (tmp = op->inv; tmp; tmp = next)
1165 {
1429 next = tmp->below; 1166 next = tmp->below;
1167
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1168 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1169 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1170 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1171
1433 remove_ob(tmp); 1172 tmp->remove ();
1434 if (i==-1) i=0; 1173
1435 tmp->map = op->map; 1174 if (i == -1)
1175 i = 0;
1176
1177 tmp->map = op->map;
1436 tmp->x = op->x + freearr_x[i]; 1178 tmp->x = op->x + freearr_x[i];
1437 tmp->y = op->y + freearr_y[i]; 1179 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0); 1180 insert_ob_in_map (tmp, op->map, op, 0);
1439 } 1181 }
1440 } 1182 }
1441 1183
1442 /* Don't teleport things like spell effects */ 1184 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1185 if (QUERY_FLAG (op, FLAG_NO_PICK))
1186 return 0;
1444 1187
1445 /* unpaid objects, or non living objects, can't transfer by 1188 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1189 * shop mats. Instead, put it on a nearby space.
1447 */ 1190 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1191 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 1192 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1193 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1194 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1195
1196 if (i != -1)
1197 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1198
1199 return 0;
1200 }
1201 /* Removed code that checked for multipart objects - it appears that
1202 * the teleport function should be able to handle this just fine.
1203 */
1204 rv = teleport (shop_mat, SHOP_MAT, op);
1205 }
1206 else if (can_pay (op) && get_payment (op))
1207 {
1208 /* this is only used for players */
1209 rv = teleport (shop_mat, SHOP_MAT, op);
1210
1211 if (has_unpaid)
1212 op->contr->play_sound (sound_find ("shop_buy"));
1213 else if (is_in_shop (op))
1214 op->contr->play_sound (sound_find ("shop_enter"));
1215 else
1216 op->contr->play_sound (sound_find ("shop_leave"));
1217
1218 if (shop_mat->msg)
1219 op->statusmsg (shop_mat->msg);
1220 /* This check below is a bit simplistic - generally it should be correct,
1221 * but there is never a guarantee that the bottom space on the map is
1222 * actually the shop floor.
1223 */
1224 else if (!rv && !is_in_shop (op))
1225 {
1226 opinion = shopkeeper_approval (op->map, op);
1227
1228 op->statusmsg (
1229 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1230 : opinion >= 0.75 ? "The shopkeeper waves to you."
1231 : opinion >= 0.50 ? "The shopkeeper ignores you."
1232 : "The shopkeeper glares at you with contempt."
1233 );
1234 }
1235 }
1236 else
1237 {
1238 /* if we get here, a player tried to leave a shop but was not able
1239 * to afford the items he has. We try to move the player so that
1240 * they are not on the mat anymore
1241 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1242 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1243
1452 if (i != -1) { 1244 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1245 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1246 else
1497 remove_ob (op); 1247 {
1248 op->remove ();
1498 op->x += freearr_x[i]; 1249 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1250 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1251 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1252 }
1502 } 1253 }
1254
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1255 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1256 return rv;
1505} 1257}
1506 1258
1507/** 1259/**
1508 * Handles applying a sign. 1260 * Handles applying a sign.
1509 */ 1261 */
1262static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1263apply_sign (object *op, object *sign, int autoapply)
1511{ 1264{
1512 readable_message_type* msgType; 1265 if (sign->has_dialogue ())
1513 char newbuf[HUGE_BUF]; 1266 {
1514 if (sign->msg == NULL) { 1267 op->statusmsg (form ("Maybe you should I<talk> to the %s instead?", &sign->name));
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1268 return;
1269 }
1270
1271 if (!sign->msg)
1272 {
1273 op->statusmsg ("Nothing is written on it.");
1274 return;
1275 }
1276
1277 if (sign->stats.food)
1278 {
1279 if (sign->last_eat >= sign->stats.food)
1280 {
1281 if (!sign->move_on)
1282 op->statusmsg ("You cannot read it anymore.");
1283
1516 return; 1284 return;
1517 } 1285 }
1518 1286
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return;
1524 }
1525
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1287 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1288 sign->last_eat++;
1528 } 1289 }
1529 1290
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1291 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if 1292 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk 1293 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1294 * to us).
1534 */ 1295 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1296 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1297 {
1537 "You are unable to read while blind."); 1298 op->failmsg ("You are unable to read while blind!");
1538 return; 1299 return;
1539 } 1300 }
1540 msgType=get_readable_message_type(sign); 1301
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg); 1302 if (op->contr)
1303 if (client *ns = op->contr->ns)
1304 {
1305 if (sign->sound)
1306 ns->play_sound (sign->sound);
1307 else if (autoapply)
1308 ns->play_sound (sound_find ("msg_voice"));
1309
1310 if (ns->can_msg)
1311 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n\n\n%s", &sign->name, &sign->msg));
1312 else
1313 {
1314 readable_message_type *msgType = get_readable_message_type (sign);
1315 const char *somemsg = format ("%u %s", autoapply ? 1 : 0, &sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg); 1316 draw_ext_info (NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, somemsg, &sign->msg);
1317 }
1318 }
1543} 1319}
1544 1320
1321static void
1322move_apply_hole (object *trap, object *victim)
1323{
1324 /* Hole not open? */
1325 if (trap->stats.wc > 0)
1326 return;
1327
1328 /* Is this a multipart monster and not the head? If so, return.
1329 * Processing will happen if the head runs into the pit
1330 */
1331 if (victim->head)
1332 return;
1333
1334 // now find all possible locations and randomly pick one
1335 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1336 trap->range >= 3 ? SIZEOFFREE3 + 1
1337 : trap->range >= 2 ? SIZEOFFREE2 + 1
1338 : trap->range >= 1 ? SIZEOFFREE1 + 1
1339 : SIZEOFFREE0 + 1);
1340
1341 if (dir < 0)
1342 return;
1343
1344 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1345 victim->statusmsg ("You fall through the hole!", NDI_RED);
1346
1347 transfer_ob (victim,
1348 EXIT_X (trap) + freearr_x[dir],
1349 EXIT_Y (trap) + freearr_y[dir],
1350 0, victim);
1351}
1545 1352
1546/** 1353/**
1547 * 'victim' moves onto 'trap' 1354 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1355 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1356 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1357 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1358 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1359 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1360 * However, some types of traps require an originator to function.
1554 */ 1361 */
1362void
1555void move_apply (object *trap, object *victim, object *originator) 1363move_apply (object *trap, object *victim, object *originator)
1556{ 1364{
1557 static int recursion_depth = 0; 1365 static int recursion_depth = 0;
1558 1366
1559 /* Only exits affect DMs. */ 1367 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1368 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1369 return;
1562 1370
1563 /* move_apply() is the most likely candidate for causing unwanted and 1371 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1372 * possibly unlimited recursion.
1565 */ 1373 */
1567 * maps to fail. 1) it's not an error to recurse: 1375 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1376 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1377 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1378 * proper. This code was causing needless crashes.
1571 */ 1379 */
1572 if (recursion_depth >= 500) { 1380 if (recursion_depth >= 500)
1381 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1382 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1383 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1384 return;
1576 return;
1577 } 1385 }
1386
1578 recursion_depth++; 1387 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1388 if (trap->head)
1389 trap = trap->head;
1580 1390
1581 /* Lauwenmark: Handle for plugin trigger event */ 1391 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1392 goto leave;
1393
1394 switch (trap->type)
1395 {
1396 case PLAYERMOVER:
1397 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1398 {
1399 if (!trap->stats.maxsp)
1400 trap->stats.maxsp = 2;
1401
1402 /* Is this correct? From the docs, it doesn't look like it
1403 * should be divided by trap->speed
1404 */
1405 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1406
1407 /* Just put in some sanity check. I think there is a bug in the
1408 * above with some objects have zero speed, and thus the player
1409 * getting permanently paralyzed.
1410 */
1411 if (victim->speed_left < -50.f)
1412 victim->speed_left = -50.f;
1413 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1414 }
1583 goto leave; 1415 goto leave;
1584 1416
1585 switch (trap->type) {
1586 case PLAYERMOVER:
1587 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1588 !should_director_abort(trap, victim)) {
1589 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1590
1591 /* Is this correct? From the docs, it doesn't look like it
1592 * should be divided by trap->speed
1593 */
1594 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1595
1596 /* Just put in some sanity check. I think there is a bug in the
1597 * above with some objects have zero speed, and thus the player
1598 * getting permanently paralyzed.
1599 */
1600 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1601 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1602 }
1603 goto leave;
1604
1605 case SPINNER: 1417 case SPINNER:
1606 if(victim->direction) { 1418 if (victim->direction)
1419 {
1607 victim->direction=absdir(victim->direction-trap->stats.sp); 1420 victim->direction = absdir (victim->direction - trap->stats.sp);
1608 update_turn_face(victim); 1421 update_turn_face (victim);
1609 } 1422 }
1610 goto leave; 1423 goto leave;
1611 1424
1612 case DIRECTOR: 1425 case DIRECTOR:
1613 if(victim->direction && !should_director_abort(trap, victim)) { 1426 if (victim->direction && !should_director_abort (trap, victim))
1427 {
1614 victim->direction=trap->stats.sp; 1428 victim->direction = trap->stats.sp;
1615 update_turn_face(victim); 1429 update_turn_face (victim);
1616 } 1430 }
1617 goto leave; 1431 goto leave;
1618 1432
1619 case BUTTON: 1433 case BUTTON:
1620 case PEDESTAL: 1434 case PEDESTAL:
1621 update_button(trap); 1435 update_button (trap);
1622 goto leave; 1436 goto leave;
1623 1437
1624 case ALTAR: 1438 case ALTAR:
1625 /* sacrifice victim on trap */ 1439 /* sacrifice victim on trap */
1626 apply_altar (trap, victim, originator); 1440 apply_altar (trap, victim, originator);
1627 goto leave; 1441 goto leave;
1628 1442
1629 case THROWN_OBJ: 1443 case THROWN_OBJ:
1630 if (trap->inv == NULL) 1444 if (trap->inv == NULL)
1631 goto leave; 1445 goto leave;
1632 /* fallthrough */ 1446 /* fallthrough */
1633 1447
1634 case ARROW: 1448 case ARROW:
1635
1636 /* bad bug: monster throw a object, make a step forwards, step on object , 1449 /* bad bug: monster throw a object, make a step forwards, step on object ,
1637 * trigger this here and get hit by own missile - and will be own enemy. 1450 * trigger this here and get hit by own missile - and will be own enemy.
1638 * Victim then is his own enemy and will start to kill herself (this is 1451 * Victim then is his own enemy and will start to kill herself (this is
1639 * removed) but we have not synced victim and his missile. To avoid senseless 1452 * removed) but we have not synced victim and his missile. To avoid senseless
1640 * action, we avoid hits here 1453 * action, we avoid hits here
1641 */ 1454 */
1642 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1455 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1643 hit_with_arrow (trap, victim); 1456 hit_with_arrow (trap, victim);
1644 goto leave; 1457 goto leave;
1645 1458
1646 case SPELL_EFFECT: 1459 case SPELL_EFFECT:
1647 apply_spell_effect(trap, victim); 1460 apply_spell_effect (trap, victim);
1648 goto leave; 1461 goto leave;
1649 1462
1650 case TRAPDOOR: 1463 case TRAPDOOR:
1651 { 1464 {
1652 int max, sound_was_played; 1465 int max, sound_was_played;
1653 object *ab, *ab_next; 1466 object *ab, *ab_next;
1467
1654 if(!trap->value) { 1468 if (!trap->value)
1655 int tot; 1469 {
1656 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1470 int tot;
1471
1472 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1657 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1473 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1658 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1474 tot += ab->head_ ()->total_weight ();
1659 1475
1660 if(!(trap->value=(tot>trap->weight)?1:0)) 1476 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1661 goto leave; 1477 goto leave;
1662 1478
1663 SET_ANIMATION(trap, trap->value); 1479 SET_ANIMATION (trap, trap->value);
1664 update_object(trap,UP_OBJ_FACE); 1480 update_object (trap, UP_OBJ_FACE);
1665 } 1481 }
1666 1482
1667 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1483 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1484 {
1668 /* need to set this up, since if we do transfer the object, 1485 /* need to set this up, since if we do transfer the object,
1669 * ab->above would be bogus 1486 * ab->above would be bogus
1670 */ 1487 */
1671 ab_next = ab->above; 1488 ab_next = ab->above;
1672 1489
1673 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1490 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1674 if ( ! sound_was_played) { 1491 {
1675 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1492 if (!sound_was_played)
1676 sound_was_played = 1; 1493 {
1677 } 1494 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1678 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1495 sound_was_played = 1;
1496 }
1497
1498 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1679 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1499 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1680 } 1500 }
1681 } 1501 }
1682 goto leave; 1502 goto leave;
1683 } 1503 }
1684 1504
1685
1686 case CONVERTER: 1505 case CONVERTER:
1687 if (convert_item (victim, trap) < 0) { 1506 if (convert_item (victim, trap) < 0)
1688 object *op; 1507 {
1508 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1509 archetype::get (shstr_burnout)->insert_at (trap, trap);
1510 }
1689 1511
1690 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1691
1692 op = get_archetype("burnout");
1693 if (op != NULL) {
1694 op->x = trap->x;
1695 op->y = trap->y;
1696 insert_ob_in_map(op, trap->map, trap, 0);
1697 }
1698 }
1699 goto leave; 1512 goto leave;
1700 1513
1701 case TRIGGER_BUTTON: 1514 case TRIGGER_BUTTON:
1702 case TRIGGER_PEDESTAL: 1515 case TRIGGER_PEDESTAL:
1703 case TRIGGER_ALTAR: 1516 case TRIGGER_ALTAR:
1704 check_trigger (trap, victim); 1517 check_trigger (trap, victim);
1705 goto leave; 1518 goto leave;
1706 1519
1707 case DEEP_SWAMP: 1520 case DEEP_SWAMP:
1708 walk_on_deep_swamp (trap, victim); 1521 walk_on_deep_swamp (trap, victim);
1709 goto leave; 1522 goto leave;
1710 1523
1711 case CHECK_INV: 1524 case CHECK_INV:
1712 check_inv (victim, trap); 1525 check_inv (victim, trap);
1713 goto leave; 1526 goto leave;
1714 1527
1715 case HOLE: 1528 case HOLE:
1716 /* Hole not open? */ 1529 move_apply_hole (trap, victim);
1717 if(trap->stats.wc > 0)
1718 goto leave;
1719
1720 /* Is this a multipart monster and not the head? If so, return.
1721 * Processing will happen if the head runs into the pit
1722 */
1723 if (victim->head)
1724 goto leave;
1725
1726 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1727 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1728 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1729 goto leave; 1530 goto leave;
1730 1531
1731 case EXIT: 1532 case EXIT:
1732 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1533 if (victim->type == PLAYER && EXIT_PATH (trap))
1534 {
1733 /* Basically, don't show exits leading to random maps the 1535 /* Basically, don't show exits leading to random maps the
1734 * players output. 1536 * players output.
1735 */ 1537 */
1736 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1538 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1737 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1539 victim->statusmsg (trap->msg, NDI_NAVY);
1738 enter_exit (victim, trap); 1540
1739 } 1541 trap->play_sound (trap->sound);
1542 victim->enter_exit (trap);
1543 }
1740 goto leave; 1544 goto leave;
1741 1545
1742 case ENCOUNTER: 1546 case ENCOUNTER:
1743 /* may be some leftovers on this */ 1547 /* may be some leftovers on this */
1744 goto leave; 1548 goto leave;
1745 1549
1746 case SHOP_MAT: 1550 case SHOP_MAT:
1747 apply_shop_mat (trap, victim); 1551 apply_shop_mat (trap, victim);
1748 goto leave; 1552 goto leave;
1749 1553
1750 /* Drop a certain amount of gold, and have one item identified */ 1554 /* Drop a certain amount of gold, and have one item identified */
1751 case IDENTIFY_ALTAR: 1555 case IDENTIFY_ALTAR:
1752 apply_id_altar (victim, trap, originator); 1556 apply_id_altar (victim, trap, originator);
1753 goto leave; 1557 goto leave;
1754 1558
1755 case SIGN: 1559 case SIGN:
1756 if (victim->type != PLAYER && trap->stats.food > 0) 1560 if (victim->type != PLAYER && trap->stats.food > 0)
1757 goto leave; /* monsters musn't apply magic_mouths with counters */ 1561 goto leave; /* monsters musn't apply magic_mouths with counters */
1758 1562
1759 apply_sign (victim, trap, 1); 1563 apply_sign (victim, trap, 1);
1760 goto leave; 1564 goto leave;
1761 1565
1762 case CONTAINER: 1566 case CONTAINER:
1763 if (victim->type==PLAYER)
1764 (void) esrv_apply_container (victim, trap);
1765 else
1766 (void) apply_container (victim, trap); 1567 apply_container (victim, trap);
1767 goto leave; 1568 goto leave;
1768 1569
1769 case RUNE: 1570 case RUNE:
1770 case TRAP: 1571 case TRAP:
1771 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1572 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1772 spring_trap(trap, victim); 1573 spring_trap (trap, victim);
1773 }
1774 goto leave; 1574 goto leave;
1775 1575
1776 default: 1576 default:
1777 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1577 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1778 "handled in move_apply()\n", trap->name, trap->arch->name, 1578 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1779 trap->type);
1780 goto leave; 1579 goto leave;
1781 } 1580 }
1782 1581
1783 leave: 1582leave:
1784 recursion_depth--; 1583 recursion_depth--;
1785} 1584}
1786 1585
1787/** 1586/**
1788 * Handles reading a regular (ie not containing a spell) book. 1587 * Handles reading a regular (ie not containing a spell) book.
1789 */ 1588 */
1589static void
1790static void apply_book (object *op, object *tmp) 1590apply_book (object *op, object *tmp)
1791{ 1591{
1792 int lev_diff; 1592 int lev_diff;
1793 object *skill_ob; 1593 object *skill_ob;
1794 1594
1795 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1595 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1796 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1596 {
1597 op->failmsg ("You are unable to read while blind!");
1797 return; 1598 return;
1798 } 1599 }
1799 if(tmp->msg==NULL) { 1600
1800 new_draw_info_format(NDI_UNIQUE, 0, op, 1601 if (!tmp->msg)
1602 {
1801 "You open the %s and find it empty.", tmp->name); 1603 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1802 return; 1604 return;
1803 } 1605 }
1804 1606
1805 /* need a literacy skill to read stuff! */ 1607 /* need a literacy skill to read stuff! */
1806 skill_ob = find_skill_by_name(op, tmp->skill); 1608 skill_ob = find_skill_by_name (op, tmp->skill);
1807 if ( ! skill_ob) { 1609 if (!skill_ob)
1808 new_draw_info(NDI_UNIQUE, 0,op,
1809 "You are unable to decipher the strange symbols.");
1810 return;
1811 } 1610 {
1611 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1612 return;
1613 }
1614
1812 lev_diff = tmp->level - (skill_ob->level + 5); 1615 lev_diff = tmp->level - (skill_ob->level + 5);
1813 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1616 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1814 if (lev_diff < 2)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1816 else if (lev_diff < 3)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1818 else if (lev_diff < 5)
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1820 else if (lev_diff < 8)
1821 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1822 else if (lev_diff < 15)
1823 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1824 else
1825 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1826 return;
1827 } 1617 {
1828 1618 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1829 1619 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1830 /* Lauwenmark: Handle for plugin book event */ 1620 : lev_diff < 5 ? "This book is beyond your comprehension."
1831 /*printf("Book apply: %s\n", tmp->name); 1621 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1832 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); 1622 : lev_diff < 15 ? "This book is way beyond your comprehension."
1833 printf("Book applied: %s\n", tmp->name);*/ 1623 : "This book is totally beyond your comprehension.");
1834 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) 1624 return;
1835 { 1625 }
1836 CFParm CFP; 1626
1837 int k, l, m;
1838 uint32 n;
1839 new_draw_info_format (NDI_UNIQUE, 0, op,
1840 "You open the %s and start reading.", tmp->name);
1841 k = EVENT_APPLY;
1842 l = SCRIPT_FIX_ALL;
1843 m = 0;
1844 n = 0;
1845 CFP.Value[0] = &k;
1846 CFP.Value[1] = op;
1847 CFP.Value[2] = tmp;
1848 CFP.Value[3] = NULL;
1849 CFP.Value[4] = NULL;
1850 CFP.Value[5] = &n;
1851 CFP.Value[6] = &m;
1852 CFP.Value[7] = &m;
1853 CFP.Value[8] = &l;
1854 CFP.Value[9] = (void*)evt->hook;
1855 CFP.Value[10]= (void*)evt->options;
1856 if (findPlugin(evt->plugin)>=0)
1857 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1858 }
1859 else*/{
1860 readable_message_type* msgType = get_readable_message_type(tmp); 1627 readable_message_type *msgType = get_readable_message_type (tmp);
1628
1629 if (player *pl = op->contr)
1630 if (client *ns = pl->ns)
1631 if (ns->can_msg)
1632 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1633 else
1861 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op, 1634 draw_ext_info_format (NDI_UNIQUE | NDI_NAVY, 0, op,
1862 msgType->message_type, msgType->message_subtype, 1635 msgType->message_type, msgType->message_subtype,
1863 "You open the %s and start reading.\n%s", 1636 "You open the %s and start reading.\n%s", (char *)"%s\n%s",
1864 "%s\n%s",
1865 long_desc(tmp,op), tmp->msg); 1637 long_desc (tmp, op), &tmp->msg);
1866 }
1867 1638
1868 /* gain xp from reading */ 1639 /* gain xp from reading */
1869 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1640 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1641 { /* only if not read before */
1870 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1642 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1643
1871 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1644 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1645 {
1872 /*exp_gain *= 2; because they just identified it too */ 1646 /*exp_gain *= 2; because they just identified it too */
1873 SET_FLAG(tmp,FLAG_IDENTIFIED); 1647 SET_FLAG (tmp, FLAG_IDENTIFIED);
1874 /* If in a container, update how it looks */ 1648
1649 if (object *pl = tmp->visible_to ())
1875 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1650 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1876 else op->contr->socket.update_look=1;
1877 } 1651 }
1652
1878 change_exp(op,exp_gain, skill_ob->skill, 0); 1653 change_exp (op, exp_gain, skill_ob->skill, 0);
1879 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1654 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1880 } 1655 }
1881} 1656}
1882 1657
1883/** 1658/**
1884 * Handles the applying of a skill scroll, calling learn_skill straight. 1659 * Handles the applying of a skill scroll, calling learn_skill straight.
1885 * op is the person learning the skill, tmp is the skill scroll object 1660 * op is the person learning the skill, tmp is the skill scroll object
1886 */ 1661 */
1662static void
1887static void apply_skillscroll (object *op, object *tmp) 1663apply_skillscroll (object *op, object *tmp)
1888{ 1664{
1889 switch ((int) learn_skill (op, tmp)) { 1665 switch (learn_skill (op, tmp))
1890 case 0: 1666 {
1891 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1667 case 0:
1892 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1668 op->play_sound (sound_find ("generic_fail"));
1893 return; 1669 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1670 break;
1894 1671
1895 case 1: 1672 case 1:
1896 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1673 tmp->decrease ();
1897 tmp->skill); 1674 op->play_sound (sound_find ("skill_learn"));
1898 new_draw_info_format(NDI_UNIQUE, 0, op, 1675 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1899 "Type 'bind ready_skill %s",tmp->skill); 1676 break;
1900 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1901 decrease_ob(tmp);
1902 return;
1903 1677
1904 default: 1678 default:
1905 new_draw_info_format(NDI_UNIQUE,0,op, 1679 tmp->decrease ();
1680 op->play_sound (sound_find ("generic_fail"));
1906 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1681 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1907 decrease_ob(tmp); 1682 break;
1908 return;
1909 } 1683 }
1910} 1684}
1911 1685
1912/** 1686/**
1913 * Actually makes op learn spell. 1687 * Actually makes op learn spell.
1914 * Informs player of what happens. 1688 * Informs player of what happens.
1915 */ 1689 */
1690void
1916void do_learn_spell (object *op, object *spell, int special_prayer) 1691do_learn_spell (object *op, object *spell, int special_prayer)
1917{ 1692{
1918 object *tmp; 1693 object *tmp;
1919 1694
1920 if (op->type != PLAYER) { 1695 if (op->type != PLAYER)
1696 {
1921 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1697 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1922 return; 1698 return;
1923 } 1699 }
1924 1700
1925 /* Upgrade special prayers to normal prayers */ 1701 /* Upgrade special prayers to normal prayers */
1926 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1702 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1703 {
1927 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1704 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1705 {
1928 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1706 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1929 return; 1707 return;
1930 } 1708 }
1931 return; 1709 return;
1932 } 1710 }
1933 1711
1934 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1712 op->contr->play_sound (sound_find ("learn_spell"));
1935 tmp = get_object(); 1713
1936 copy_object(spell, tmp); 1714 tmp = spell->clone ();
1937 insert_ob_in_ob(tmp, op); 1715 insert_ob_in_ob (tmp, op);
1938 1716
1939 if (special_prayer) { 1717 if (special_prayer)
1940 SET_FLAG(tmp, FLAG_STARTEQUIP); 1718 SET_FLAG (tmp, FLAG_STARTEQUIP);
1941 }
1942 1719
1943 new_draw_info_format (NDI_UNIQUE, 0, op,
1944 "Type 'bind cast %s", spell->name);
1945 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1946 esrv_add_spells(op->contr, tmp); 1720 esrv_add_spells (op->contr, tmp);
1947} 1721}
1948 1722
1949/** 1723/**
1950 * Erases spell from player's inventory. 1724 * Erases spell from player's inventory.
1951 */ 1725 */
1726void
1952void do_forget_spell (object *op, const char *spell) 1727do_forget_spell (object *op, const char *spell)
1953{ 1728{
1954 object *spob; 1729 object *spob;
1955 1730
1956 if (op->type != PLAYER) { 1731 if (op->type != PLAYER)
1732 {
1957 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1733 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1958 return; 1734 return;
1959 } 1735 }
1960 if ( (spob=check_spell_known (op, spell)) == NULL) { 1736 if ((spob = check_spell_known (op, spell)) == NULL)
1737 {
1961 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1738 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1962 return; 1739 return;
1963 }
1964 1740 }
1965 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1741
1966 "You lose knowledge of %s.", spell); 1742 op->failmsg (format ("You lose knowledge of %s.", spell));
1967 player_unready_range_ob(op->contr, spob); 1743 player_unready_range_ob (op->contr, spob);
1968 esrv_remove_spell(op->contr, spob); 1744 esrv_remove_spell (op->contr, spob);
1969 remove_ob(spob); 1745 spob->destroy ();
1970 free_object(spob);
1971} 1746}
1972 1747
1973/** 1748/**
1974 * Handles player applying a spellbook. 1749 * Handles player applying a spellbook.
1975 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1750 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1976 * stuff like that. Random learning failure too. 1751 * stuff like that. Random learning failure too.
1977 */ 1752 */
1753static void
1978static void apply_spellbook (object *op, object *tmp) 1754apply_spellbook (object *op, object *tmp)
1979{ 1755{
1980 object *skop, *spell, *spell_skill; 1756 object *skop, *spell, *spell_skill;
1981 1757
1982 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1758 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1983 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1984 return;
1985 } 1759 {
1760 op->failmsg ("You are unable to read while blind.");
1761 return;
1762 }
1986 1763
1987 /* artifact_spellbooks have 'slaying' field point to a spell name, 1764 /* artifact_spellbooks have 'slaying' field point to a spell name,
1988 * instead of having their spell stored in stats.sp. These are 1765 * instead of having their spell stored in stats.sp. These are
1989 * legacy spellbooks 1766 * legacy spellbooks
1990 */ 1767 */
1991 1768 if (tmp->slaying)
1992 if(tmp->slaying != NULL) { 1769 {
1993 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1770 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1994 if (!spell) { 1771 if (!spell)
1995 new_draw_info_format(NDI_UNIQUE, 0, op, 1772 {
1996 "The book's formula for %s is incomplete", tmp->slaying); 1773 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1997 return; 1774 return;
1998 } 1775 }
1999 else 1776 else
2000 insert_ob_in_ob(spell, tmp); 1777 insert_ob_in_ob (spell, tmp);
2001 free_string(tmp->slaying); 1778
2002 tmp->slaying=NULL; 1779 tmp->slaying = 0;
2003 } 1780 }
2004 1781
2005 skop = find_skill_by_name(op, tmp->skill); 1782 skop = find_skill_by_name (op, tmp->skill);
2006 1783
2007 /* need a literacy skill to learn spells. Also, having a literacy level 1784 /* need a literacy skill to learn spells. Also, having a literacy level
2008 * lower than the spell will make learning the spell more difficult */ 1785 * lower than the spell will make learning the spell more difficult */
2009 if ( !skop) { 1786 if (!skop)
2010 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2011 return;
2012 } 1787 {
1788 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1789 return;
1790 }
2013 1791
2014 spell = tmp->inv; 1792 spell = tmp->inv;
1793
2015 if (!spell) { 1794 if (!spell)
1795 {
2016 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1796 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
2017 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1797 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
2018 return; 1798 return;
2019 }
2020 if (spell->level > (skop->level+10)) {
2021 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2022 return;
2023 } 1799 }
2024 1800
2025 new_draw_info_format(NDI_UNIQUE, 0, op, 1801 if (skop->level < int (sqrtf (spell->level) * 1.5f))
2026 "The spellbook contains the %s level spell %s.", 1802 {
2027 get_levelnumber(spell->level), spell->name); 1803 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1804 return;
1805 }
2028 1806
1807 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1808
2029 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1809 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2030 identify(tmp); 1810 identify (tmp);
2031 if (tmp->env)
2032 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2033 else
2034 op->contr->socket.update_look=1;
2035 }
2036 1811
2037 /* I removed the check for special_prayer_mark here - it didn't make 1812 /* I removed the check for special_prayer_mark here - it didn't make
2038 * a lot of sense - special prayers are not found in spellbooks, and 1813 * a lot of sense - special prayers are not found in spellbooks, and
2039 * if the player doesn't know the spell, doesn't make a lot of sense that 1814 * if the player doesn't know the spell, doesn't make a lot of sense that
2040 * they would have a special prayer mark. 1815 * they would have a special prayer mark.
2041 */ 1816 */
2042 if (check_spell_known (op, spell->name)) { 1817 if (check_spell_known (op, spell->name))
2043 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2044 return;
2045 } 1818 {
1819 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1820 return;
1821 }
2046 1822
2047 if (spell->skill) { 1823 if (spell->skill)
1824 {
2048 spell_skill = find_skill_by_name(op, spell->skill); 1825 spell_skill = find_skill_by_name (op, spell->skill);
1826
2049 if (!spell_skill) { 1827 if (!spell_skill)
2050 new_draw_info_format(NDI_UNIQUE, 0, op, 1828 {
2051 "You lack the skill %s to use this spell", 1829 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2052 spell->skill);
2053 return; 1830 return;
2054 } 1831 }
1832
2055 if (spell_skill->level < spell->level) { 1833 if (spell_skill->level < spell->level)
2056 new_draw_info_format(NDI_UNIQUE, 0, op, 1834 {
2057 "You need to be level %d in %s to learn this spell.", 1835 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2058 spell->level, spell->skill);
2059 return; 1836 return;
2060 } 1837 }
2061 } 1838 }
2062 1839
2063 /* Logic as follows 1840 /* Logic as follows
2064 * 1841 *
2065 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1842 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2066 * 1843 *
2067 * 2- The learner's skill level in literacy adjusts the chance to learn 1844 * 2- The learner's skill level in literacy adjusts the chance to learn
2068 * a spell. 1845 * a spell.
2069 * 1846 *
2070 * 3 -Automatically fail to learn if you read while confused 1847 * 3 -Automatically fail to learn if you read while confused
2071 * 1848 *
2072 * Overall, chances are the same but a player will find having a high 1849 * Overall, chances are the same but a player will find having a high
2073 * literacy rate very useful! -b.t. 1850 * literacy rate very useful! -b.t.
2074 */ 1851 */
2075 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1852 if (QUERY_FLAG (op, FLAG_CONFUSED))
2076 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1853 {
1854 op->failmsg ("In your confused state you flub the wording of the text!");
2077 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1855 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1856 }
2078 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1857 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2079 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1858 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2080 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1859 {
2081 1860 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2082 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2083 do_learn_spell (op, spell, 0); 1861 do_learn_spell (op, spell, 0);
2084 1862
2085 /* xp gain to literacy for spell learning */ 1863 /* xp gain to literacy for spell learning */
2086 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1864 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2087 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1865 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2088 } else { 1866 }
2089 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1867 else
2090 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2091 } 1868 {
2092 decrease_ob(tmp); 1869 op->contr->play_sound (sound_find ("fumble_spell"));
1870 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1871 }
1872
1873 tmp->decrease ();
2093} 1874}
2094 1875
2095/** 1876/**
2096 * Handles applying a spell scroll. 1877 * Handles applying a spell scroll.
2097 */ 1878 */
1879void
2098void apply_scroll (object *op, object *tmp, int dir) 1880apply_scroll (object *op, object *tmp, int dir)
2099{ 1881{
2100 object *skop; 1882 object *skop;
2101 1883
2102 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1884 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2103 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2104 return;
2105 } 1885 {
1886 op->failmsg ("You are unable to read while blind.");
1887 return;
1888 }
2106 1889
2107 if (!tmp->inv || tmp->inv->type != SPELL) { 1890 if (!tmp->inv || tmp->inv->type != SPELL)
2108 new_draw_info (NDI_UNIQUE, 0, op, 1891 {
2109 "The scroll just doesn't make sense!"); 1892 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2110 return; 1893 return;
2111 } 1894 }
2112 1895
2113 if(op->type==PLAYER) { 1896 if (op->type == PLAYER)
1897 {
2114 /* players need a literacy skill to read stuff! */ 1898 /* players need a literacy skill to read stuff! */
2115 int exp_gain=0; 1899 int exp_gain = 0;
2116 1900
2117 /* hard code literacy - tmp->skill points to where the exp 1901 /* hard code literacy - tmp->skill points to where the exp
2118 * should go for anything killed by the spell. 1902 * should go for anything killed by the spell.
2119 */ 1903 */
2120 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1904 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2121 1905
2122 if ( ! skop) { 1906 if (!skop)
2123 new_draw_info(NDI_UNIQUE, 0,op, 1907 {
2124 "You are unable to decipher the strange symbols."); 1908 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2125 return; 1909 return;
2126 } 1910 }
2127 1911
2128 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1912 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2129 change_exp(op,exp_gain, skop->skill, 0); 1913 change_exp (op, exp_gain, skop->skill, 0);
2130 } 1914 }
2131 1915
2132 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1916 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2133 identify(tmp); 1917 identify (tmp);
2134 1918
2135 new_draw_info_format(NDI_BLACK, 0, op,
2136 "The scroll of %s turns to dust.", tmp->inv->name); 1919 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2137 1920
2138
2139 cast_spell(op,tmp,dir,tmp->inv, NULL); 1921 cast_spell (op, tmp, dir, tmp->inv, NULL);
2140 decrease_ob(tmp); 1922 tmp->decrease ();
2141} 1923}
2142 1924
2143/** 1925/**
2144 * Applies a treasure object - by default, chest. op 1926 * Applies a treasure object - by default, chest. op
2145 * is the person doing the applying, tmp is the treasure 1927 * is the person doing the applying, tmp is the treasure
2146 * chest. 1928 * chest.
2147 */ 1929 */
1930static void
2148static void apply_treasure (object *op, object *tmp) 1931apply_treasure (object *op, object *tmp)
2149{ 1932{
2150 object *treas;
2151 tag_t tmp_tag = tmp->count, op_tag = op->count;
2152
2153
2154 /* Nice side effect of new treasure creation method is that the treasure 1933 /* Nice side effect of this treasure creation method is that the treasure
2155 * for the chest is done when the chest is created, and put into the chest 1934 * for the chest is done when the chest is created, and put into the chest
2156 * inventory. So that when the chest burns up, the items still exist. Also 1935 * inventory. So that when the chest burns up, the items still exist. Also
2157 * prevents people fromt moving chests to more difficult maps to get better 1936 * prevents people from moving chests to more difficult maps to get better
2158 * treasure 1937 * treasure
2159 */ 1938 */
1939 object *treas = tmp->inv;
2160 1940
1941 if (!treas)
1942 {
1943 op->statusmsg ("The chest was empty.");
1944 tmp->decrease ();
1945 return;
1946 }
1947
1948 while (tmp->inv)
1949 {
2161 treas = tmp->inv; 1950 treas = tmp->inv;
2162 if(treas==NULL) { 1951 treas->remove ();
2163 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2164 decrease_ob(tmp);
2165 return;
2166 }
2167 while (tmp->inv) {
2168 treas = tmp->inv;
2169 1952
2170 remove_ob(treas);
2171 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2172 query_name(treas));
2173
2174 treas->x=op->x; 1953 treas->x = op->x;
2175 treas->y=op->y; 1954 treas->y = op->y;
2176 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1955 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2177 1956
2178 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1957 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2179 && QUERY_FLAG (op, FLAG_ALIVE))
2180 spring_trap (treas, op); 1958 spring_trap (treas, op);
1959
2181 /* If either player or container was destroyed, no need to do 1960 /* If either player or container was destroyed, no need to do
2182 * further processing. I think this should be enclused with 1961 * further processing. I think this should be enclused with
2183 * spring trap above, as I don't think there is otherwise 1962 * spring trap above, as I don't think there is otherwise
2184 * any way for the treasure chest or player to get killed 1963 * any way for the treasure chest or player to get killed.
2185 */ 1964 */
2186 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1965 if (op->destroyed () || tmp->destroyed ())
2187 break; 1966 break;
2188 } 1967 }
2189 1968
2190 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1969 if (!tmp->destroyed () && !tmp->inv)
2191 decrease_ob (tmp); 1970 tmp->decrease ();
2192
2193} 1971}
2194 1972
2195/** 1973/**
2196 * op eats food. 1974 * op eats food.
2197 * If player, takes care of messages and dragon special food. 1975 * If player, takes care of messages and dragon special food.
2198 */ 1976 */
1977static void
2199static void apply_food (object *op, object *tmp) 1978apply_food (object *op, object *tmp)
2200{ 1979{
2201 int capacity_remaining; 1980 int capacity_remaining;
2202 1981
2203 if(op->type!=PLAYER) 1982 if (op->type != PLAYER)
2204 op->stats.hp=op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2205 else { 1984 else
1985 {
2206 /* check if this is a dragon (player), eating some flesh */ 1986 /* check if this is a dragon (player), eating some flesh */
2207 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1987 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2208 ; 1988 ;
2209 else { 1989 else
1990 {
2210 /* usual case - no dragon meal: */ 1991 /* usual case - no dragon meal: */
2211 if(op->stats.food+tmp->stats.food>999) { 1992 if (op->stats.food + tmp->stats.food > 999)
1993 {
2212 if(tmp->type==FOOD || tmp->type==FLESH) 1994 if (tmp->type == FOOD || tmp->type == FLESH)
2213 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1995 op->failmsg ("You feel full, but what a waste of food!");
2214 else 1996 else
2215 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1997 op->statusmsg ("Most of the drink goes down your face not your throat!");
2216 } 1998 }
2217 1999
2000 tmp->play_sound (
2001 tmp->sound
2002 ? tmp->sound
2003 : tmp->type == DRINK
2004 ? sound_find ("eat_drink")
2005 : sound_find ("eat_food")
2006 );
2007
2218 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2008 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2219 char buf[MAX_BUF]; 2009 {
2220 2010 const char *buf;
2011
2221 if (!is_dragon_pl(op)) { 2012 if (!is_dragon_pl (op))
2013 {
2222 /* eating message for normal players*/ 2014 /* eating message for normal players */
2223 if(tmp->type==DRINK) 2015 if (tmp->type == DRINK)
2224 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2016 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2225 else 2017 else
2226 sprintf(buf,"The %s tasted %s",tmp->name, 2018 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2227 tmp->type==FLESH?"terrible!":"good."); 2019 }
2228 } 2020 else
2229 else {
2230 /* eating message for dragon players*/ 2021 /* eating message for dragon players */
2231 sprintf(buf,"The %s tasted terrible!",tmp->name); 2022 buf = format ("The %s tasted terrible!", &tmp->name);
2232 }
2233 2023
2234 new_draw_info(NDI_UNIQUE, 0,op,buf); 2024 op->statusmsg (buf);
2025
2235 capacity_remaining = 999 - op->stats.food; 2026 capacity_remaining = 999 - op->stats.food;
2236 op->stats.food+=tmp->stats.food; 2027 op->stats.food += tmp->stats.food;
2237 if(capacity_remaining < tmp->stats.food) 2028 if (capacity_remaining < tmp->stats.food)
2238 op->stats.hp += capacity_remaining / 50; 2029 op->stats.hp += capacity_remaining / 50;
2239 else 2030 else
2240 op->stats.hp+=tmp->stats.food/50; 2031 op->stats.hp += tmp->stats.food / 50;
2032
2241 if(op->stats.hp>op->stats.maxhp) 2033 if (op->stats.hp > op->stats.maxhp)
2242 op->stats.hp=op->stats.maxhp; 2034 op->stats.hp = op->stats.maxhp;
2243 if (op->stats.food > 999) 2035 if (op->stats.food > 999)
2244 op->stats.food = 999; 2036 op->stats.food = 999;
2245 } 2037 }
2246 2038
2247 /* special food hack -b.t. */ 2039 /* special food hack -b.t. */
2248 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2040 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2249 eat_special_food(op,tmp); 2041 eat_special_food (op, tmp);
2250 } 2042 }
2251 } 2043 }
2044
2252 handle_apply_yield(tmp); 2045 handle_apply_yield (tmp);
2253 decrease_ob(tmp); 2046 tmp->decrease ();
2254} 2047}
2255 2048
2256/** 2049/**
2257 * A dragon is eating some flesh. If the flesh contains resistances, 2050 * A dragon is eating some flesh. If the flesh contains resistances,
2258 * there is a chance for the dragon's skin to get improved. 2051 * there is a chance for the dragon's skin to get improved.
2261 * object *op the object (dragon player) eating the flesh 2054 * object *op the object (dragon player) eating the flesh
2262 * object *meal the flesh item, getting chewed in dragon's mouth 2055 * object *meal the flesh item, getting chewed in dragon's mouth
2263 * return: 2056 * return:
2264 * int 1 if eating successful, 0 if it doesn't work 2057 * int 1 if eating successful, 0 if it doesn't work
2265 */ 2058 */
2059int
2266int dragon_eat_flesh(object *op, object *meal) { 2060dragon_eat_flesh (object *op, object *meal)
2061{
2267 object *skin = NULL; /* pointer to dragon skin force*/ 2062 object *skin = NULL; /* pointer to dragon skin force */
2268 object *abil = NULL; /* pointer to dragon ability force*/ 2063 object *abil = NULL; /* pointer to dragon ability force */
2269 object *tmp = NULL; /* tmp. object */ 2064 object *tmp = NULL; /* tmp. object */
2270 2065
2271 char buf[MAX_BUF]; /* tmp. string buffer */
2272 double chance; /* improvement-chance of one resistance type */ 2066 double chance; /* improvement-chance of one resistance type */
2273 double totalchance=1; /* total chance of gaining one resistance */ 2067 double totalchance = 1; /* total chance of gaining one resistance */
2274 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2068 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2275 double mbonus=0; /* monster bonus */ 2069 double mbonus = 0; /* monster bonus */
2276 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2070 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2277 int winners=0; /* number of winners */ 2071 int winners = 0; /* number of winners */
2278 int i; /* index */ 2072 int i; /* index */
2279 2073
2280 /* let's make sure and doublecheck the parameters */ 2074 /* let's make sure and doublecheck the parameters */
2281 if (meal->type!=FLESH || !is_dragon_pl(op)) 2075 if (meal->type != FLESH || !is_dragon_pl (op))
2282 return 0; 2076 return 0;
2283 2077
2284 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2078 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2285 from the player's inventory */ 2079 from the player's inventory */
2286 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2080 for (tmp = op->inv; tmp; tmp = tmp->below)
2287 if (tmp->type == FORCE) { 2081 if (tmp->type == FORCE)
2288 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2082 if (tmp->arch->archname == shstr_dragon_skin_force)
2289 skin = tmp; 2083 skin = tmp;
2290 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2084 else if (tmp->arch->archname == shstr_dragon_ability_force)
2291 abil = tmp; 2085 abil = tmp;
2292 } 2086
2293 }
2294
2295 /* if either skin or ability are missing, this is an old player 2087 /* if either skin or ability are missing, this is an old player
2296 which is not to be considered a dragon -> bail out */ 2088 which is not to be considered a dragon -> bail out */
2297 if (skin == NULL || abil == NULL) return 0; 2089 if (skin == NULL || abil == NULL)
2298 2090 return 0;
2091
2299 /* now start by filling stomache and health, according to food-value */ 2092 /* now start by filling stomache and health, according to food-value */
2300 if((999 - op->stats.food) < meal->stats.food) 2093 if ((999 - op->stats.food) < meal->stats.food)
2301 op->stats.hp += (999 - op->stats.food) / 50; 2094 op->stats.hp += (999 - op->stats.food) / 50;
2302 else 2095 else
2303 op->stats.hp += meal->stats.food/50; 2096 op->stats.hp += meal->stats.food / 50;
2097
2304 if(op->stats.hp>op->stats.maxhp) 2098 if (op->stats.hp > op->stats.maxhp)
2305 op->stats.hp=op->stats.maxhp; 2099 op->stats.hp = op->stats.maxhp;
2306 2100
2307 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2101 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2308 2102
2309 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2103 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2310 2104
2311 /* on to the interesting part: chances for adding resistance */ 2105 /* on to the interesting part: chances for adding resistance */
2312 for (i=0; i<NROFATTACKS; i++) { 2106 for (i = 0; i < NROFATTACKS; i++)
2107 {
2313 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2108 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2109 {
2314 /* got positive resistance, now calculate improvement chance (0-100) */ 2110 /* got positive resistance, now calculate improvement chance (0-100) */
2315 2111
2316 /* this bonus makes resistance increase easier at lower levels */ 2112 /* this bonus makes resistance increase easier at lower levels */
2317 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2113 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2318 if (i == abil->stats.exp) 2114 if (i == abil->stats.exp)
2319 bonus += 5; /* additional bonus for resistance of ability-focus */ 2115 bonus += 5; /* additional bonus for resistance of ability-focus */
2320 2116
2321 /* monster bonus increases with level, because high-level 2117 /* monster bonus increases with level, because high-level
2322 flesh is too rare */ 2118 flesh is too rare */
2323 mbonus = op->level * 20. / ((double)settings.max_level); 2119 mbonus = op->level * 20. / ((double) settings.max_level);
2324 2120
2325 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2121 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2326 ((double)settings.max_level)) - skin->resist[i]; 2122 ((double) settings.max_level)) - skin->resist[i];
2327 2123
2328 if (chance >= 0.) 2124 if (chance >= 0.)
2329 chance += 1.; 2125 chance += 1.;
2330 else 2126 else
2331 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2127 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2332 2128
2333 /* chance is proportional to amount of resistance (max. 50) */ 2129 /* chance is proportional to amount of resistance (max. 50) */
2334 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2130 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2335 2131
2336 /* doubled chance for resistance of ability-focus */ 2132 /* doubled chance for resistance of ability-focus */
2337 if (i == abil->stats.exp) 2133 if (i == abil->stats.exp)
2338 chance = MIN(100., chance*2.); 2134 chance = MIN (100., chance * 2.);
2339 2135
2340 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2136 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2341 if (RANDOM()%10000 < (int)(chance*100)) { 2137 if (rndm (10000) < (unsigned int) (chance * 100))
2138 {
2342 atnr_winner[winners] = i; 2139 atnr_winner[winners] = i;
2343 winners++; 2140 winners++;
2344 } 2141 }
2345 2142
2346 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2143 if (chance >= 0.01)
2347 2144 totalchance *= 1 - chance / 100;
2145
2348 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2146 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2349 } 2147 }
2350 } 2148 }
2351 2149
2352 /* inverse totalchance as until now we have the failure-chance */ 2150 /* inverse totalchance as until now we have the failure-chance */
2353 totalchance = 100 - totalchance*100; 2151 totalchance = 100 - totalchance * 100;
2152
2354 /* print message according to totalchance */ 2153 /* print message according to totalchance */
2154 const char *buf;
2355 if (totalchance > 50.) 2155 if (totalchance > 50.)
2356 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2156 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2357 else if (totalchance > 10.) 2157 else if (totalchance > 10.)
2358 sprintf(buf, "The %s tasted very good.", meal->name); 2158 buf = format ("The %s tasted very good.", &meal->name);
2359 else if (totalchance > 1.) 2159 else if (totalchance > 1.)
2360 sprintf(buf, "The %s tasted good.", meal->name); 2160 buf = format ("The %s tasted good.", &meal->name);
2361 else if (totalchance > 0.1) 2161 else if (totalchance > 0.1)
2362 sprintf(buf, "The %s tasted bland.", meal->name); 2162 buf = format ("The %s tasted bland.", &meal->name);
2363 else if (totalchance >= 0.01) 2163 else if (totalchance >= 0.01)
2364 sprintf(buf, "The %s had a boring taste.", meal->name); 2164 buf = format ("The %s had a boring taste.", &meal->name);
2365 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2165 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2366 sprintf(buf, "The %s tasted strange.", meal->name); 2166 buf = format ("The %s tasted strange.", &meal->name);
2367 else 2167 else
2368 sprintf(buf, "The %s had no taste.", meal->name); 2168 buf = format ("The %s had no taste.", &meal->name);
2369 new_draw_info(NDI_UNIQUE, 0, op, buf); 2169
2370 2170 op->statusmsg (buf);
2171
2371 /* now choose a winner if we have any */ 2172 /* now choose a winner if we have any */
2372 i = -1; 2173 i = -1;
2373 if (winners>0) 2174 if (winners > 0)
2374 i = atnr_winner[RANDOM()%winners]; 2175 i = atnr_winner[RANDOM () % winners];
2375 2176
2376 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2177 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2178 {
2377 /* resistance increased! */ 2179 /* resistance increased! */
2378 skin->resist[i]++; 2180 skin->resist[i]++;
2379 fix_player(op); 2181 op->update_stats ();
2182
2183 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2380 2184 }
2381 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2185
2382 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2383 }
2384
2385 /* if this flesh contains a new ability focus, we mark it 2186 /* if this flesh contains a new ability focus, we mark it
2386 into the ability_force and it will take effect on next level */ 2187 into the ability_force and it will take effect on next level */
2387 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2188 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2388 && meal->last_eat != abil->last_eat) { 2189 {
2389 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2190 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2390 2191
2391 if (meal->last_eat != abil->stats.exp) { 2192 if (meal->last_eat != abil->stats.exp)
2193 op->statusmsg (format (
2392 sprintf(buf, "Your metabolism prepares to focus on %s!", 2194 "Your metabolism prepares to focus on %s!\n"
2195 "The change will happen at level %d.",
2393 change_resist_msg[meal->last_eat]); 2196 change_resist_msg[meal->last_eat],
2394 new_draw_info(NDI_UNIQUE, 0, op, buf); 2197 abil->level + 1
2395 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2198 ));
2396 new_draw_info(NDI_UNIQUE, 0, op, buf);
2397 }
2398 else { 2199 else
2399 sprintf(buf, "Your metabolism will continue to focus on %s.", 2200 {
2400 change_resist_msg[meal->last_eat]); 2201 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2401 new_draw_info(NDI_UNIQUE, 0, op, buf);
2402 abil->last_eat = 0; 2202 abil->last_eat = 0;
2403 } 2203 }
2404 } 2204 }
2205
2405 return 1; 2206 return 1;
2406}
2407
2408static void apply_savebed (object *pl)
2409{
2410#ifndef COZY_SERVER
2411 if(!pl->contr->name_changed||!pl->stats.exp) {
2412 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2413 return;
2414 }
2415#endif
2416 /* Need to call terminate_all_pets() before we remove the player ob */
2417 terminate_all_pets(pl);
2418 remove_ob(pl);
2419 pl->direction=0;
2420 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2421 "%s leaves the game.",pl->name);
2422
2423 /* update respawn position */
2424 strcpy(pl->contr->savebed_map, pl->map->path);
2425 pl->contr->bed_x = pl->x;
2426 pl->contr->bed_y = pl->y;
2427
2428 strcpy(pl->contr->killer,"left");
2429 check_score(pl); /* Always check score */
2430 (void)save_player(pl,0);
2431 pl->map->players--;
2432#if MAP_MAXTIMEOUT
2433 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2434#endif
2435 play_again(pl);
2436 pl->speed = 0;
2437 update_ob_speed(pl);
2438} 2207}
2439 2208
2440/** 2209/**
2441 * Handles applying an improve armor scroll. 2210 * Handles applying an improve armor scroll.
2442 * Does some sanity checks, then calls improve_armour. 2211 * Does some sanity checks, then calls improve_armour.
2443 */ 2212 */
2213static void
2444static void apply_armour_improver (object *op, object *tmp) 2214apply_armour_improver (object *op, object *tmp)
2445{ 2215{
2446 object *armor; 2216 object *armor;
2447 2217
2448 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2218 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2449 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2450 return;
2451 } 2219 {
2452 armor=find_marked_object(op); 2220 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2453 if ( ! armor) {
2454 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2455 return; 2221 return;
2456 } 2222 }
2223
2224 armor = find_marked_object (op);
2225
2226 if (!armor)
2227 {
2228 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2229 return;
2230 }
2231
2457 if (armor->type != ARMOUR 2232 if (armor->type != ARMOUR
2458 && armor->type != CLOAK 2233 && armor->type != CLOAK
2459 && armor->type != BOOTS && armor->type != GLOVES 2234 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2460 && armor->type != BRACERS && armor->type != SHIELD
2461 && armor->type != HELMET)
2462 { 2235 {
2463 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2236 op->failmsg ("Your marked item is not armour!\n");
2464 return; 2237 return;
2465 } 2238 }
2466 2239
2467 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2240 op->statusmsg ("Applying armour enchantment.");
2468 improve_armour(op,tmp,armor); 2241 improve_armour (op, tmp, armor);
2469} 2242}
2470 2243
2471 2244void
2472extern void apply_poison (object *op, object *tmp) 2245apply_poison (object *op, object *tmp)
2473{ 2246{
2474 if (op->type == PLAYER) { 2247 // need to do it now when it is still on the map
2475 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2476 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2477 strcpy(op->contr->killer,"poisonous booze");
2478 }
2479 if (tmp->stats.hp > 0) {
2480 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2481 tmp->stats.hp);
2482 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2483 }
2484 op->stats.food-=op->stats.food/4;
2485 handle_apply_yield(tmp); 2248 handle_apply_yield (tmp);
2486 decrease_ob(tmp);
2487}
2488 2249
2250 object *poison = tmp->split (1);
2251
2252 if (op->type == PLAYER)
2253 {
2254 op->contr->play_sound (sound_find ("drink_poison"));
2255 op->failmsg ("Yech! That tasted poisonous!");
2256 op->contr->killer = poison;
2257 }
2258
2259 if (poison->stats.hp > 0)
2260 {
2261 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2262 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2263 }
2264
2265 op->stats.food -= op->stats.food / 4;
2266 poison->destroy ();
2267}
2268
2489/** 2269/**
2490 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2270 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2491 * A valid 2 way exit means: 2271 * A valid 2 way exit means:
2492 * -You can come back (there is another exit at the other side) 2272 * -You can come back (there is another exit at the other side)
2493 * -You are 2273 * -You are
2494 * ° the owner of the exit 2274 * ° the owner of the exit
2495 * ° or in the same party as the owner 2275 * ° or in the same party as the owner
2496 * 2276 *
2497 * Note: a owner in a 2 way exit is saved as the owner's name 2277 * Note: a owner in a 2 way exit is saved as the owner's name
2498 * in the field exit->name cause the field exit->owner doesn't 2278 * in the field exit->name cause the field exit->owner doesn't
2499 * survive in the swapping (in fact the whole exit doesn't survive). 2279 * survive in the swapping (in fact the whole exit doesn't survive).
2500 */ 2280 */
2281int
2501int is_legal_2ways_exit (object* op, object *exit) 2282is_legal_2ways_exit (object *op, object *exit)
2502 { 2283{
2503 object * tmp; 2284 if (exit->stats.exp != 1)
2504 object * exit_owner; 2285 return 1; /*This is not a 2 way, so it is legal */
2505 player * pp; 2286
2506 mapstruct * exitmap; 2287#if 0 //TODO
2507 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2288 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2508 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2289 return 0; /* This is a reset town portal */
2509 /* To know if an exit has a correspondant, we look at 2290#endif
2510 * all the exits in destination and try to find one with same path as 2291
2511 * the current exit's position */ 2292 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2512 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2293
2513 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2294 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2514 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2295
2515 if (exitmap) 2296 if (exitmap)
2516 { 2297 {
2517 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2298 exitmap->load_sync ();
2518 if (!tmp) return 0; 2299
2519 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2300 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2301
2302 if (!tmp)
2303 return 0;
2304
2305 for (; tmp; tmp = tmp->above)
2520 { 2306 {
2521 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2307 if (tmp->type != EXIT)
2522 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2308 continue; /*Not an exit */
2523 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2524 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2525 2309
2310 if (!EXIT_PATH (tmp))
2311 continue; /*Not a valid exit */
2312
2313 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2314 continue; /*Not in the same place */
2315
2316 if (exit->map->path != EXIT_PATH (tmp))
2317 continue; /*Not in the same map */
2318
2526 /* From here we have found the exit is valid. However we do 2319 /* From here we have found the exit is valid. However we do
2527 * here the check of the exit owner. It is important for the 2320 * here the check of the exit owner. It is important for the
2528 * town portals to prevent strangers from visiting your appartments 2321 * town portals to prevent strangers from visiting your appartments
2529 */ 2322 */
2323 if (!exit->race)
2530 if (!exit->race) return 1; /*No owner, free for all!*/ 2324 return 1; /*No owner, free for all! */
2531 exit_owner=NULL; 2325
2532 for (pp=first_player;pp;pp=pp->next) 2326 object *exit_owner = 0;
2327
2328 for_all_players (pp)
2533 { 2329 {
2534 if (!pp->ob) continue; 2330 if (!pp->ob)
2331 continue;
2332
2535 if (pp->ob->name!=exit->race) continue; 2333 if (pp->ob->name != exit->race)
2334 continue;
2335
2536 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2336 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2537 break; 2337 break;
2538 } 2338 }
2539 if (!exit_owner) return 0; /* No more owner*/ 2339
2540 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2340 if (!exit_owner)
2341 return 0; /* No more owner */
2342
2343 if (exit_owner->contr == op->contr)
2344 return 1; /*It is your exit */
2345
2541 if ( exit_owner && /*There is a owner*/ 2346 if (exit_owner && /*There is a owner */
2542 (op->contr) && /*A player tries to pass */ 2347 (op->contr) && /*A player tries to pass */
2543 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2348 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2544 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2349 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2545 return 0; 2350 return 0;
2351
2546 return 1; 2352 return 1;
2547 } 2353 }
2548 } 2354 }
2355
2549 return 0; 2356 return 0;
2550 } 2357}
2551
2552 2358
2553/** 2359/**
2554 * Main apply handler. 2360 * Main apply handler.
2555 * 2361 *
2556 * Checks for unpaid items before applying. 2362 * Checks for unpaid items before applying.
2564 * being applied. 2370 * being applied.
2565 * 2371 *
2566 * aflag is special (always apply/unapply) flags. Nothing is done with 2372 * aflag is special (always apply/unapply) flags. Nothing is done with
2567 * them in this function - they are passed to apply_special 2373 * them in this function - they are passed to apply_special
2568 */ 2374 */
2569 2375int
2570int manual_apply (object *op, object *tmp, int aflag) 2376manual_apply (object *op, object *tmp, int aflag)
2571{ 2377{
2572 if (tmp->head) tmp=tmp->head; 2378 tmp = tmp->head_ ();
2573 2379
2574 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2380 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2381 {
2575 if (op->type == PLAYER) { 2382 if (op->type == PLAYER)
2576 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2383 {
2384 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2577 return 1; 2385 return 1;
2578 } else { 2386 }
2387 else
2579 return 0; /* monsters just skip unpaid items */ 2388 return 0; /* monsters just skip unpaid items */
2580 } 2389 }
2390
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2392 return RESULT_INT (0);
2393
2394 switch (tmp->type)
2581 } 2395 {
2582 2396 case CF_HANDLE:
2583 2397 op->play_sound (sound_find ("turn_handle"));
2584 /* Lauwenmark: Handle for plugin apply event */ 2398 op->statusmsg ("You turn the handle.");
2585 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2399 tmp->value = tmp->value ? 0 : 1;
2400 SET_ANIMATION (tmp, tmp->value);
2401 update_object (tmp, UP_OBJ_FACE);
2402 push_button (tmp);
2586 return 1; 2403 return 1;
2587 2404
2588 switch (tmp->type) {
2589
2590 case TRANSPORT:
2591 return apply_transport(op, tmp, aflag);
2592
2593 case CF_HANDLE:
2594 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2595 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2596 tmp->value=tmp->value?0:1;
2597 SET_ANIMATION(tmp, tmp->value);
2598 update_object(tmp,UP_OBJ_FACE);
2599 push_button(tmp);
2600 return 1;
2601
2602 case TRIGGER: 2405 case TRIGGER:
2603 if (check_trigger (tmp, op)) { 2406 if (check_trigger (tmp, op))
2604 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2407 {
2605 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2408 op->statusmsg ("You turn the handle.");
2606 } else { 2409 op->play_sound (sound_find ("turn_handle"));
2607 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2410 }
2608 } 2411 else
2412 op->failmsg ("The handle doesn't move.");
2413
2609 return 1; 2414 return 1;
2610 2415
2611 case EXIT: 2416 case EXIT:
2612 if (op->type != PLAYER) 2417 if (op->type != PLAYER)
2613 return 0; 2418 return 0;
2419
2614 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2420 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2615 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2421 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2616 query_name(tmp)); 2422 else
2617 } else { 2423 {
2618 /* Don't display messages for random maps. */ 2424 /* Don't display messages for random maps. */
2619 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2425 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2620 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2426 op->statusmsg (tmp->msg, NDI_NAVY);
2621 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2427
2622 enter_exit(op,tmp); 2428 op->enter_exit (tmp);
2623 } 2429 }
2430
2624 return 1; 2431 return 1;
2625 2432
2626 case SIGN: 2433 case INSCRIBABLE:
2434 op->statusmsg (tmp->msg);
2435 // maybe show a spell menu to chose from or something like that
2436 return 1;
2437
2438 case SIGN:
2627 apply_sign (op, tmp, 0); 2439 apply_sign (op, tmp, 0);
2628 return 1; 2440 return 1;
2629 2441
2630 case BOOK: 2442 case BOOK:
2631 if (op->type == PLAYER) { 2443 if (op->type == PLAYER)
2444 {
2632 apply_book (op, tmp); 2445 apply_book (op, tmp);
2633 return 1; 2446 return 1;
2634 } else { 2447 }
2635 return 0; 2448 else
2636 } 2449 return 0;
2637 2450
2638 case SKILLSCROLL: 2451 case SKILLSCROLL:
2639 if (op->type == PLAYER) { 2452 if (op->type == PLAYER)
2453 {
2640 apply_skillscroll (op, tmp); 2454 apply_skillscroll (op, tmp);
2641 return 1; 2455 return 1;
2642 } 2456 }
2457 else
2643 return 0; 2458 return 0;
2644 2459
2645 case SPELLBOOK: 2460 case SPELLBOOK:
2646 if (op->type == PLAYER) { 2461 if (op->type == PLAYER)
2462 {
2647 apply_spellbook (op, tmp); 2463 apply_spellbook (op, tmp);
2648 return 1; 2464 return 1;
2649 } 2465 }
2466 else
2650 return 0; 2467 return 0;
2651 2468
2652 case SCROLL: 2469 case SCROLL:
2653 apply_scroll (op, tmp, 0); 2470 apply_scroll (op, tmp, 0);
2654 return 1; 2471 return 1;
2655 2472
2656 case POTION: 2473 case POTION:
2657 (void) apply_potion(op, tmp); 2474 apply_potion (op, tmp);
2658 return 1; 2475 return 1;
2659 2476
2660 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2477 /* Eneq(@csd.uu.se): Handle apply on containers. */
2478 //TODO: remove, as it is unsed?
2661 case CLOSE_CON: 2479 case CLOSE_CON:
2662 if (op->type==PLAYER)
2663 (void) esrv_apply_container (op, tmp->env);
2664 else
2665 (void) apply_container (op, tmp->env); 2480 apply_container (op, tmp->env);
2666 return 1; 2481 return 1;
2667 2482
2668 case CONTAINER: 2483 case CONTAINER:
2669 if (op->type==PLAYER)
2670 (void) esrv_apply_container (op, tmp);
2671 else
2672 (void) apply_container (op, tmp); 2484 apply_container (op, tmp);
2673 return 1; 2485 return 1;
2674 2486
2675 case TREASURE: 2487 case TREASURE:
2676 if (op->type == PLAYER) { 2488 if (op->type == PLAYER)
2489 {
2677 apply_treasure (op, tmp); 2490 apply_treasure (op, tmp);
2678 return 1; 2491 return 1;
2679 } else { 2492 }
2680 return 0; 2493 else
2681 } 2494 return 0;
2682 2495
2683 case WEAPON: 2496 case WEAPON:
2684 case ARMOUR: 2497 case ARMOUR:
2685 case BOOTS: 2498 case BOOTS:
2686 case GLOVES: 2499 case GLOVES:
2687 case AMULET: 2500 case AMULET:
2688 case GIRDLE: 2501 case GIRDLE:
2689 case BRACERS: 2502 case BRACERS:
2690 case SHIELD: 2503 case SHIELD:
2691 case HELMET: 2504 case HELMET:
2692 case RING: 2505 case RING:
2693 case CLOAK: 2506 case CLOAK:
2694 case WAND: 2507 case WAND:
2695 case ROD: 2508 case ROD:
2696 case HORN: 2509 case HORN:
2697 case SKILL: 2510 case SKILL:
2698 case BOW: 2511 case BOW:
2699 case LAMP: 2512 case LAMP:
2700 case BUILDER: 2513 case BUILDER:
2701 case SKILL_TOOL: 2514 case SKILL_TOOL:
2702 if (tmp->env != op) 2515 if (tmp->env != op)
2703 return 2; /* not in inventory */ 2516 return 2; /* not in inventory */
2517
2704 (void) apply_special (op, tmp, aflag); 2518 apply_special (op, tmp, aflag);
2705 return 1; 2519 return 1;
2706 2520
2707 case DRINK: 2521 case DRINK:
2708 case FOOD: 2522 case FOOD:
2709 case FLESH: 2523 case FLESH:
2710 apply_food (op, tmp); 2524 apply_food (op, tmp);
2711 return 1; 2525 return 1;
2712 2526
2713 case POISON: 2527 case POISON:
2714 apply_poison (op, tmp); 2528 apply_poison (op, tmp);
2715 return 1; 2529 return 1;
2716 2530
2717 case SAVEBED: 2531 case SAVEBED:
2532 return 1;
2533
2534 case ARMOUR_IMPROVER:
2718 if (op->type == PLAYER) { 2535 if (op->type == PLAYER)
2719 apply_savebed (op); 2536 {
2720 return 1; 2537 apply_armour_improver (op, tmp);
2721 } else { 2538 return 1;
2722 return 0; 2539 }
2723 } 2540 else
2541 return 0;
2724 2542
2725 case ARMOUR_IMPROVER: 2543 case WEAPON_IMPROVER:
2544 check_improve_weapon (op, tmp);
2545 return 1;
2546
2547 case CLOCK:
2726 if (op->type == PLAYER) { 2548 if (op->type == PLAYER)
2727 apply_armour_improver (op, tmp); 2549 {
2728 return 1; 2550 char buf[MAX_BUF];
2729 } else { 2551 timeofday_t tod;
2730 return 0;
2731 }
2732 2552
2733 case WEAPON_IMPROVER: 2553 get_tod (&tod);
2734 (void) check_improve_weapon(op, tmp); 2554 op->play_sound (sound_find ("sound_clock"));
2735 return 1; 2555 op->statusmsg (format (
2556 "It is %d minute%s past %d o'clock %s",
2557 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2558 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2559 ));
2560 return 1;
2561 }
2562 else
2563 return 0;
2736 2564
2737 case CLOCK: 2565 case MENU:
2738 if (op->type == PLAYER) { 2566 if (op->type == PLAYER)
2739 char buf[MAX_BUF]; 2567 {
2740 timeofday_t tod; 2568 shop_listing (tmp, op);
2569 return 1;
2570 }
2571 else
2572 return 0;
2741 2573
2742 get_tod(&tod);
2743 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2744 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2745 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2746 ((tod.hour >= 14) ? "pm" : "am"));
2747 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2748 new_draw_info(NDI_UNIQUE, 0,op, buf);
2749 return 1;
2750 } else {
2751 return 0;
2752 }
2753
2754 case MENU:
2755 if (op->type == PLAYER) {
2756 shop_listing (op);
2757 return 1;
2758 } else {
2759 return 0;
2760 }
2761
2762 case POWER_CRYSTAL: 2574 case POWER_CRYSTAL:
2763 apply_power_crystal(op,tmp); /* see egoitem.c */ 2575 apply_power_crystal (op, tmp); /* see egoitem.c */
2764 return 1; 2576 return 1;
2765 2577
2766 case LIGHTER: /* for lighting torches/lanterns/etc */ 2578 case LIGHTER: /* for lighting torches/lanterns/etc */
2767 if (op->type == PLAYER) { 2579 if (op->type == PLAYER)
2768 apply_lighter(op,tmp); 2580 {
2769 return 1; 2581 apply_lighter (op, tmp);
2770 } else { 2582 return 1;
2771 return 0; 2583 }
2584 else
2585 return 0;
2586
2587 case ITEM_TRANSFORMER:
2588 apply_item_transformer (op, tmp);
2589 return 1;
2590
2591 default:
2592 return 0;
2772 } 2593 }
2773
2774 case ITEM_TRANSFORMER:
2775 apply_item_transformer( op, tmp );
2776 return 1;
2777
2778 default:
2779 return 0;
2780 }
2781} 2594}
2782
2783 2595
2784/* quiet suppresses the "don't know how to apply" and "you must get it first" 2596/* quiet suppresses the "don't know how to apply" and "you must get it first"
2785 * messages as needed by player_apply_below(). But there can still be 2597 * messages as needed by player_apply_below(). But there can still be
2786 * "but you are floating high above the ground" messages. 2598 * "but you are floating high above the ground" messages.
2787 * 2599 *
2788 * Same return value as apply() function. 2600 * Same return value as apply() function.
2789 */ 2601 */
2602int
2790int player_apply (object *pl, object *op, int aflag, int quiet) 2603player_apply (object *pl, object *op, int aflag, int quiet)
2791{ 2604{
2792 int tmp;
2793
2794 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2605 if (!op->env && (pl->move_type & MOVE_FLYING))
2606 {
2795 /* player is flying and applying object not in inventory */ 2607 /* player is flying and applying object not in inventory */
2796 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2608 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2797 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2609 {
2798 "above the ground!"); 2610 pl->failmsg ("But you are floating high above the ground! "
2611 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2612 "or waiting till the levitation effect wears off.>");
2799 return 0; 2613 return 0;
2800 } 2614 }
2801 }
2802
2803 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2804 * applied.
2805 */
2806 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2807 { 2615 }
2808 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2809 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2810 "of smoke!");
2811 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2812 remove_ob (op);
2813 free_object (op);
2814 return 1;
2815 }
2816 2616
2817 pl->contr->last_used = op; 2617 pl->contr->last_used = op;
2818 pl->contr->last_used_id = op->count;
2819 2618
2820 tmp = manual_apply (pl, op, aflag); 2619 int tmp = manual_apply (pl, op, aflag);
2620
2821 if ( ! quiet) { 2621 if (!quiet)
2622 {
2822 if (tmp == 0) 2623 if (tmp == 0)
2823 new_draw_info_format (NDI_UNIQUE, 0, pl, 2624 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2824 "I don't know how to apply the %s.",
2825 query_name (op));
2826 else if (tmp == 2) 2625 else if (tmp == 2)
2827 new_draw_info_format (NDI_UNIQUE, 0, pl, 2626 pl->failmsg ("You must get it first!\n");
2828 "You must get it first!\n");
2829 } 2627 }
2628
2830 return tmp; 2629 return tmp;
2831} 2630}
2832 2631
2833/** 2632/**
2834 * player_apply_below attempts to apply the object 'below' the player. 2633 * player_apply_below attempts to apply the object 'below' the player.
2835 * 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
2836 * we use the ground. 2635 * we use the ground.
2837 */ 2636 */
2838 2637void
2839void player_apply_below (object *pl) 2638player_apply_below (object *pl)
2840{ 2639{
2841 object *tmp, *next;
2842 int floors; 2640 int floors = 0;
2843 2641
2844 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2845 apply_transport(pl, pl->contr->transport, 0);
2846 return;
2847 }
2848
2849 /* 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
2850 * item in the container. Otherwise, use the map. 2643 * item in the container. Otherwise, use the map.
2851 */
2852 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2853
2854 /* 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
2855 * 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
2856 * 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
2857 * 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
2858 * not return a proper value. 2648 * not return a proper value.
2859 */ 2649 */
2860 for (floors = 0; tmp!=NULL; tmp=next) { 2650 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2651 {
2861 next = tmp->below; 2652 next = tmp->below;
2653
2862 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2654 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2863 floors++; 2655 floors++;
2864 else if (floors > 0) 2656 else if (floors > 0)
2865 return; /* process only floor objects after first floor object */ 2657 return; /* process only floor objects after first floor object */
2866 2658
2867 /* 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
2868 * person moving on it, also activate. Added code to make it 2660 * person moving on it, also activate. Added code to make it
2869 * 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
2870 * the item needs. 2662 * the item needs.
2871 */ 2663 */
2872 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2664 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2665 {
2873 if (player_apply (pl, tmp, 0, 1) == 1) 2666 if (player_apply (pl, tmp, 0, 1) == 1)
2874 return; 2667 return;
2875 } 2668 }
2876 if (floors >= 2) 2669 if (floors >= 2)
2877 return; /* process at most two floor objects */ 2670 return; /* process at most two floor objects */
2878 } 2671 }
2879} 2672}
2880 2673
2881/** 2674/**
2882 * Unapplies specified item. 2675 * Unapplies specified item.
2883 * No check done on cursed/damned. 2676 * No check done on cursed/damned.
2884 * Break this out of apply_special - this is just done 2677 * Break this out of apply_special - this is just done
2885 * 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.
2886 */ 2679 */
2680static int
2887static int unapply_special (object *who, object *op, int aflags) 2681unapply_special (object *who, object *op, int aflags)
2888{ 2682{
2889 object *tmp2; 2683 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2684 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2685 return RESULT_INT (0);
2890 2686
2891 CLEAR_FLAG(op, FLAG_APPLIED); 2687 CLEAR_FLAG (op, FLAG_APPLIED);
2688
2892 switch(op->type) { 2689 switch (op->type)
2893 case WEAPON: 2690 {
2894 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2895
2896 (void) change_abil (who,op);
2897 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2898 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2899 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2900 who->current_weapon_script = NULL;
2901 who->current_weapon = NULL;
2902 clear_skill(who);
2903 break;
2904
2905 case SKILL: /* allows objects to impart skills */
2906 case SKILL_TOOL: 2691 case SKILL_TOOL:
2907 if (op != who->chosen_skill) { 2692 // unapplying a skill tool should also unapply the skill it governs
2908 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
2909 } 2694 // be used for other reasons
2910 if (who->type==PLAYER) { 2695 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2911 if (who->contr->shoottype == range_skill) 2696 if (tmp->skill == op->skill
2912 who->contr->shoottype = range_none; 2697 && tmp->type == SKILL
2913 if ( ! op->invisible) { 2698 && tmp->flag [FLAG_APPLIED]
2914 new_draw_info_format (NDI_UNIQUE, 0, who, 2699 && !tmp->flag [FLAG_CAN_USE_SKILL])
2915 "You stop using the %s.", query_name(op)); 2700 unapply_special (who, tmp, 0);
2916 } else {
2917 new_draw_info_format (NDI_UNIQUE, 0, who,
2918 "You can no longer use the skill: %s.",
2919 op->skill);
2920 }
2921 }
2922 (void) change_abil (who, op);
2923 who->chosen_skill = NULL;
2924 CLEAR_FLAG (who, FLAG_READY_SKILL);
2925 break;
2926 2701
2927 case ARMOUR: 2702 change_abil (who, op);
2928 case HELMET:
2929 case SHIELD:
2930 case RING:
2931 case BOOTS:
2932 case GLOVES:
2933 case AMULET:
2934 case GIRDLE:
2935 case BRACERS:
2936 case CLOAK:
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2938 (void) change_abil (who,op);
2939 break;
2940 case LAMP:
2941 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2942 op->name);
2943 tmp2 = arch_to_object(op->other_arch);
2944 tmp2->x = op->x;
2945 tmp2->y = op->y;
2946 tmp2->map = op->map;
2947 tmp2->below = op->below;
2948 tmp2->above = op->above;
2949 tmp2->stats.food = op->stats.food;
2950 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2951 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2952 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2953 if (who->type == PLAYER)
2954 esrv_del_item(who->contr, (tag_t)op->count);
2955 remove_ob(op);
2956 free_object(op);
2957 insert_ob_in_ob(tmp2, who);
2958 fix_player(who);
2959 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2960 if (who->type == PLAYER) {
2961 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2962 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2963 }
2964 }
2965 if(who->type==PLAYER)
2966 esrv_send_item(who, tmp2);
2967 return 1; /* otherwise, an attempt to drop causes problems */
2968 break;
2969 case BOW:
2970 case WAND:
2971 case ROD:
2972 case HORN:
2973 clear_skill(who);
2974 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2975 if(who->type==PLAYER) {
2976 who->contr->shoottype = range_none;
2977 } else {
2978 if (op->type == BOW)
2979 CLEAR_FLAG (who, FLAG_READY_BOW);
2980 else
2981 CLEAR_FLAG(who, FLAG_READY_RANGE);
2982 }
2983 break;
2984
2985 case BUILDER:
2986 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2987 who->contr->shoottype = range_none;
2988 who->contr->ranges[ range_builder ] = NULL;
2989 break; 2703 break;
2990 2704
2991 default: 2705 case WEAPON:
2992 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2706 if (player *pl = who->contr)
2993 break; 2707 if (op == pl->combat_ob)
2994 } 2708 {
2995 2709 pl->combat_ob = 0;
2996 fix_player(who); 2710 who->change_weapon (pl->ranged_ob);
2997
2998 if ( ! (aflags & AP_NO_MERGE)) {
2999 object *tmp;
3000
3001 tag_t del_tag = op->count;
3002 tmp = merge_ob (op, NULL);
3003 if (who->type == PLAYER) {
3004 if (tmp) { /* it was merged */
3005 esrv_del_item (who->contr, del_tag);
3006 op = tmp;
3007 } 2711 }
2712
2713 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714
2715 change_abil (who, op);
2716 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2717 break;
2718
2719 case SKILL:
2720 if (who->contr)
2721 {
2722 if (IS_COMBAT_SKILL (op->subtype))
2723 who->change_weapon (who->contr->combat_ob = 0);
2724 else if (IS_RANGED_SKILL (op->subtype))
2725 who->change_weapon (who->contr->ranged_ob = 0);
2726
2727 if (op->invisible)
2728 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2729 else
2730 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2731 }
2732
2733 change_abil (who, op);
2734 CLEAR_FLAG (who, FLAG_READY_SKILL);
2735 break;
2736
2737 case ARMOUR:
2738 case HELMET:
2739 case SHIELD:
2740 case RING:
2741 case BOOTS:
2742 case GLOVES:
2743 case AMULET:
2744 case GIRDLE:
2745 case BRACERS:
2746 case CLOAK:
2747 who->statusmsg (format ("You unwear %s.", query_name (op)));
2748 change_abil (who, op);
2749 break;
2750
2751 case LAMP:
2752 {
2753 who->statusmsg (format ("You turn off your %s.", &op->name));
2754
2755 object *tmp2 = arch_to_object (op->other_arch);
2756 tmp2->x = op->x;
2757 tmp2->y = op->y;
2758 tmp2->map = op->map;
2759 tmp2->below = op->below;
2760 tmp2->above = op->above;
2761 tmp2->stats.food = op->stats.food;
2762 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2763
2764 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2765 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2766
2767 op->destroy ();
2768 who->insert (tmp2);
2769 who->update_stats ();
2770
2771 if (who->contr)
2772 {
2773 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2774 {
2775 who->failmsg ("Oops, it feels deadly cold!");
2776 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2777 }
2778 }
2779 }
2780
2781 return 1; /* otherwise, an attempt to drop causes problems */
2782
2783 case BOW:
2784 case WAND:
2785 case ROD:
2786 case HORN:
2787 if (player *pl = who->contr)
2788 {
2789 if (op == pl->ranged_ob)
2790 {
2791 pl->ranged_ob = 0;
2792 who->change_weapon (pl->combat_ob);
2793 }
2794
2795 who->statusmsg (format ("You unready %s.", query_name (op)));
2796 }
2797 else
2798 {
2799 who->change_skill (0);
2800
2801 if (op->type == BOW)
2802 CLEAR_FLAG (who, FLAG_READY_BOW);
2803 else
2804 CLEAR_FLAG (who, FLAG_READY_RANGE);
2805 }
2806
2807 break;
2808
2809 case BUILDER:
2810 if (who->contr)
2811 who->statusmsg (format ("You unready %s.", query_name (op)));
2812 break;
2813
2814 default:
2815 who->statusmsg (format ("You unapply %s.", query_name (op)));
2816 break;
2817 }
2818
2819 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2820 if (object *pl = op->visible_to ())
3008 esrv_send_item (who, op); 2821 esrv_send_item (pl, op);
3009 } 2822
3010 } 2823 who->update_stats ();
2824
3011 return 0; 2825 return 0;
3012} 2826}
3013 2827
3014/** 2828/**
3015 * Returns the object that is using location 'loc'. 2829 * Returns the object that is using location 'loc'.
3016 * Note that 'start' is the first object to start examing - we 2830 * Note that 'start' is the first object to start examing - we
3017 * then go through the below of this. In this way, you can do 2831 * then go through the below of this. In this way, you can do
3018 * something like: 2832 * something like:
3019 * tmp = get_item_from_body_location(who->inv, 1); 2833 * tmp = get_next_item_from_body_location(who->inv, 1);
3020 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2834 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3021 * to find the second object that may use this location, etc. 2835 * to find the second object that may use this location, etc.
3022 * Returns NULL if no match is found. 2836 * Returns NULL if no match is found.
3023 * loc is the index into the array we are looking for a match. 2837 * loc is the index into the array we are looking for a match.
3024 * don't return invisible objects unless they are skill objects 2838 * don't return invisible objects unless they are skill objects
3025 * invisible other objects that use 2839 * invisible other objects that use
3026 * up body locations can be used as restrictions. 2840 * up body locations can be used as restrictions.
3027 */ 2841 */
3028object *get_item_from_body_location(object *start, int loc) 2842static object *
2843get_next_item_from_body_location (int loc, object *start)
3029{ 2844{
3030 object *tmp;
3031
3032 if (!start) return NULL;
3033
3034 for (tmp=start; tmp; tmp=tmp->below) 2845 for (object *tmp = start; tmp; tmp = tmp->below)
3035 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2846 if (tmp->flag [FLAG_APPLIED]
3036 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2847 && tmp->slot[loc].info
2848 && (!tmp->invisible || tmp->type == SKILL))
2849 return tmp;
3037 2850
3038 return NULL; 2851 return 0;
3039} 2852}
3040
3041
3042 2853
3043/** 2854/**
3044 * 'op' wants to apply an object, but can't because of other equipment. 2855 * 'op' wants to apply an object, but can't because of other equipment.
3045 * This should only be called when it is known 2856 * This should only be called when it is known
3046 * that there are objects to unapply. This makes pretty heavy 2857 * that there are objects to unapply. This makes pretty heavy
3049 * Returns 0 on success, returns 1 if there is some problem. 2860 * Returns 0 on success, returns 1 if there is some problem.
3050 * if aflags is AP_PRINT, we instead print out waht to unapply 2861 * if aflags is AP_PRINT, we instead print out waht to unapply
3051 * instead of doing it. This is a lot less code than having 2862 * instead of doing it. This is a lot less code than having
3052 * another function that does just that. 2863 * another function that does just that.
3053 */ 2864 */
2865
2866#define CANNOT_REMOVE_CURSED \
2867 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2868 "Praying over an altar, scrolls of remove curse/damnation, " \
2869 "priests or even other players might help.>"
2870
2871int
3054int unapply_for_ob(object *who, object *op, int aflags) 2872unapply_for_ob (object *who, object *op, int aflags)
3055{ 2873{
3056 int i; 2874 if (op->is_range ())
3057 object *tmp=NULL, *last;
3058
3059 /* If we are applying a shield or weapon, unapply any equipped shield
3060 * or weapons first - only allowed to use one weapon/shield at a time.
3061 */
3062 if (op->type == WEAPON || op->type == SHIELD) {
3063 for (tmp=who->inv; tmp; tmp=tmp->below) { 2875 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3064 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2876 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3065 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2877 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3066 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2878 {
3067 if (aflags & AP_PRINT) 2879 if (aflags & AP_PRINT)
3068 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2880 who->failmsg (query_name (tmp));
3069 else 2881 else
3070 unapply_special(who, tmp, aflags); 2882 unapply_special (who, tmp, aflags);
3071 } 2883 }
3072 else { 2884 else
2885 {
3073 /* In this case, we want to try and remove a cursed item. 2886 /* In this case, we want to try and remove a cursed item.
3074 * While we know it won't work, we want unapply_special to 2887 * While we know it won't work, we want unapply_special to
3075 * at least generate the message. 2888 * at least generate the message.
3076 */ 2889 */
3077 new_draw_info_format(NDI_UNIQUE, 0, who, 2890 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3078 "No matter how hard you try, you just can't\nremove %s.", 2891 return 1;
3079 query_name(tmp)); 2892 }
3080 return 1;
3081 }
3082 2893
3083 }
3084 }
3085 }
3086
3087 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2894 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2895 {
3088 /* this used up a slot that we need to free */ 2896 /* this used up a slot that we need to free */
3089 if (op->body_info[i]) { 2897 if (op->slot[i].info)
3090 last = who->inv; 2898 {
2899 object *last = who->inv;
3091 2900
3092 /* We do a while loop - may need to remove several items in order 2901 /* We do a while loop - may need to remove several items in order
3093 * to free up enough slots. 2902 * to free up enough slots.
3094 */ 2903 */
3095 while ((who->body_used[i] + op->body_info[i]) < 0) { 2904 while ((who->slot[i].used + op->slot[i].info) < 0)
3096 tmp = get_item_from_body_location(last, i); 2905 {
3097 if (!tmp) { 2906 object *tmp = get_next_item_from_body_location (i, last);
2907
2908 if (!tmp)
2909 {
3098#if 0 2910#if 0
3099 /* Not a bug - we'll get this if the player has cursed items 2911 /* Not a bug - we'll get this if the player has cursed items
3100 * equipped. 2912 * equipped.
3101 */ 2913 */
3102 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2914 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3103 i, body_locations[i].save_name, who->name);
3104#endif 2915#endif
3105 return 1; 2916 return 1;
3106 } 2917 }
2918
3107 /* If we are just printing, we don't care about cursed status */ 2919 /* If we are just printing, we don't care about cursed status */
3108 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2920 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3109 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2921 {
3110 if (aflags & AP_PRINT) 2922 if (aflags & AP_PRINT)
3111 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2923 who->failmsg (query_name (tmp));
3112 else 2924 else
3113 unapply_special(who, tmp, aflags); 2925 unapply_special (who, tmp, aflags);
3114 } 2926 }
3115 else { 2927 else
2928 {
3116 /* Cursed item that we can't unequip - tell the player. 2929 /* Cursed item that we can't unequip - tell the player.
3117 * Note this could be annoying if this is just one of a few, 2930 * Note this could be annoying if this is just one of a few,
3118 * so it may not be critical (eg, putting on a ring and you have 2931 * so it may not be critical (eg, putting on a ring and you have
3119 * one cursed ring.) 2932 * one cursed ring.)
3120 */ 2933 */
3121 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2934 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3122 } 2935 }
3123 last = tmp->below; 2936
3124 } 2937 last = tmp->below;
2938 }
3125 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2939 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3126 * return in the !tmp would have kicked in. 2940 * return in the !tmp would have kicked in.
3127 */ 2941 */
3128 } /* if op is using this body location */ 2942 } /* if op is using this body location */
3129 } /* for body lcoations */ 2943 } /* for body lcoations */
2944
3130 return 0; 2945 return 0;
3131} 2946}
3132 2947
3133/** 2948/**
3134 * Checks to see if 'who' can apply object 'op'. 2949 * Checks to see if 'who' can apply object 'op'.
3135 * Returns 0 if apply can be done without anything special. 2950 * Returns 0 if apply can be done without anything special.
3136 * Otherwise returns a bitmask - potentially several of these may be 2951 * Otherwise returns a bitmask - potentially several of these may be
3137 * set, but largely depends on circumstance - in the future, processing 2952 * set, but largely depends on circumstance - in the future, processing
3138 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2953 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3139 * is set, do we really are what the other flags may be?) 2954 * is set, do we really care what the other flags may be?)
3140 * 2955 *
3141 * See include/define.h for detailed description of the meaning of 2956 * See include/define.h for detailed description of the meaning of
3142 * these return values. 2957 * these return values.
3143 */ 2958 */
2959int
3144int can_apply_object(object *who, object *op) 2960can_apply_object (object *who, object *op)
3145{ 2961{
2962 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2963 return RESULT_INT (0);
2964
3146 int i, retval=0; 2965 int retval = 0;
3147 object *tmp=NULL, *ws=NULL; 2966 object *tmp = 0, *ws = 0;
3148 2967
3149 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3150 * 2 weapons, but we don't want to let them do that. So if they are
3151 * trying to equip a weapon or shield, see if they already have one
3152 * in place and store that way.
3153 */
3154 if (op->type == WEAPON || op->type == SHIELD) {
3155 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3156 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3157 retval = CAN_APPLY_UNAPPLY;
3158 ws = tmp;
3159 }
3160 }
3161 }
3162
3163
3164 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2968 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3165 if (op->body_info[i]) { 2969 {
2970 if (op->slot[i].info)
2971 {
3166 /* Item uses more slots than we have */ 2972 /* Item uses more slots than we have */
3167 if (FABS(op->body_info[i]) > who->body_info[i]) { 2973 if (who->slot[i].info + op->slot [i].info < 0)
2974 {
3168 /* Could return now for efficiently - rest of info below isn' 2975 /* Could return now for efficiency - rest of info below isn't
3169 * really needed. 2976 * really needed.
3170 */ 2977 */
3171 retval |= CAN_APPLY_NEVER; 2978 retval |= CAN_APPLY_NEVER;
3172 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2979 }
2980 else if (who->slot[i].used + op->slot[i].info < 0)
2981 {
3173 /* in this case, equipping this would use more free spots than 2982 /* in this case, equipping this would use more free spots than
3174 * we have. 2983 * we have.
3175 */ 2984 */
3176 object *tmp1;
3177 2985
3178
3179 /* if we have an applied weapon/shield, and unapply it would free 2986 /* if we have an applied weapon/shield, and unapply it would free
3180 * enough slots to equip the new item, then just set this can 2987 * enough slots to equip the new item, then just set "can
3181 * continue. We don't care about the logic below - if you have 2988 * apply unapply". We don't care about the logic below - if you have a
3182 * shield equipped and try to equip another shield, there is only 2989 * shield equipped and try to equip another shield, there is only
3183 * one choice. However, the check for the number of body locations 2990 * one choice. However, the check for the number of body locations
3184 * does take into the account cases where what is being applied 2991 * does take into the account cases where what is being applied
3185 * may be two handed for example. 2992 * may be two handed for example.
3186 */ 2993 */
3187 if (ws) { 2994 if (ws)
3188 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2995 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3189 retval |= CAN_APPLY_UNAPPLY; 2996 {
3190 continue; 2997 retval |= CAN_APPLY_UNAPPLY;
3191 } 2998 continue;
3192 } 2999 }
3193 3000
3194 tmp1 = get_item_from_body_location(who->inv, i); 3001 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3195 if (!tmp1) { 3002 if (!tmp1)
3003 {
3196#if 0 3004#if 0
3197 /* This is sort of an error, but happens a lot when old players 3005 /* This is sort of an error, but happens a lot when old players
3198 * join in with more stuff equipped than they are now allowed. 3006 * join in with more stuff equipped than they are now allowed.
3199 */ 3007 */
3200 LOG(llevError,"Can't find object using location %d on %s\n", 3008 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3201 i, who->name);
3202#endif 3009#endif
3203 retval |= CAN_APPLY_NEVER; 3010 retval |= CAN_APPLY_NEVER;
3204 } else { 3011 }
3012 else
3013 {
3205 /* need to unapply something. However, if this something 3014 /* need to unapply something. However, if this something
3206 * is different than we had found before, it means they need 3015 * is different than we had found before, it means they need
3207 * to apply multiple objects 3016 * to apply multiple objects
3208 */ 3017 */
3209 retval |= CAN_APPLY_UNAPPLY; 3018 retval |= CAN_APPLY_UNAPPLY;
3210 if (!tmp) tmp = tmp1; 3019
3211 else if (tmp != tmp1) { 3020 if (!tmp)
3212 retval |= CAN_APPLY_UNAPPLY_MULT; 3021 tmp = tmp1;
3213 } 3022 else if (tmp != tmp1)
3023 retval |= CAN_APPLY_UNAPPLY_MULT;
3024
3214 /* This object isn't using up all the slots, so there must 3025 /* This object isn't using up all the slots, so there must
3215 * be another. If so, and it the new item doesn't need all 3026 * be another. If so, and it the new item doesn't need all
3216 * the slots, the player then has a choice. 3027 * the slots, the player then has a choice.
3217 */ 3028 */
3218 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3029 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3219 (FABS(op->body_info[i]) < who->body_info[i])) 3030 && abs (op->slot[i].info) < who->slot[i].info)
3220 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3031 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3221 3032
3222 /* Does unequippint 'tmp1' free up enough slots for this to be 3033 /* Does unequippint 'tmp1' free up enough slots for this to be
3223 * equipped? If not, there must be something else to unapply. 3034 * equipped? If not, there must be something else to unapply.
3224 */ 3035 */
3225 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3036 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3226 retval |= CAN_APPLY_UNAPPLY_MULT; 3037 retval |= CAN_APPLY_UNAPPLY_MULT;
3227 3038 }
3228 } 3039 } /* if not enough free slots */
3229 } /* if not enough free slots */ 3040 } /* if this object uses location i */
3230 } /* if this object uses location i */
3231 } /* for i -> num_body_locations loop */ 3041 } /* for i -> num_body_locations loop */
3232 3042
3233 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3043 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3234 * really be controlled by use of body locations. We do have 3044 * really be controlled by use of body locations. We do have
3235 * the weapon/shield checks, and the range checks for monsters, 3045 * the weapon/shield checks, and the range checks for monsters,
3236 * because you can't control those just by body location - bows, shields, 3046 * because you can't control those just by body location - bows, shields,
3237 * and weapons all use the same slot. Similar for horn/rod/wand - they 3047 * and weapons all use the same slot. Similar for horn/rod/wand - they
3238 * all use the same location. 3048 * all use the same location.
3239 */ 3049 */
3240 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3050 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3241 retval |= CAN_APPLY_RESTRICTION;
3242 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3243 retval |= CAN_APPLY_RESTRICTION;
3244
3245
3246 if (who->type != PLAYER) {
3247 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3248 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3249 retval |= CAN_APPLY_RESTRICTION;
3250 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3251 retval |= CAN_APPLY_RESTRICTION; 3051 retval |= CAN_APPLY_RESTRICTION;
3052
3252 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3053 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3253 retval |= CAN_APPLY_RESTRICTION; 3054 retval |= CAN_APPLY_RESTRICTION;
3254 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3055
3056 if (who->type != PLAYER)
3057 {
3058 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3255 retval |= CAN_APPLY_RESTRICTION; 3059 retval |= CAN_APPLY_RESTRICTION;
3060
3061 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3062 retval |= CAN_APPLY_RESTRICTION;
3063
3064 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3065 retval |= CAN_APPLY_RESTRICTION;
3066
3067 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3068 retval |= CAN_APPLY_RESTRICTION;
3256 } 3069 }
3070
3257 return retval; 3071 return retval;
3258} 3072}
3259
3260
3261 3073
3262/** 3074/**
3263 * who is the object using the object. It can be a monster. 3075 * who is the object using the object. It can be a monster.
3264 * op is the object they are using. op is an equipment type item, 3076 * op is the object they are using. op is an equipment type item,
3265 * eg, one which you put on and keep on for a while, and not something 3077 * eg, one which you put on and keep on for a while, and not something
3274 * AP_UNAPPLY=always unapply). 3086 * AP_UNAPPLY=always unapply).
3275 * 3087 *
3276 * Optional flags: 3088 * Optional flags:
3277 * AP_NO_MERGE: don't merge an unapplied object with other objects 3089 * AP_NO_MERGE: don't merge an unapplied object with other objects
3278 * AP_IGNORE_CURSE: unapply cursed items 3090 * AP_IGNORE_CURSE: unapply cursed items
3091 * AP_NO_READY: do not ready skills when applying skill tools
3279 * 3092 *
3280 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3093 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3281 * 3094 *
3282 * apply_special() doesn't check for unpaid items. 3095 * apply_special() doesn't check for unpaid items.
3283 */ 3096 */
3097
3098#define LACK_ITEM_POWER \
3099 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3100
3101int
3284int apply_special (object *who, object *op, int aflags) 3102apply_special (object *who, object *op, int aflags)
3285{ 3103{
3286 int basic_flag = aflags & AP_BASIC_FLAGS; 3104 int basic_flag = aflags & AP_BASIC_FLAGS;
3287 object *tmp, *tmp2, *skop=NULL; 3105 object *tmp, *tmp2, *skop = NULL;
3288 int i;
3289 3106
3290 if(who==NULL) { 3107 if (who == NULL)
3108 {
3291 LOG(llevError,"apply_special() from object without environment.\n"); 3109 LOG (llevError, "apply_special() from object without environment.\n");
3292 return 1; 3110 return 1;
3293 } 3111 }
3294 3112
3295 if(op->env!=who) 3113 if (op->env != who)
3296 return 1; /* op is not in inventory */ 3114 return 1; /* op is not in inventory */
3297 3115
3298 /* trying to unequip op */ 3116 /* trying to unequip op */
3299 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3117 if (QUERY_FLAG (op, FLAG_APPLIED))
3118 {
3300 /* always apply, so no reason to unapply */ 3119 /* always apply, so no reason to unapply */
3301 if (basic_flag == AP_APPLY) return 0; 3120 if (basic_flag == AP_APPLY)
3121 return 0;
3302 3122
3303 if ( ! (aflags & AP_IGNORE_CURSE) 3123 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3304 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3124 {
3305 new_draw_info_format(NDI_UNIQUE, 0, who, 3125 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3306 "No matter how hard you try, you just can't\nremove %s.",
3307 query_name(op));
3308 return 1; 3126 return 1;
3309 } 3127 }
3128
3310 return unapply_special(who, op, aflags); 3129 return unapply_special (who, op, aflags);
3130 }
3131 else if (basic_flag == AP_UNAPPLY)
3132 return 0;
3133
3134 // if the item is combat/ranged, wield the relevant slot first
3135 // to resolve conflicts.
3136 if (player *pl = who->contr)
3137 switch (op->slottype ())
3138 {
3139 case slot_combat: who->change_weapon (pl->combat_ob); break;
3140 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3311 } 3141 }
3312 3142
3313 if (basic_flag == AP_UNAPPLY) return 0; 3143 splay (op);
3314 3144
3315 i = can_apply_object(who, op);
3316
3317 /* Can't just apply this object. Lets see what not and what to do */ 3145 /* Can't just apply this object. Lets see what not and what to do */
3318 if (i) { 3146 if (int i = can_apply_object (who, op))
3147 {
3319 if (i & CAN_APPLY_NEVER) { 3148 if (i & CAN_APPLY_NEVER)
3320 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3149 {
3150 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3321 return 1; 3151 return 1;
3152 }
3322 } else if (i & CAN_APPLY_RESTRICTION) { 3153 else if (i & CAN_APPLY_RESTRICTION)
3323 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3154 {
3155 who->failmsg (format (
3156 "You have a prohibition against using a %s. "
3157 "H<Your belief, profession or class prevents you from applying this item.>",
3158 query_name (op)
3159 ));
3324 return 1; 3160 return 1;
3325 } 3161 }
3162
3326 if (who->type != PLAYER) { 3163 if (who->type != PLAYER)
3164 {
3327 /* Some error, so don't try to equip something more */ 3165 /* Some error, so don't try to equip something more */
3328 if (unapply_for_ob(who, op, aflags)) return 1; 3166 if (unapply_for_ob (who, op, aflags))
3329 } else { 3167 return 1;
3330 if (who->contr->unapply == unapply_never || 3168 }
3331 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3169 else
3332 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3170 {
3171 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3172 {
3173 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3333 unapply_for_ob(who, op, AP_PRINT); 3174 unapply_for_ob (who, op, AP_PRINT);
3334 return 1; 3175 return 1;
3335 } 3176 }
3336 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3177 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3337 i = unapply_for_ob(who, op, aflags); 3178 if (unapply_for_ob (who, op, aflags))
3338 if (i) return 1; 3179 return 1;
3180 }
3339 } 3181 }
3340 } 3182
3341 }
3342 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3183 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3184 {
3343 skop=find_skill_by_name(who, op->skill); 3185 skop = find_skill_by_name (who, op->skill);
3344 if (!skop) { 3186
3345 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3187 if (!skop)
3188 {
3189 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3346 return 1; 3190 return 1;
3347 } else { 3191 }
3192 else
3348 /* While experience will be credited properly, we want to change the 3193 /* While experience will be credited properly, we want to change the
3349 * skill so that the dam and wc get updated 3194 * skill so that the dam and wc get updated
3350 */ 3195 */
3351 change_skill(who, skop, 0); 3196 who->change_skill (skop);
3352 }
3353 } 3197 }
3354 3198
3355 if (who->type == PLAYER && op->item_power && 3199 if (who->type == PLAYER
3200 && op->item_power
3356 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3201 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3357 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3358 return 1;
3359 } 3202 {
3360 3203 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3204 return 1;
3205 }
3361 3206
3362 /* Ok. We are now at the state where we can apply the new object. 3207 /* Ok. We are now at the state where we can apply the new object.
3363 * Note that we don't have the checks for can_use_... 3208 * Note that we don't have the checks for can_use_...
3364 * below - that is already taken care of by can_apply_object. 3209 * below - that is already taken care of by can_apply_object.
3365 */ 3210 */
3366 3211 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3367 3212
3368 if(op->nrof > 1) 3213 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3369 tmp = get_split_ob(op,op->nrof - 1); 3214 return RESULT_INT (0);
3370 else
3371 tmp = NULL;
3372 3215
3373 switch(op->type) { 3216 switch (op->type)
3217 {
3374 case WEAPON: 3218 case WEAPON:
3375 if (!check_weapon_power(who, op->last_eat)) { 3219 if (!check_weapon_power (who, op->last_eat))
3376 new_draw_info(NDI_UNIQUE, 0,who, 3220 {
3377 "That weapon is too powerful for you to use."); 3221 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3378 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3222
3379 if(tmp!=NULL) 3223 if (tmp)
3380 (void) insert_ob_in_ob(tmp,who); 3224 insert_ob_in_ob (tmp, who);
3381 return 1; 3225
3382 } 3226 return 1;
3227 }
3228
3229 //TODO: this obviously fails for players using a shorter prefix
3230 // i.e. "R" can use Ragnarok's sword.
3383 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3231 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3232 {
3384 /* if the weapon does not have the name as the character, can't use it. */ 3233 /* if the weapon does not have the name as the character, can't use it. */
3385 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3234 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3386 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3235 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3387 if(tmp!=NULL)
3388 (void) insert_ob_in_ob(tmp,who);
3389 return 1;
3390 }
3391 SET_FLAG(op, FLAG_APPLIED);
3392 3236
3393 if (skop) change_skill(who, skop, 1); 3237 if (tmp)
3394 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3395 SET_FLAG(who, FLAG_READY_WEAPON);
3396
3397 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3398
3399 (void) change_abil (who,op);
3400 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3401 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3402 LOG(llevDebug, "Scripting Weapon wielded\n");
3403 if (who->current_weapon_script) free_string(who->current_weapon_script);
3404 who->current_weapon_script=add_string(query_name(op));
3405 }
3406 who->current_weapon = op;*/
3407 break;
3408
3409 case ARMOUR:
3410 case HELMET:
3411 case SHIELD:
3412 case BOOTS:
3413 case GLOVES:
3414 case GIRDLE:
3415 case BRACERS:
3416 case CLOAK:
3417 case RING:
3418 case AMULET:
3419 SET_FLAG(op, FLAG_APPLIED);
3420 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3421 (void) change_abil (who,op);
3422 break;
3423 case LAMP:
3424 if (op->stats.food < 1) {
3425 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3426 " fuel!", op->name);
3427 return 1;
3428 }
3429 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3430 op->name);
3431 tmp2 = arch_to_object(op->other_arch);
3432 tmp2->stats.food = op->stats.food;
3433 SET_FLAG(tmp2, FLAG_APPLIED);
3434 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3435 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3436 insert_ob_in_ob(tmp2, who); 3238 insert_ob_in_ob (tmp, who);
3437 3239
3438 /* Remove the old lantern */ 3240 return 1;
3439 if (who->type == PLAYER) 3241 }
3440 esrv_del_item(who->contr, (tag_t)op->count);
3441 remove_ob(op);
3442 free_object(op);
3443 3242
3444 /* insert the portion that was split off */ 3243 if (!skop)
3445 if(tmp!=NULL) { 3244 {
3446 (void) insert_ob_in_ob(tmp,who); 3245 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3447 if(who->type==PLAYER) 3246 return 1;
3448 esrv_send_item(who, tmp); 3247 }
3449 }
3450 fix_player(who);
3451 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3452 if (who->type == PLAYER) {
3453 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3454 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3455 }
3456 }
3457 if(who->type==PLAYER)
3458 esrv_send_item(who, tmp2);
3459 return 0;
3460 break;
3461 3248
3462 /* this part is needed for skill-tools */
3463 case SKILL:
3464 case SKILL_TOOL:
3465 if (who->chosen_skill) {
3466 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3467 return 1;
3468 }
3469 if (who->type == PLAYER) {
3470 who->contr->shoottype = range_skill;
3471 who->contr->ranges[range_skill] = op;
3472 if ( ! op->invisible) {
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3474 query_name (op));
3475 new_draw_info_format (NDI_UNIQUE, 0, who,
3476 "You can now use the skill: %s.",
3477 op->skill);
3478 } else {
3479 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3480 op->skill? op->skill:op->name);
3481 }
3482 }
3483 SET_FLAG (op, FLAG_APPLIED); 3249 SET_FLAG (op, FLAG_APPLIED);
3484 (void) change_abil (who, op); 3250 who->change_skill (skop);
3485 who->chosen_skill = op;
3486 SET_FLAG (who, FLAG_READY_SKILL);
3487 break;
3488
3489 case BOW:
3490 if (!check_weapon_power(who, op->last_eat)) {
3491 new_draw_info(NDI_UNIQUE, 0, who,
3492 "That item is too powerful for you to use.");
3493 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3494 if(tmp != NULL)
3495 (void)insert_ob_in_ob(tmp,who);
3496 return 1;
3497 }
3498 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3499 new_draw_info(NDI_UNIQUE, 0, who,
3500 "The weapon does not recognize you as its owner.");
3501 if(tmp != NULL)
3502 (void)insert_ob_in_ob(tmp,who);
3503 return 1;
3504 }
3505 /*FALLTHROUGH*/
3506 case WAND:
3507 case ROD:
3508 case HORN:
3509 /* check for skill, alter player status */
3510 SET_FLAG(op, FLAG_APPLIED);
3511 if (skop) change_skill(who, skop, 0);
3512 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3513 3251
3514 if(who->type==PLAYER) { 3252 if (who->contr)
3515 if (op->type == BOW) { 3253 who->change_weapon (who->contr->combat_ob = op);
3516 (void)change_abil(who, op); 3254
3517 new_draw_info_format (NDI_UNIQUE, 0, who, 3255 who->statusmsg (format ("You wield %s.", query_name (op)));
3518 "You will now fire %s with %s.", 3256
3519 op->race ? op->race : "nothing", query_name(op));
3520 who->contr->shoottype = range_bow;
3521 } else {
3522 who->contr->shoottype = range_misc;
3523 }
3524 } else {
3525 if (op->type == BOW)
3526 SET_FLAG (who, FLAG_READY_BOW);
3527 else
3528 SET_FLAG (who, FLAG_READY_RANGE); 3257 SET_FLAG (who, FLAG_READY_WEAPON);
3529 } 3258 change_abil (who, op);
3530 break;
3531
3532 case BUILDER:
3533 if ( who->contr->ranges[ range_builder ] )
3534 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3535 who->contr->shoottype = range_builder;
3536 who->contr->ranges[ range_builder ] = op;
3537 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3538 break; 3259 break;
3539 3260
3540 default: 3261 case ARMOUR:
3541 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3262 case HELMET:
3542 } /* end of switch op->type */ 3263 case SHIELD:
3264 case BOOTS:
3265 case GLOVES:
3266 case GIRDLE:
3267 case BRACERS:
3268 case CLOAK:
3269 case RING:
3270 case AMULET:
3271 SET_FLAG (op, FLAG_APPLIED);
3272 who->statusmsg (format ("You wear %s.", query_name (op)));
3273 change_abil (who, op);
3274 break;
3543 3275
3276 case LAMP:
3277 if (op->stats.food < 1)
3278 {
3279 who->failmsg (format (
3280 "Your %s is out of fuel! "
3281 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3282 &op->name
3283 ));
3284 return 1;
3285 }
3286
3287 who->statusmsg (format ("You turn on your %s.", &op->name));
3288
3289 tmp2 = arch_to_object (op->other_arch);
3290 tmp2->stats.food = op->stats.food;
3291 SET_FLAG (tmp2, FLAG_APPLIED);
3292
3293 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3294 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3295
3296 who->insert (tmp2);
3297
3298 /* Remove the old lantern */
3299 op->destroy ();
3300
3301 /* insert the portion that was split off */
3302 if (tmp)
3303 who->insert (tmp);
3304
3305 who->update_stats ();
3306
3307 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3308 if (who->type == PLAYER)
3309 {
3310 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>");
3311 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3312 }
3313
3314 return 0;
3315
3316 case SKILL_TOOL:
3317 // applying a skill tool also readies the skill
3318 SET_FLAG (op, FLAG_APPLIED);
3319
3320 if (!(aflags & AP_NO_READY))
3321 {
3322 skop = find_skill_by_name (who, op->skill);
3323 if (!skop->flag [FLAG_APPLIED])
3324 apply_special (who, skop, AP_APPLY);
3325 }
3326 break;
3327
3328 case SKILL:
3329 if (player *pl = who->contr)
3330 {
3331 if (IS_COMBAT_SKILL (op->subtype))
3332 {
3333 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3334 {
3335 for (object *item = who->inv; item; item = item->below)
3336 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3337 {
3338 if (item->skill == op->skill)
3339 {
3340 who->change_weapon (pl->combat_ob = item);
3341 goto found_weapon;
3342 }
3343 }
3344
3345 who->failmsg (format (
3346 "You need to apply a '%s' melee weapon before readying this skill. "
3347 "H<Some skills need an item, in this case a melee weapon, to function.>",
3348 &op->skill
3349 ));
3350 return 1;
3351
3352 found_weapon:;
3353 }
3354 else
3355 who->change_weapon (pl->combat_ob = op);
3356 }
3357 else if (IS_RANGED_SKILL (op->subtype))
3358 {
3359 if (skill_flags [op->subtype] & SF_NEED_BOW)
3360 {
3361 for (object *item = who->inv; item; item = item->below)
3362 if (item->type == BOW && item->flag [FLAG_APPLIED])
3363 {
3364 //TODO: bows should/must all have skill missile weapon right now
3365 who->change_weapon (pl->ranged_ob = item);
3366 goto found_bow;
3367 }
3368
3369 who->failmsg (
3370 "You need to apply a missile weapon before readying this skill. "
3371 "H<Some skills need an item, in this case a missile weapon, to function.>"
3372 );
3373 return 1;
3374
3375 found_bow:;
3376 }
3377 else
3378 who->change_weapon (pl->ranged_ob = op);
3379 }
3380
3381 if (!op->invisible)
3382 {
3383 who->statusmsg (format (
3384 "You ready %s."
3385 "You can now use the skill: %s.",
3386 query_name (op),
3387 &op->skill
3388 ));
3389 }
3390 else
3391 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3392 }
3393 else
3394 {
3395 SET_FLAG (op, FLAG_APPLIED);
3396 change_abil (who, op);
3397 who->chosen_skill = op;
3398 SET_FLAG (who, FLAG_READY_SKILL);
3399 }
3400
3401 break;
3402
3403 case BOW:
3404 if (!check_weapon_power (who, op->last_eat))
3405 {
3406 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3407
3408 if (tmp)
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1;
3412 }
3413
3414 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3415 {
3416 who->failmsg ("The weapon does not recognize you as its owner. "
3417 "H<Its name indicates that it belongs to somebody else.>");
3418 if (tmp)
3419 insert_ob_in_ob (tmp, who);
3420
3421 return 1;
3422 }
3423
3424 /*FALLTHROUGH*/
3425 case WAND:
3426 case ROD:
3427 case HORN:
3428 /* check for skill, alter player status */
3429
3430 if (!skop)
3431 {
3432 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3433 return 1;
3434 }
3435
3436 SET_FLAG (op, FLAG_APPLIED);
3437 who->change_skill (skop);
3438
3439 if (who->contr)
3440 {
3441 who->contr->ranged_ob = op;
3442
3443 who->statusmsg (format ("You ready %s.", query_name (op)));
3444
3445 if (op->type == BOW)
3446 {
3447 who->current_weapon = op;
3448 change_abil (who, op);
3449 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3450 }
3451 }
3452 else
3453 {
3454 if (op->type == BOW)
3455 SET_FLAG (who, FLAG_READY_BOW);
3456 else
3457 SET_FLAG (who, FLAG_READY_RANGE);
3458 }
3459
3460 break;
3461
3462 case BUILDER:
3463 if (who->type == PLAYER)
3464 {
3465 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3466 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3467 unapply_special (who, who->contr->ranged_ob, 0);
3468
3469 who->statusmsg (format ("You ready your %s.", query_name (op)));
3470
3471 who->contr->ranged_ob = op;
3472 }
3473 break;
3474
3475 default:
3476 who->statusmsg (format ("You apply %s.", query_name (op)));
3477 }
3478
3544 SET_FLAG(op, FLAG_APPLIED); 3479 SET_FLAG (op, FLAG_APPLIED);
3545 3480
3546 if(tmp!=NULL) 3481 if (tmp)
3547 tmp = insert_ob_in_ob(tmp,who); 3482 who->insert (tmp);
3548 3483
3549 fix_player(who); 3484 who->update_stats ();
3550 3485
3551 /* We exclude spell casting objects. The fire code will set the 3486 /* We exclude spell casting objects. The fire code will set the
3552 * been applied flag when they are used - until that point, 3487 * been applied flag when they are used - until that point,
3553 * you don't know anything about them. 3488 * you don't know anything about them.
3554 */ 3489 */
3555 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3490 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3556 op->type!=ROD)
3557 SET_FLAG(op,FLAG_BEEN_APPLIED); 3491 SET_FLAG (op, FLAG_BEEN_APPLIED);
3558 3492
3559 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3493 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3560 if (who->type == PLAYER) {
3561 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3562 SET_FLAG(op,FLAG_KNOWN_CURSED);
3563 }
3564 }
3565 if(who->type==PLAYER) { 3494 if (who->type == PLAYER)
3566 /* if multiple objects were applied, update both slots */ 3495 {
3567 if (tmp) 3496 who->failmsg (
3568 esrv_send_item(who, tmp); 3497 "Oops, it feels deadly cold! "
3569 esrv_send_item(who, op); 3498 "H<Maybe it wasn't such a bright idea to apply this cursed/damned item.>"
3499 );
3500 SET_FLAG (op, FLAG_KNOWN_CURSED);
3570 } 3501 }
3502
3503 if (object *pl = op->visible_to ())
3504 esrv_send_item (pl, op);
3505
3571 return 0; 3506 return 0;
3572} 3507}
3573 3508
3574 3509int
3575int monster_apply_special (object *who, object *op, int aflags) 3510monster_apply_special (object *who, object *op, int aflags)
3576{ 3511{
3577 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3512 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3578 return 1; 3513 return 1;
3514
3579 return apply_special (who, op, aflags); 3515 return apply_special (who, op, aflags);
3580} 3516}
3581 3517
3582/** 3518/**
3583 * Map was just loaded, handle op's initialisation. 3519 * Map was just loaded, handle op's initialisation.
3584 * 3520 *
3585 * Generates shop floor's item, and treasures. 3521 * Generates shop floor's item, and treasures.
3586 */ 3522 */
3523int
3587int auto_apply (object *op) { 3524auto_apply (object *op)
3525{
3588 object *tmp = NULL, *tmp2; 3526 object *tmp = NULL, *tmp2;
3589 int i; 3527 int i;
3590 3528
3591 switch(op->type) {
3592 case SHOP_FLOOR:
3593 if (!HAS_RANDOM_ITEMS(op)) return 0;
3594 do {
3595 i=10; /* let's give it 10 tries */
3596 while((tmp=generate_treasure(op->randomitems,
3597 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3598 if(tmp==NULL)
3599 return 0;
3600 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3601 free_object(tmp);
3602 tmp = NULL;
3603 }
3604 } while(!tmp);
3605 tmp->x=op->x;
3606 tmp->y=op->y;
3607 SET_FLAG(tmp,FLAG_UNPAID);
3608 insert_ob_in_map(tmp,op->map,NULL,0);
3609 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3529 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3530
3531 switch (op->type)
3532 {
3533 case SHOP_FLOOR:
3534 if (!op->has_random_items ())
3535 return 0;
3536
3537 do
3538 {
3539 i = 10; /* let's give it 10 tries */
3540 while ((tmp = generate_treasure (op->randomitems,
3541 op->stats.exp
3542 ? (int) op->stats.exp
3543 : max (op->map->difficulty, 5)))
3544 == NULL && --i);
3545
3546 if (tmp == NULL)
3547 return 0;
3548
3549 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3550 {
3551 tmp->destroy ();
3552 tmp = NULL;
3553 }
3554 }
3555 while (!tmp);
3556
3557 tmp->x = op->x;
3558 tmp->y = op->y;
3559 SET_FLAG (tmp, FLAG_UNPAID);
3560 insert_ob_in_map (tmp, op->map, NULL, 0);
3610 identify(tmp); 3561 identify (tmp);
3611 break; 3562 break;
3612 3563
3613 case TREASURE: 3564 case TREASURE:
3614 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3565 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3615 return 0; 3566 return 0;
3567
3616 while ((op->stats.hp--)>0) 3568 while (op->stats.hp-- > 0)
3617 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3569 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3618 op->stats.exp ? (int)op->stats.exp : 3570 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3619 op->map == NULL ? 14: op->map->difficulty,0);
3620 3571
3621 /* If we generated an object and put it in this object inventory, 3572 /* If we generated an object and put it in this object inventory,
3622 * move it to the parent object as the current object is about 3573 * move it to the parent object as the current object is about
3623 * to disappear. An example of this item is the random_* stuff 3574 * to disappear. An example of this item is the random_* stuff
3624 * that is put inside other objects. 3575 * that is put inside other objects.
3625 */ 3576 */
3626 for (tmp=op->inv; tmp; tmp=tmp2) { 3577 for (tmp = op->inv; tmp; tmp = tmp2)
3627 tmp2 = tmp->below; 3578 {
3628 remove_ob(tmp); 3579 tmp2 = tmp->below;
3629 if (op->env) insert_ob_in_ob(tmp, op->env); 3580 tmp->remove ();
3630 else free_object(tmp); 3581
3582 if (op->env)
3583 insert_ob_in_ob (tmp, op->env);
3584 else
3585 tmp->destroy ();
3586 }
3587
3588 op->destroy ();
3589 break;
3631 } 3590 }
3632 remove_ob(op);
3633 free_object(op);
3634 break;
3635 }
3636 return tmp ? 1 : 0;
3637}
3638 3591
3592 return !!tmp;
3593}
3594
3639/** 3595/**
3640 * fix_auto_apply goes through the entire map (only the first time 3596 * fix_auto_apply goes through the entire map every time a map
3641 * when an original map is loaded) and performs special actions for 3597 * is loaded or swapped in and performs special actions for
3642 * certain objects (most initialization of chests and creation of 3598 * certain objects (most initialization of chests and creation of
3643 * treasures and stuff). Calls auto_apply if appropriate. 3599 * treasures and stuff). Calls auto_apply if appropriate.
3644 */ 3600 */
3601void
3602maptile::fix_auto_apply ()
3603{
3604 if (!spaces)
3605 return;
3645 3606
3646void fix_auto_apply(mapstruct *m) { 3607 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3647 object *tmp,*above=NULL; 3608 for (object *tmp = ms->bot; tmp; )
3648 int x,y; 3609 {
3610 object *above = tmp->above;
3649 3611
3650 if(m==NULL) return; 3612 if (tmp->inv)
3651 3613 {
3652 for(x=0;x<MAP_WIDTH(m);x++)
3653 for(y=0;y<MAP_HEIGHT(m);y++)
3654 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3655 above=tmp->above;
3656
3657 if (tmp->inv) {
3658 object *invtmp, *invnext; 3614 object *invtmp, *invnext;
3659 3615
3660 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3616 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3661 invnext = invtmp->below; 3617 {
3618 invnext = invtmp->below;
3662 3619
3663 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3620 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3664 auto_apply(invtmp); 3621 auto_apply (invtmp);
3665 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3622 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3666 while ((invtmp->stats.hp--)>0) 3623 {
3667 create_treasure(invtmp->randomitems, invtmp, 0, 3624 while (invtmp->stats.hp-- > 0)
3668 m->difficulty,0); 3625 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3669 invtmp->randomitems = NULL; 3626
3670 } 3627 invtmp->randomitems = NULL;
3671 else if (invtmp && invtmp->arch && 3628 }
3672 invtmp->type!=TREASURE && 3629 else if (invtmp && invtmp->arch
3673 invtmp->type != SPELL && 3630 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3674 invtmp->type != CLASS && 3631 {
3675 HAS_RANDOM_ITEMS(invtmp)) { 3632 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3676 create_treasure(invtmp->randomitems, invtmp, 0,
3677 m->difficulty,0);
3678 /* Need to clear this so that we never try to create 3633 /* Need to clear this so that we never try to create
3679 * treasure again for this object 3634 * treasure again for this object
3680 */ 3635 */
3681 invtmp->randomitems = NULL; 3636 invtmp->randomitems = NULL;
3682 } 3637 }
3683 } 3638 }
3684 /* This is really temporary - the code at the bottom will 3639 /* This is really temporary - the code at the bottom will
3685 * also set randomitems to null. The problem is there are bunches 3640 * also set randomitems to null. The problem is there are bunches
3686 * of maps/players already out there with items that have spells 3641 * of maps/players already out there with items that have spells
3687 * which haven't had the randomitems set to null yet. 3642 * which haven't had the randomitems set to null yet.
3688 * MSW 2004-05-13 3643 * MSW 2004-05-13
3689 * 3644 *
3690 * And if it's a spellbook, it's better to set randomitems to NULL too, 3645 * And if it's a spellbook, it's better to set randomitems to NULL too,
3691 * else you get two spells in the book ^_- 3646 * else you get two spells in the book ^_-
3692 * Ryo 2004-08-16 3647 * Ryo 2004-08-16
3693 */ 3648 */
3694 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3649 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3695 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3650 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3696 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3697 tmp->randomitems = NULL; 3651 tmp->randomitems = NULL;
3698 3652
3699 } 3653 }
3700 3654
3701 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3655 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3702 auto_apply(tmp); 3656 auto_apply (tmp);
3703 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3657 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3658 {
3704 while ((tmp->stats.hp--)>0) 3659 while ((tmp->stats.hp--) > 0)
3705 create_treasure(tmp->randomitems, tmp, 0, 3660 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3706 m->difficulty,0);
3707 tmp->randomitems = NULL; 3661 tmp->randomitems = NULL;
3708 } 3662 }
3709 else if(tmp->type==TIMED_GATE) { 3663 else if (tmp->type == TIMED_GATE)
3664 {
3710 object *head = tmp->head != NULL ? tmp->head : tmp; 3665 object *head = tmp->head != NULL ? tmp->head : tmp;
3666
3711 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3667 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3712 tmp->speed = 0; 3668 tmp->set_speed (0);
3713 update_ob_speed(tmp); 3669 }
3714 }
3715 }
3716 /* This function can be called everytime a map is loaded, even when 3670 /* This function can be called everytime a map is loaded, even when
3717 * swapping back in. As such, we don't want to create the treasure 3671 * swapping back in. As such, we don't want to create the treasure
3718 * over and ove again, so after we generate the treasure, blank out 3672 * over and ove again, so after we generate the treasure, blank out
3719 * randomitems so if it is swapped in again, it won't make anything. 3673 * randomitems so if it is swapped in again, it won't make anything.
3720 * This is a problem for the above objects, because they have counters 3674 * This is a problem for the above objects, because they have counters
3721 * which say how many times to make the treasure. 3675 * which say how many times to make the treasure.
3722 */ 3676 */
3723 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3677 else if (tmp && tmp->arch && tmp->type != PLAYER
3724 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3678 && tmp->type != TREASURE && tmp->type != SPELL
3725 HAS_RANDOM_ITEMS(tmp)) { 3679 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3680 {
3726 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3681 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3727 m->difficulty,0);
3728 tmp->randomitems = NULL; 3682 tmp->randomitems = NULL;
3729 } 3683 }
3684
3685 // close all containers
3686 else if (tmp->type == CONTAINER)
3687 tmp->flag [FLAG_APPLIED] = 0;
3688
3689 tmp = above;
3730 } 3690 }
3731 3691
3732 for(x=0;x<MAP_WIDTH(m);x++) 3692 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3733 for(y=0;y<MAP_HEIGHT(m);y++) 3693 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3734 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3735 if (tmp->above &&
3736 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3694 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3737 check_trigger (tmp, tmp->above); 3695 check_trigger (tmp, tmp->above);
3738} 3696}
3739 3697
3740/** 3698/**
3741 * Handles player eating food that temporarily changes status (resistances, stats). 3699 * Handles player eating food that temporarily changes status (resistances, stats).
3742 * This used to call cast_change_attr(), but 3700 * This used to call cast_change_attr(), but
3743 * that doesn't work with the new spell code. Since we know what 3701 * that doesn't work with the new spell code. Since we know what
3744 * the food changes, just grab a force and use that instead. 3702 * the food changes, just grab a force and use that instead.
3745 */ 3703 */
3746 3704void
3747void eat_special_food(object *who, object *food) { 3705eat_special_food (object *who, object *food)
3706{
3748 object *force; 3707 object *force;
3749 int i, did_one=0; 3708 int i, did_one = 0;
3750 sint8 k;
3751 3709
3752 force = get_archetype(FORCE_NAME); 3710 force = get_archetype (FORCE_NAME);
3753 3711
3754 for (i=0; i < NUM_STATS; i++) { 3712 for (i = 0; i < NUM_STATS; i++)
3755 k = get_attr_value(&food->stats, i); 3713 if (sint8 k = food->stats.stat (i))
3756 if (k) { 3714 {
3757 set_attr_value(&force->stats, i, k); 3715 force->stats.stat (i) = k;
3758 did_one = 1; 3716 did_one = 1;
3759 }
3760 } 3717 }
3761 3718
3762 /* check if we can protect the eater */ 3719 /* check if we can protect the eater */
3763 for (i=0; i<NROFATTACKS; i++) { 3720 for (i = 0; i < NROFATTACKS; i++)
3721 {
3764 if (food->resist[i]>0) { 3722 if (food->resist[i] > 0)
3723 {
3765 force->resist[i] = food->resist[i] / 2; 3724 force->resist[i] = food->resist[i] / 2;
3766 did_one = 1; 3725 did_one = 1;
3767 } 3726 }
3768 } 3727 }
3728
3769 if (did_one) { 3729 if (did_one)
3770 force->speed = 0.1; 3730 {
3771 update_ob_speed(force); 3731 force->set_speed (0.1);
3772 /* bigger morsel of food = longer effect time */ 3732 /* bigger morsel of food = longer effect time */
3773 force->stats.food = food->stats.food / 5; 3733 force->duration = food->stats.food / 5;
3774 SET_FLAG(force, FLAG_IS_USED_UP);
3775 SET_FLAG(force, FLAG_APPLIED); 3734 SET_FLAG (force, FLAG_APPLIED);
3776 change_abil(who, force); 3735 change_abil (who, force);
3777 insert_ob_in_ob(force, who); 3736 insert_ob_in_ob (force, who);
3778 } else {
3779 free_object(force);
3780 } 3737 }
3738 else
3739 force->destroy ();
3781 3740
3782 /* check for hp, sp change */ 3741 /* check for hp, sp change */
3783 if(food->stats.hp!=0) { 3742 if (food->stats.hp != 0)
3743 {
3784 if(QUERY_FLAG(food, FLAG_CURSED)) { 3744 if (QUERY_FLAG (food, FLAG_CURSED))
3785 strcpy(who->contr->killer,food->name); 3745 {
3746 who->contr->killer = food;
3786 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3747 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3787 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3748 who->failmsg ("Eck!...that was poisonous!");
3788 } else { 3749 }
3750 else
3751 {
3789 if(food->stats.hp>0) 3752 if (food->stats.hp > 0)
3790 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3753 who->statusmsg ("You begin to feel better.");
3791 else 3754 else
3792 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3755 who->failmsg ("Eck!...that was poisonous!");
3756
3793 who->stats.hp += food->stats.hp; 3757 who->stats.hp += food->stats.hp;
3794 } 3758 }
3795 }
3796 if(food->stats.sp!=0) {
3797 if(QUERY_FLAG(food, FLAG_CURSED)) {
3798 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3799 who->stats.sp -= food->stats.sp;
3800 if(who->stats.sp<0) who->stats.sp=0;
3801 } else {
3802 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3803 who->stats.sp += food->stats.sp;
3804 /* place limit on max sp from food? */
3805 } 3759 }
3760
3761 if (food->stats.sp != 0)
3806 } 3762 {
3807 fix_player(who); 3763 if (QUERY_FLAG (food, FLAG_CURSED))
3808} 3764 {
3765 who->failmsg ("You are drained of mana!");
3766 who->stats.sp -= food->stats.sp;
3767 if (who->stats.sp < 0)
3768 who->stats.sp = 0;
3769 }
3770 else
3771 {
3772 who->statusmsg ("You feel a rush of magical energy!");
3773 who->stats.sp += food->stats.sp;
3774 /* place limit on max sp from food? */
3775 }
3776 }
3809 3777
3778 who->update_stats ();
3779}
3810 3780
3811/** 3781/**
3812 * Designed primarily to light torches/lanterns/etc. 3782 * Designed primarily to light torches/lanterns/etc.
3813 * Also burns up burnable material too. First object in the inventory is 3783 * Also burns up burnable material too. First object in the inventory is
3814 * the selected object to "burn". -b.t. 3784 * the selected object to "burn". -b.t.
3815 */ 3785 */
3816 3786void
3817void apply_lighter(object *who, object *lighter) { 3787apply_lighter (object *who, object *lighter)
3788{
3818 object *item; 3789 object *item;
3819 int is_player_env=0; 3790 int is_player_env = 0;
3820 uint32 nrof;
3821 tag_t count;
3822 char item_name[MAX_BUF];
3823 3791
3824 item=find_marked_object(who); 3792 item = find_marked_object (who);
3825 if(item) { 3793 if (item)
3794 {
3826 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3795 if (lighter->last_eat && lighter->stats.food)
3827 /* Split multiple lighters if they're being used up. Otherwise * 3796 { /* lighter gets used up */
3828 * one charge from each would be used up. --DAMN */ 3797 object *oneLighter = lighter->split ();
3829 if(lighter->nrof > 1) {
3830 object *oneLighter = get_object();
3831 copy_object(lighter, oneLighter);
3832 lighter->nrof -= 1;
3833 oneLighter->nrof = 1;
3834 oneLighter->stats.food--; 3798 oneLighter->stats.food--;
3835 esrv_send_item(who, lighter); 3799 who->insert (oneLighter);
3836 oneLighter=insert_ob_in_ob(oneLighter, who); 3800 }
3837 esrv_send_item(who, oneLighter); 3801 else if (lighter->last_eat)
3838 } else {
3839 lighter->stats.food--;
3840 }
3841
3842 } else if(lighter->last_eat) { /* no charges left in lighter */
3843 new_draw_info_format(NDI_UNIQUE, 0,who,
3844 "You attempt to light the %s with a used up %s.",
3845 item->name, lighter->name);
3846 return;
3847 } 3802 {
3803 /* no charges left in lighter */
3804 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3805 return;
3806 }
3807
3848 /* Perhaps we should split what we are trying to light on fire? 3808 /* Perhaps we should split what we are trying to light on fire?
3849 * I can't see many times when you would want to light multiple 3809 * I can't see many times when you would want to light multiple
3850 * objects at once. 3810 * objects at once.
3851 */ 3811 */
3852 nrof=item->nrof;
3853 count=item->count;
3854 /* If the item is destroyed, we don't have a valid pointer to the
3855 * name object, so make a copy so the message we print out makes
3856 * some sense.
3857 */
3858 strcpy(item_name, item->name);
3859 if (who == is_player_inv(item)) is_player_env=1;
3860 3812
3813 if (who == item->in_player ())
3814 is_player_env = 1;
3815
3861 save_throw_object(item,AT_FIRE,who); 3816 save_throw_object (item, AT_FIRE, who);
3862 /* Change to check count and not freed, since the object pointer 3817
3863 * may have gotten recycled 3818 if (item->destroyed ())
3864 */ 3819 {
3865 if ((nrof != item->nrof ) || (count != item->count)) { 3820 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3866 new_draw_info_format(NDI_UNIQUE, 0,who,
3867 "You light the %s with the %s.",item_name,lighter->name);
3868 /* Need to update the player so that the players glow radius 3821 /* Need to update the player so that the players glow radius
3869 * gets changed. 3822 * gets changed.
3870 */ 3823 */
3871 if (is_player_env) fix_player(who); 3824 if (is_player_env)
3872 } else { 3825 who->update_stats ();
3873 new_draw_info_format(NDI_UNIQUE, 0,who, 3826 }
3827 else
3874 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3828 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3875 } 3829 }
3876 3830 else
3877 } else /* nothing to light */ 3831 who->failmsg ("You need to mark a lightable object.");
3878 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3879
3880} 3832}
3881 3833
3882/** 3834/**
3883 * op made some mistake with a scroll, this takes care of punishment. 3835 * op made some mistake with a scroll, this takes care of punishment.
3884 * scroll_failure()- hacked directly from spell_failure 3836 * scroll_failure()- hacked directly from spell_failure
3885 */ 3837 */
3838void
3886void scroll_failure(object *op, int failure, int power) 3839scroll_failure (object *op, int failure, int power)
3887{ 3840{
3888 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3841 if (abs (failure / 4) > power)
3842 power = abs (failure / 4); /* set minimum effect */
3889 3843
3890 if(failure<= -1&&failure > -15) {/* wonder */ 3844 if (failure <= -1 && failure > -15)
3845 { /* wonder */
3891 object *tmp; 3846 object *tmp;
3892 3847
3893 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3848 op->failmsg ("Your spell warps!");
3894 tmp=get_archetype(SPELL_WONDER); 3849 tmp = get_archetype (SPELL_WONDER);
3895 cast_wonder(op, op, 0, tmp); 3850 cast_wonder (op, op, 0, tmp);
3896 free_object(tmp); 3851 tmp->destroy ();
3852 }
3897 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3853 else if (failure <= -15 && failure > -35)
3898 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3854 { /* drain mana */
3855 op->failmsg ("Your mana is drained!");
3899 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3856 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3900 if(op->stats.sp<0) op->stats.sp = 0; 3857 if (op->stats.sp < 0)
3858 op->stats.sp = 0;
3859 }
3901 } else if (settings.spell_failure_effects == TRUE) { 3860 else if (settings.spell_failure_effects == TRUE)
3902 if (failure <= -35&&failure > -60) { /* confusion */ 3861 {
3903 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3862 if (failure <= -35 && failure > -60)
3863 { /* confusion */
3864 op->failmsg ("The magic recoils on you!");
3904 confuse_player(op,op,power); 3865 confuse_player (op, op, power);
3905 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3866 }
3906 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3867 else if (failure <= -60 && failure > -70)
3907 "you!"); 3868 { /* paralysis */
3869 op->failmsg ("The magic recoils and paralyzes you!");
3908 paralyze_player(op,op,power); 3870 paralyze_player (op, op, power);
3871 }
3909 } else if (failure <= -70&&failure> -80) {/* blind */ 3872 else if (failure <= -70 && failure > -80)
3910 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3873 { /* blind */
3874 op->failmsg ("The magic recoils on you!");
3911 blind_player(op,op,power); 3875 blind_player (op, op, power);
3912 } else if (failure <= -80) {/* blast the immediate area */ 3876 }
3913 object *tmp; 3877 else if (failure <= -80)
3914 tmp=get_archetype(LOOSE_MANA); 3878 { /* blast the immediate area */
3879 object *tmp = get_archetype (LOOSE_MANA);
3915 cast_magic_storm(op,tmp, power); 3880 cast_magic_storm (op, tmp, power);
3916 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3881 op->failmsg ("You unleash uncontrolled mana!");
3917 free_object(tmp); 3882 tmp->destroy ();
3918 } 3883 }
3919 } 3884 }
3920} 3885}
3921 3886
3887void
3922void apply_changes_to_player(object *pl, object *change) { 3888apply_changes_to_player (object *pl, object *change)
3889{
3923 int excess_stat=0; /* if the stat goes over the maximum 3890 int excess_stat = 0; /* if the stat goes over the maximum
3924 for the race, put the excess stat some 3891 for the race, put the excess stat some
3925 where else. */ 3892 where else. */
3926 3893
3927 switch (change->type) { 3894 switch (change->type)
3928 case CLASS: { 3895 {
3896 case CLASS:
3897 {
3929 living *stats = &(pl->contr->orig_stats); 3898 living *stats = &(pl->contr->orig_stats);
3930 living *ns = &(change->stats); 3899 living *ns = &(change->stats);
3931 object *walk; 3900 object *walk;
3932 int flag_change_face=1; 3901 int flag_change_face = 1;
3933 3902
3934 /* the following code assigns stats up to the stat max 3903 /* the following code assigns stats up to the stat max
3935 * for the race, and if the stat max is exceeded, 3904 * for the race, and if the stat max is exceeded,
3936 * tries to randomly reassign the excess stat 3905 * tries to randomly reassign the excess stat
3937 */ 3906 */
3938 int i,j; 3907 int i, j;
3908
3939 for(i=0;i<NUM_STATS;i++) { 3909 for (i = 0; i < NUM_STATS; i++)
3940 sint8 stat=get_attr_value(stats,i); 3910 {
3941 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3911 int race_bonus = pl->arch->stats.stat (i);
3942 stat += get_attr_value(ns,i); 3912 sint8 stat = stats->stat (i) + ns->stat (i);
3943 if(stat > 20 + race_bonus) {
3944 excess_stat++;
3945 stat = 20+race_bonus;
3946 }
3947 set_attr_value(stats,i,stat);
3948 }
3949 3913
3950 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3914 if (stat > 20 + race_bonus)
3951 int i = rndm(0, 6); 3915 {
3952 int stat=get_attr_value(stats,i); 3916 excess_stat++;
3953 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3917 stat = 20 + race_bonus;
3954 if(i==CHA) continue; /* exclude cha from this */ 3918 }
3955 if( stat < 20 + race_bonus) { 3919
3920 stats->stat (i) = stat;
3921 }
3922
3923 for (j = 0; excess_stat > 0 && j < 100; j++)
3924 { /* try 100 times to assign excess stats */
3925 int i = rndm (0, 6);
3926
3927 if (i == CHA)
3928 continue; /* exclude cha from this */
3929
3930 int stat = stats->stat (i);
3931 int race_bonus = pl->arch->stats.stat (i);
3932 if (stat < 20 + race_bonus)
3933 {
3956 change_attr_value(stats,i,1); 3934 change_attr_value (stats, i, 1);
3957 excess_stat--; 3935 excess_stat--;
3958 } 3936 }
3959 } 3937 }
3960 3938
3961 /* insert the randomitems from the change's treasurelist into 3939 /* insert the randomitems from the change's treasurelist into
3962 * the player ref: player.c 3940 * the player ref: player.c
3963 */ 3941 */
3964 if(change->randomitems!=NULL) 3942 if (change->randomitems != NULL)
3965 give_initial_items(pl,change->randomitems); 3943 give_initial_items (pl, change->randomitems);
3966 3944
3967
3968 /* set up the face, for some races. */ 3945 /* set up the face, for some races. */
3969 3946
3970 /* first, look for the force object banning 3947 /* first, look for the force object banning
3971 * changing the face. Certain races never change face with class. 3948 * changing the face. Certain races never change face with class.
3972 */ 3949 */
3973 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3950 for (walk = pl->inv; walk != NULL; walk = walk->below)
3974 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3951 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3952 flag_change_face = 0;
3975 3953
3976 if(flag_change_face) { 3954 if (flag_change_face)
3977 pl->animation_id = GET_ANIM_ID(change); 3955 {
3978 pl->face = change->face; 3956 pl->face = change->face;
3957 pl->animation_id = change->animation_id;
3958 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3959 }
3979 3960
3980 if(QUERY_FLAG(change,FLAG_ANIMATE))
3981 SET_FLAG(pl,FLAG_ANIMATE);
3982 else
3983 CLEAR_FLAG(pl,FLAG_ANIMATE);
3984 }
3985
3986 /* check the special case of can't use weapons */ 3961 /* check the special case of can't use weapons */
3987 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3962 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3988 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3963 if (!strcmp (change->name, "monk"))
3964 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3989 3965
3990 break; 3966 break;
3991 } 3967 }
3992 } 3968 }
3993} 3969}
3994 3970
3995/** 3971/**
3996 * This handles items of type 'transformer'. 3972 * This handles items of type 'transformer'.
4000 * Change information is contained in the 'slaying' field of the marked item. 3976 * Change information is contained in the 'slaying' field of the marked item.
4001 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3977 * The format is as follow: transformer:[number ]yield[;transformer:...].
4002 * This way an item can be transformed in many things, and/or many objects. 3978 * This way an item can be transformed in many things, and/or many objects.
4003 * The 'slaying' field for transformer is used as verb for the action. 3979 * The 'slaying' field for transformer is used as verb for the action.
4004 */ 3980 */
3981void
4005void apply_item_transformer( object* pl, object* transformer ) 3982apply_item_transformer (object *pl, object *transformer)
4006 { 3983{
4007 object* marked; 3984 object *marked;
4008 object* new_item; 3985 object *new_item;
4009 char* find; 3986 char *find;
4010 char* separator; 3987 char *separator;
4011 int yield; 3988 int yield;
4012 char got[ MAX_BUF ]; 3989 char got[MAX_BUF];
4013 int len; 3990 int len;
4014 3991
4015 if ( !pl || !transformer ) 3992 if (!pl || !transformer)
4016 return; 3993 return;
3994
4017 marked = find_marked_object( pl ); 3995 marked = find_marked_object (pl);
3996
4018 if ( !marked ) 3997 if (!marked)
4019 { 3998 {
4020 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3999 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
4021 return; 4000 return;
4022 } 4001 }
4002
4023 if ( !marked->slaying ) 4003 if (!marked->slaying)
4024 { 4004 {
4025 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4005 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4026 return; 4006 return;
4027 } 4007 }
4008
4028 /* check whether they are compatible or not */ 4009 /* check whether they are compatible or not */
4029 find = strstr( marked->slaying, transformer->arch->name ); 4010 find = strstr (marked->slaying, transformer->arch->archname);
4030 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4011 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4031 { 4012 {
4032 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4013 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
4033 return; 4014 return;
4034 } 4015 }
4016
4035 find += strlen( transformer->arch->name ) + 1; 4017 find += strlen (transformer->arch->archname) + 1;
4036 /* Item can be used, now find how many and what it yields */ 4018 /* Item can be used, now find how many and what it yields */
4037 if ( isdigit( *( find ) ) ) 4019 if (isdigit (*(find)))
4038 { 4020 {
4039 yield = atoi( find ); 4021 yield = atoi (find);
4040 if ( yield < 1 ) 4022 if (yield < 1)
4041 { 4023 {
4042 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4024 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
4043 yield = 1; 4025 yield = 1;
4044 } 4026 }
4045 } 4027 }
4046 else 4028 else
4047 yield = 1; 4029 yield = 1;
4048 4030
4049 while ( isdigit( *find ) ) 4031 while (isdigit (*find))
4050 find++; 4032 find++;
4033
4051 while ( *find == ' ' ) 4034 while (*find == ' ')
4052 find++; 4035 find++;
4036
4053 memset( got, 0, MAX_BUF ); 4037 memset (got, 0, MAX_BUF);
4038
4054 if ( (separator = strchr( find, ';' ))!=NULL) 4039 if ((separator = strchr (find, ';')) != NULL)
4055 {
4056 len = separator - find; 4040 len = separator - find;
4057 }
4058 else 4041 else
4059 {
4060 len = strlen(find); 4042 len = strlen (find);
4061 } 4043
4062 if ( len > MAX_BUF-1) 4044 if (len > MAX_BUF - 1)
4063 len = MAX_BUF-1; 4045 len = MAX_BUF - 1;
4046
4064 strcpy( got, find ); 4047 strcpy (got, find);
4065 got[len] = '\0'; 4048 got[len] = '\0';
4066 4049
4067 /* Now create new item, remove used ones when required. */ 4050 /* Now create new item, remove used ones when required. */
4068 new_item = get_archetype( got ); 4051 new_item = get_archetype (got);
4069 if ( !new_item ) 4052 if (!new_item)
4070 { 4053 {
4071 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4054 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4072 return; 4055 return;
4073 } 4056 }
4057
4074 new_item->nrof = yield; 4058 new_item->nrof = yield;
4075 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4059
4076 insert_ob_in_ob( new_item, pl ); 4060 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4077 esrv_send_inventory( pl, pl ); 4061
4062 pl->insert (new_item);
4078 /* Eat up one item */ 4063 /* Eat up one item */
4079 decrease_ob_nr( marked, 1 ); 4064 marked->decrease ();
4065
4080 /* Eat one transformer if needed */ 4066 /* Eat one transformer if needed */
4081 if ( transformer->stats.food ) 4067 if (transformer->stats.food)
4082 if ( --transformer->stats.food == 0 ) 4068 if (--transformer->stats.food == 0)
4083 decrease_ob_nr( transformer, 1 ); 4069 transformer->decrease ();
4084 } 4070}
4071

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