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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.17 by elmex, Wed Aug 30 11:58:43 2006 UTC vs.
Revision 1.178 by root, Sun Dec 28 15:28:47 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 1.17 2006/08/30 11:58:43 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/** 37/**
45 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 40 */
41int
48int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
49{ 43{
50 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
51 /* Get flags to determine what of arch, name, and race should be checked. 46 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 48 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 49 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 50 * it. Examples:
56 * subtype 1: only arch 51 * subtype 1: only arch
57 * subtype 3: arch or name 52 * subtype 3: arch or name
58 * subtype 5: arch or race 53 * subtype 5: arch or race
59 * subtype 7: all three 54 * subtype 7: all three
60 */ 55 */
61 if (op->subtype) 56 if (op->subtype)
62 { 57 {
63 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
64 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
65 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
66 } else { 61 }
62 else
63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ( (op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 91 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
94static int
97static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success=0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
116 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 113 {
118 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
121 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
122 if (marked->msg) { 119 if (marked->msg)
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\r" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
125 } 141 }
126 return money == NULL; 142 else
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 143 {
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 145 break;
149 } 146 }
150 } 147 }
151 } 148 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
153 return money == NULL; 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
154} 156}
155 157
156/** 158/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 160 * matching item.
159 **/ 161 **/
162void
160static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
161{ 164{
162 const char* yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
163 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181} 167}
182 168
183/** 169/**
184 * Handles applying a potion. 170 * Handles applying a potion.
185 */ 171 */
172int
186int apply_potion (object * op, object * tmp) 173apply_potion (object *op, object *tmp)
187{ 174{
188 int got_one = 0, i; 175 int got_one = 0, i;
189 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
190 177
191 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
192 179
193 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)
194 { 181 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
198 ); 183
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 185 return 0;
201 } 186 }
202 187
203 if (op->type == PLAYER) 188 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 190 identify (tmp);
207 }
208 191
209 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
210 193
211 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 197 object *depl;
215 archetype *at; 198 archetype *at;
216 199
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 201 {
219 drain_stat (op); 202 op->drain_stat ();
220 fix_player (op); 203 op->update_stats ();
221 decrease_ob (tmp); 204 tmp->decrease ();
222 return 1; 205 return 1;
223 } 206 }
207
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 209 {
226 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 211 return 0;
228 } 212 }
213
229 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
230 if (depl != NULL) 216 if (depl)
231 { 217 {
232 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
234 { 220 op->statusmsg (restore_msg[i]);
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
236 } 222 depl->destroy ();
237 remove_ob (depl); 223 op->update_stats ();
238 free_object (depl);
239 fix_player (op);
240 } 224 }
241 else 225 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
243 227
244 decrease_ob (tmp); 228 tmp->decrease ();
245 return 1; 229 return 1;
246 } 230 }
247 231
248 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
250 { 234 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
253 { 236 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 238 {
256 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
257 { 240 {
258 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
259 break; 242 break;
260 } 243 }
244
261 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
262 { 246 {
263 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
264 break; 248 break;
265 } 249 }
250
266 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
267 { 252 {
268 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
269 break; 254 break;
270 } 255 }
274 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
275 { 260 {
276 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
277 break; 262 break;
278 } 263 }
264
279 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
280 { 266 {
281 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
282 break; 268 break;
283 } 269 }
270
284 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
285 { 272 {
286 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
287 break; 274 break;
288 } 275 }
289 } 276 }
290 } 277 }
278
291 /* Just makes checking easier */ 279 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
293 got_one = 1; 281 got_one = 1;
282
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 284 {
296 if (got_one) 285 if (got_one)
297 { 286 {
298 fix_player (op); 287 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image."); 289 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
305 } 291 }
306 else 292 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 294 }
310 else 295 else
311 { /* cursed potion */ 296 { /* cursed potion */
312 if (got_one) 297 if (got_one)
313 { 298 {
314 fix_player (op); 299 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
317 } 301 }
318 else 302 else
319 new_draw_info (NDI_UNIQUE, 0, op, 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 "You are fortunate that you are so pathetic.");
321 } 304 }
305
322 decrease_ob (tmp); 306 tmp->decrease ();
323 return 1; 307 return 1;
324 } 308 }
325 309
326 310
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
333 { 317 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 319 {
336 object *fball; 320 object *fball;
337 321
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
339 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x; 328 fball->x = op->x;
346 fball->y = op->y; 329 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 331 }
349 else 332 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 334
352 decrease_ob (tmp); 335 tmp->decrease ();
336
353 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 339 op->update_stats ();
340
356 return 1; 341 return 1;
357 } 342 }
358 343
359 /* Deal with protection potions */ 344 /* Deal with protection potions */
360 force = NULL; 345 force = NULL;
362 { 347 {
363 if (tmp->resist[i]) 348 if (tmp->resist[i])
364 { 349 {
365 if (!force) 350 if (!force)
366 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
369 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 */
370 } 356 }
371 } 357 }
358
372 /* This is a protection potion */ 359 /* This is a protection potion */
373 if (force) 360 if (force)
374 { 361 {
375 /* cursed items last longer */ 362 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
378 force->stats.food *= 10; 365 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 369 }
370
383 force->speed_left = -1; 371 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 375 change_abil (op, force);
388 decrease_ob (tmp); 376 tmp->decrease ();
389 return 1; 377 return 1;
390 } 378 }
391 379
392 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 381 if (op->type == PLAYER)
394 { /* only for players */ 382 { /* only for players */
395 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)
396 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 385 else
399 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
400 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
402 } 390 }
403 391
404 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 395 * up all the stats.
408 */ 396 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 398 op->update_stats ();
411 decrease_ob (tmp); 399 tmp->decrease ();
412 return 1; 400 return 1;
413} 401}
414 402
415/**************************************************************************** 403/****************************************************************************
416 * Weapon improvement code follows 404 * Weapon improvement code follows
417 ****************************************************************************/ 405 ****************************************************************************/
418 406
419/** 407/**
420 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
421 */ 409 */
410static int
422static int check_item(object *op, const char *item) 411check_item (object *op, const char *item)
423{ 412{
424 int count=0; 413 int count = 0;
425 414
415 if (!item)
416 return 0;
426 417
427 if (item==NULL) return 0; 418 for (op = op->below; op; op = op->below)
428 op=op->below; 419 {
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){ 420 if (strcmp (op->arch->archname, item) == 0)
421 {
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
433 { 424 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
435 count++; 426 count++;
436 else 427 else
437 count += op->nrof; 428 count += op->nrof;
438 } 429 }
439 } 430 }
440 op=op->below;
441 } 431 }
432
442 return count; 433 return count;
443} 434}
444 435
445/** 436/**
446 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 438 * op is typically the player, which is only
448 * really used to determine what space to look at. 439 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
450 */ 441 */
442static void
451static void eat_item(object *op,const char *item, uint32 nrof) 443eat_item (object *op, const char *item, uint32 nrof)
452{ 444{
453 object *prev; 445 object *prev;
454 446
455 prev = op; 447 prev = op;
456 op=op->below; 448 op = op->below;
457 449
458 while(op!=NULL) { 450 while (op)
451 {
459 if (strcmp(op->arch->name,item)==0) { 452 if (strcmp (op->arch->archname, item) == 0)
453 {
460 if (op->nrof >= nrof) { 454 if (op->nrof >= nrof)
455 {
461 decrease_ob_nr(op,nrof); 456 op->decrease (nrof);
462 return; 457 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
467 op=prev; 465 op = prev;
468 } 466 }
467
469 prev = op; 468 prev = op;
470 op=op->below; 469 op = op->below;
471 } 470 }
472} 471}
473 472
474/** 473/**
475 * 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
476 * with improvs improvements (typically last_eat). We take an int here 475 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 476 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 477 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
480 */ 479 */
480static int
481static int check_weapon_power(const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
482{ 482{
483/* 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
484 * 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
485 * 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.
486 */ 486 */
487#if 1 487#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
489 else return 0; 491 return 0;
490 492
491#else 493#else
492 int level=0; 494 int level = 0;
493 495
494 /* The skill system hands out wc and dam bonuses to fighters 496 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 497 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 498 * we need to curtail the power of player enchanted weapons.
497 * 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.
498 * 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
499 * using normal level - it is just a matter of play balance. 501 * using normal level - it is just a matter of play balance.
500 */ 502 */
501 if(who->type==PLAYER) { 503 if (who->type == PLAYER)
504 {
502 object *wc_obj=NULL; 505 object *wc_obj = NULL;
503 506
504 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)
505 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)
506 level = wc_obj->level; 509 level = wc_obj->level;
507 510
508 if (!level ) { 511 if (!level)
512 {
509 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);
510 level = who->level; 514 level = who->level;
511 } 515 }
512 } 516 }
513 else 517 else
514 level=who->level; 518 level = who->level;
515 519
516 return (improvs <= ((level/5)+5)); 520 return (improvs <= ((level / 5) + 5));
517#endif 521#endif
518} 522}
519 523
520/** 524/**
521 * 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.
522 * 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.
523 */ 527 */
528static int
524static int check_sacrifice(object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
525{ 530{
526 int count=0; 531 int count = 0;
527 532
528 if (improver->slaying!=NULL) { 533 if (improver->slaying)
534 {
529 count = check_item(op,improver->slaying); 535 count = check_item (op, improver->slaying);
530 if (count<1) { 536 if (count < 1)
531 char buf[200]; 537 {
532 sprintf(buf,"The gods want more %ss",improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 539 return 0;
535 } 540 }
536 } 541 }
537 else 542 else
538 count=1; 543 count = 1;
539 544
540 return count; 545 return count;
541} 546}
542 547
543/** 548/**
544 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
545 */ 550 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 551static int
547 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)
548{ 553{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 554 stat += sacrifice_count;
552 weapon->last_eat++; 555 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 556 improver->decrease ();
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556 557
557 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
558 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
559 return 1; 567 return 1;
560} 568}
561 569
562/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 575#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 577#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 580#define IMPROVE_INT 10
573#define IMPROVE_POW 11 581#define IMPROVE_POW 11
574
575 582
576/** 583/**
577 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
579 */ 586 */
580 587int
581int prepare_weapon(object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
582{ 589{
583 int sacrifice_count,i; 590 int sacrifice_count, i;
584 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
585 592
586 if (weapon->level!=0) { 593 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 594 {
595 op->failmsg ("Weapon is already prepared!");
588 return 0; 596 return 0;
589 } 597 }
598
590 for (i=0; i<NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 600 if (weapon->resist[i])
601 break;
592 602
593 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 604 * improvement of items that already have protections.
595 */ 605 */
596 if (i<NROFATTACKS || 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
601 { 610 {
602 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.>");
603 return 0; 614 return 0;
604 } 615 }
616
605 sacrifice_count=check_sacrifice(op,improver); 617 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 618 if (sacrifice_count <= 0)
607 return 0; 619 return 0;
620
608 weapon->level=isqrt(sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
611 623
612 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.",
613 weapon->name,weapon->level); 627 &weapon->name, weapon->level
628 ));
614 629
615 sprintf(buf,"%s's %s",op->name,weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 631 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 633 slot at once! */
620 decrease_ob(improver); 634 improver->decrease ();
621 weapon->last_eat=0; 635 weapon->last_eat = 0;
622 return 1; 636 return 1;
623} 637}
624
625 638
626/** 639/**
627 * 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.
628 * This is the new improve weapon code. 641 * This is the new improve weapon code.
629 * 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.
632 * 645 *
633 * 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
634 * 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 ??
635 * level == max improve last_eat == current improve 648 * level == max improve last_eat == current improve
636 */ 649 */
650int
637int improve_weapon(object *op,object *improver,object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
638{ 652{
639 int sacrifice_count, sacrifice_needed=0; 653 int sacrifice_count, sacrifice_needed = 0;
640 654
641 if(improver->stats.sp==IMPROVE_PREPARE) { 655 if (improver->stats.sp == IMPROVE_PREPARE)
642 return prepare_weapon(op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
643 } 657
644 if (weapon->level==0) { 658 if (weapon->level == 0)
645 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.>");
646 return 0; 661 return 0;
647 } 662 }
663
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 665 {
650 return 0; 666 op->failmsg ("This weapon cannot be improved any more.");
651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0; 667 return 0;
658 } 668 }
669
670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
671 {
672 op->failmsg ("Improving the weapon will make it too "
673 "powerful for you to use. Unready it if you "
674 "really want to improve it.");
675 return 0;
676 }
677
659 /* 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
660 * 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,
661 * 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
662 * weapon can be improved. 681 * weapon can be improved.
663 */ 682 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
665 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "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));
669 weapon->last_eat++; 688 weapon->last_eat++;
670 689
671 weapon->item_power++; 690 weapon->item_power++;
672 decrease_ob(improver); 691 improver->decrease ();
673 return 1; 692 return 1;
674 } 693 }
694
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
676 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 698 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 699 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 700 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 701
681 (float)weapon->weight/1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
682 weapon->last_eat++; 703 weapon->last_eat++;
683 weapon->item_power++; 704 weapon->item_power++;
684 decrease_ob(improver); 705 improver->decrease ();
685 return 1; 706 return 1;
686 } 707 }
708
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
688 weapon->magic++; 711 weapon->magic++;
689 weapon->last_eat++; 712 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
691 ,"Weapon magic increased to %d",weapon->magic); 714 improver->decrease ();
692 decrease_ob(improver);
693 weapon->item_power++; 715 weapon->item_power++;
694 return 1; 716 return 1;
695 } 717 }
696 718
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 721
701 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 723 sacrifice_needed = 1;
703 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
704 725
705 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
709 return 0; 730 return 0;
710 } 731 }
732
711 eat_item(op,improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 734 weapon->item_power++;
713 735
714 switch (improver->stats.sp) { 736 switch (improver->stats.sp)
715 case IMPROVE_STR: 737 {
716 return improve_weapon_stat(op,improver,weapon, 738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
717 (signed char *) &(weapon->stats.Str), 739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
718 1, "strength"); 740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
719 case IMPROVE_DEX: 741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
720 return improve_weapon_stat(op,improver,weapon, 742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
721 (signed char *) &(weapon->stats.Dex), 743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
722 1, "dexterity"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 745 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
745 } 747 }
748
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 750 return 0;
748} 751}
749 752
750/** 753/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 754 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * 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, ...),
753 * then calls improve_weapon to do the dirty work. 756 * then calls improve_weapon to do the dirty work.
754 */ 757 */
758int
755int check_improve_weapon (object *op, object *tmp) 759check_improve_weapon (object *op, object *tmp)
756{ 760{
757 object *otmp; 761 object *otmp;
758 762
759 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!");
760 return 0; 769 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 770 }
771
765 otmp=find_marked_object(op); 772 otmp = find_marked_object (op);
773
766 if(!otmp) { 774 if (!otmp)
767 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.>");
768 return 0; 777 return 0;
769 } 778 }
779
770 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
771 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!");
772 return 0; 783 return 0;
773 } 784 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785
786 op->statusmsg ("Applied weapon builder.");
787
775 improve_weapon(op,tmp,otmp); 788 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 789 esrv_send_item (op, otmp);
777 return 1; 790 return 1;
778} 791}
779 792
780/** 793/**
781 * This code deals with the armour improvment scrolls. 794 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 795 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 810 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 811 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 812 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 813 * changing of physical area right now.
801 */ 814 */
815int
802int improve_armour(object *op, object *improver, object *armour) 816improve_armour (object *op, object *improver, object *armour)
803{ 817{
804 object *tmp; 818 object *tmp;
805 819
806 if (armour->magic >= settings.armor_max_enchant) { 820 if (armour->magic >= settings.armor_max_enchant)
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 821 {
822 op->failmsg ("This armour can not be enchanted any further!");
808 return 0; 823 return 0;
809 } 824 }
825
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 829 * of gnarg and what not?)
814 */ 830 */
815 if (armour->title) { 831 if (armour->title)
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 832 {
833 op->failmsg ("This armour will not accept further enchantment.");
817 return 0; 834 return 0;
818 } 835 }
819 836
820 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
822 */ 839 */
823 if(armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else
826 tmp = NULL;
827 841
828 armour->magic++; 842 armour->magic++;
829 843
830 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
831 { 845 {
832 int base = 100; 846 int base = 100;
833 int pow = 0; 847 int pow = 0;
848
834 while ( pow < armour->magic ) 849 while (pow < armour->magic)
835 { 850 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 852 pow++;
838 } 853 }
839 854
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
841 } 856 }
842 else 857 else
843 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;
844 859
845 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
846 { 861 {
847 int base = 100; 862 int base = 100;
848 int pow = 0; 863 int pow = 0;
864
849 while ( pow < armour->magic ) 865 while (pow < armour->magic)
850 { 866 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 868 pow++;
853 } 869 }
854 870
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
856 } 872 }
857 else 873 else
858 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;
859 875
860 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
861 { 877 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 879 armour->weight = 1;
864 } 880 }
865 881
866 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);
867 883
868 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
869 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
887
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 889 op->update_stats ();
872 } 890 }
873 decrease_ob(improver); 891
892 improver->decrease ();
893
874 if (tmp) { 894 if (tmp)
875 insert_ob_in_ob(tmp, op); 895 op->insert (tmp);
876 esrv_send_item(op, tmp); 896
877 }
878 return 1; 897 return 1;
879} 898}
880
881 899
882/* 900/*
883 * 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
884 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
885 */ 903 *
886#define CONV_FROM(xyz) xyz->slaying
887#define CONV_TO(xyz) xyz->other_arch
888#define CONV_NR(xyz) xyz->stats.sp
889#define CONV_NEED(xyz) xyz->stats.food
890
891/* Takes one items and makes another. 904 * Takes one type of items and makes another.
892 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
895 */ 908 */
909static int
896int convert_item(object *item, object *converter) { 910convert_item (object *item, object *converter)
897 int nr=0; 911{
898 object *tmp; 912 sint64 nr, price_in;
899 uint32 price_in;
900 913
901 /* We make some assumptions - we assume if it takes money as it type, 914 if (item->flag [FLAG_UNPAID])
902 * it wants some amount. We don't make change (ie, if something costs
903 * 3 gp and player drops a platinum, tough luck)
904 */
905 if (!strcmp(CONV_FROM(converter),"money")) {
906 int cost;
907
908 if(item->type!=MONEY)
909 return 0;
910
911 nr=(item->nrof*item->value)/CONV_NEED(converter);
912 if (!nr) return 0;
913 cost=nr*CONV_NEED(converter)/item->value;
914 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++;
916 decrease_ob_nr(item, cost);
917
918 price_in = cost*item->value;
919 }
920 else {
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
923 return 0;
924
925 if(CONV_NEED(converter)) {
926 nr=item->nrof/CONV_NEED(converter);
927 decrease_ob_nr(item,nr*CONV_NEED(converter));
928 price_in = nr*CONV_NEED(converter)*item->value;
929 } else {
930 price_in = item->value;
931 remove_ob(item);
932 free_object(item);
933 }
934 }
935
936 if (converter->inv != NULL) {
937 object *ob;
938 int i;
939 object *ob_to_copy;
940
941 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv;
943 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
944 if (rndm(0, i) == 0) {
945 ob_to_copy = ob;
946 }
947 }
948 item = object_create_clone(ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE);
951 } else {
952 if (converter->other_arch == NULL) {
953 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);
954 return -1;
955 }
956
957 item = object_create_arch(converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
959 }
960
961 if(CONV_NR(converter))
962 item->nrof=CONV_NR(converter);
963 if(nr)
964 item->nrof*=nr;
965 if(is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) {
968 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
969 converter->name, converter->map->path, converter->x, converter->y, price_in,
970 item->nrof*item->value, item->name);
971 /**
972 * elmex: we are going to let the game continue, as the mapcreator
973 * propably had something in mind when doing this
974 */
975 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
977 return 1; 915 return 0;
978}
979 916
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 (converter->flag [FLAG_PRECIOUS])
1001 SET_FLAG (item, FLAG_UNPAID);
1002
1003 if (is_in_shop (converter))
1004 {
1005 // converters on shop floors don't work anymore, bug lets check for it
1006 // and report in case someone still does it.
1007 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
1008 converter->debug_desc ());
1009 SET_FLAG (item, FLAG_UNPAID);
1010 }
1011 else if (price_in < sint64 (item->nrof) * item->value)
1012 {
1013 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1014 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1015 /**
1016 * elmex: we are going to let the game continue, as the mapcreator
1017 * hopefully had something in mind when doing this.
1018 */
1019 }
1020
1021 // elmex: only identify if we need to, for example so that generated money doesn't
1022 // get an 'identified' flag so easily.
1023 if (need_identify (item))
1024 identify (item);
1025
1026 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1027 return 1;
1028}
1029
980/** 1030/**
981 * Handle apply on containers. 1031 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 1032 * By Eneq(@csd.uu.se).
983 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1033 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984 * added the alchemical cauldron to the code -b.t. 1034 * added the alchemical cauldron to the code -b.t.
985 */ 1035 */
986 1036int
987int apply_container (object *op, object *sack) 1037apply_container (object *op, object *sack)
988{ 1038{
989 char buf[MAX_BUF]; 1039 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 1040 return 0; /* This might change */
994 1041
995 if (sack==NULL || sack->type != CONTAINER) { 1042 if (!sack || sack->type != CONTAINER)
1043 {
996 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1044 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 1045 return 0;
998 } 1046 }
999 op->contr->last_used = NULL; 1047
1000 op->contr->last_used_id = 0; 1048 op->contr->last_used = 0;
1001 1049
1002 if (sack->env!=op) { 1050 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1051 {
1045 1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1053 return 1;
1094} 1054 }
1095 1055
1096/** 1056 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1057 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 } 1058 {
1121 1059 if (op->container == sack)
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 } 1060 {
1131 1061 // open on ground or inv, so close
1132 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1062 op->close_container ();
1133 return 1; 1063 return 1;
1134
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED);
1138 op->container=NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1;
1141 }
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack);
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1152 } else {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1154 query_name(sack));
1155 return 0;
1156 } 1064 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) { 1065 else if (!sack->env)
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1066 {
1176 query_name(sack)); 1067 // active, but not ours: some other player has opened it
1068 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1177 return 0; 1069 return 1;
1178 } 1070 }
1179 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1181 1071
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 1072 // fall through to opening it (active in inv)
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1073 }
1184 SET_FLAG (sack, FLAG_APPLIED); 1074 else if (sack->env)
1185 op->container = sack; 1075 {
1076 // it is in our env, so activate it, do not open yet
1077 op->close_container ();
1078 sack->flag [FLAG_APPLIED] = 1;
1186 esrv_update_item (UPD_FLAGS, op, sack); 1079 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack); 1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197 }
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack);
1203 }
1204 }
1205 return 1; 1081 return 1;
1206} 1082 }
1207 1083
1084 // it's locked?
1085 if (sack->slaying)
1086 {
1087 if (object *tmp = find_key (op, op, sack))
1088 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1089 else
1090 {
1091 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1092 return 1;
1093 }
1094 }
1095
1096 op->open_container (sack);
1097
1098 return 1;
1099}
1208 1100
1209/** 1101/**
1210 * Handles dropping things on altar. 1102 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1103 * Returns true if sacrifice was accepted.
1212 */ 1104 */
1105static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1106apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1107{
1215 /* Only players can make sacrifices on spell casting altars. */ 1108 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1109 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1110 return 0;
1218 1111
1219 if (operate_altar (altar, &sacrifice)) { 1112 if (operate_altar (altar, &sacrifice))
1113 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1114 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * with an altar. We call it a Potion - altars are stationary - it 1115 * with an altar. We call it a Potion - altars are stationary - it
1222 * is up to map designers to use them properly. 1116 * is up to map designers to use them properly.
1223 */ 1117 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1118 if (altar->inv && altar->inv->type == SPELL)
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1119 {
1226 altar->inv->name); 1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1122 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1123 * old maps.
1230 */ 1124 */
1125
1231/* push_button (altar);*/ 1126/* push_button (altar);*/
1127 }
1232 } else { 1128 else
1129 {
1233 altar->value = 1; /* works only once */ 1130 altar->value = 1; /* works only once */
1234 push_button (altar); 1131 push_button (altar);
1235 } 1132 }
1133
1236 return sacrifice == NULL; 1134 return !sacrifice;
1237 } else { 1135 }
1136 else
1238 return 0; 1137 return 0;
1239 }
1240} 1138}
1241
1242 1139
1243/** 1140/**
1244 * Handles 'movement' of shop mats. 1141 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1142 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1143 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1144 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1145 * MSW 2001-08-29
1249 */ 1146 */
1147int
1250int apply_shop_mat (object * shop_mat, object * op) 1148apply_shop_mat (object *shop_mat, object *op)
1251{ 1149{
1252 int rv = 0; 1150 int rv = 0;
1253 double opinion; 1151 double opinion;
1254 object *tmp, *next; 1152 object *tmp, *next;
1255 1153
1256 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1257 1155
1258 if (op->type != PLAYER) 1156 bool has_unpaid = false;
1157
1158 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1159 // a quick and small change :(
1160 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1161 if (item->flag [FLAG_UNPAID])
1162 {
1163 has_unpaid = true;
1164 break;
1165 }
1166
1167 if (!op->is_player ())
1259 { 1168 {
1260 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1261 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1262 * the shop. 1171 * the shop.
1263 */ 1172 */
1264 for (tmp = op->inv; tmp; tmp = next) 1173 for (tmp = op->inv; tmp; tmp = next)
1265 { 1174 {
1266 next = tmp->below; 1175 next = tmp->below;
1176
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1178 {
1269 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1179 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1270 1180
1271 remove_ob (tmp);
1272 if (i == -1) 1181 if (i >= 0)
1273 i = 0; 1182 tmp->move (i);
1274 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1183 }
1279 } 1184 }
1280 1185
1281 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1282 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1285 /* unpaid objects, or non living objects, can't transfer by 1190 /* unpaid objects, or non living objects, can't transfer by
1286 * shop mats. Instead, put it on a nearby space. 1191 * shop mats. Instead, put it on a nearby space.
1287 */ 1192 */
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1193 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1194 {
1290
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1195 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1196 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1197
1293 if (i != -1) 1198 if (i != -1)
1294 {
1295 rv =
1296 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1199 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1297 0, shop_mat); 1200
1298 }
1299 return 0; 1201 return 0;
1300 } 1202 }
1203
1301 /* Removed code that checked for multipart objects - it appears that 1204 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1205 * the teleport function should be able to handle this just fine.
1303 */ 1206 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1208 }
1306 /* immediate block below is only used for players */ 1209 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1210 {
1309 get_payment (op, op->inv); 1211 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1212 rv = teleport (shop_mat, SHOP_MAT, op);
1311 1213
1214 if (has_unpaid)
1215 op->contr->play_sound (sound_find ("shop_buy"));
1216 else if (is_in_shop (op))
1217 op->contr->play_sound (sound_find ("shop_enter"));
1218 else
1219 op->contr->play_sound (sound_find ("shop_leave"));
1220
1312 if (shop_mat->msg) 1221 if (shop_mat->msg)
1313 { 1222 op->statusmsg (shop_mat->msg);
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* This check below is a bit simplistic - generally it should be correct, 1223 /* This check below is a bit simplistic - generally it should be correct,
1317 * but there is never a guarantee that the bottom space on the map is 1224 * but there is never a guarantee that the bottom space on the map is
1318 * actually the shop floor. 1225 * actually the shop floor.
1319 */ 1226 */
1320 else if (!rv && !is_in_shop (op)) 1227 else if (!rv && !is_in_shop (op))
1321 { 1228 {
1322 opinion = shopkeeper_approval (op->map, op); 1229 opinion = shopkeeper_approval (op->map, op);
1323 if (opinion > 0.9) 1230
1324 new_draw_info (NDI_UNIQUE, 0, op, 1231 op->statusmsg (
1325 "The shopkeeper gives you a friendly wave."); 1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1326 else if (opinion > 0.75) 1233 : opinion >= 0.75 ? "The shopkeeper waves to you."
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1234 : opinion >= 0.50 ? "The shopkeeper ignores you."
1328 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else
1331 new_draw_info (NDI_UNIQUE, 0, op,
1332 "The shopkeeper glares at you with contempt."); 1235 : "The shopkeeper glares at you with contempt."
1236 );
1333 } 1237 }
1334 } 1238 }
1335 else 1239 else
1336 { 1240 {
1337 /* if we get here, a player tried to leave a shop but was not able 1241 /* if we get here, a player tried to leave a shop but was not able
1338 * to afford the items he has. We try to move the player so that 1242 * to afford the items he has. We try to move the player so that
1339 * they are not on the mat anymore 1243 * they are not on the mat anymore
1340 */ 1244 */
1341
1342 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1245 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1246
1343 if (i == -1) 1247 if (i == -1)
1344 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1248 LOG (llevError, "Internal shop-mat problem.\n");
1346 }
1347 else 1249 else
1348 { 1250 {
1349 remove_ob (op); 1251 op->remove ();
1350 op->x += freearr_x[i]; 1252 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1253 op->y += freearr_y[i];
1352 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1254 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1353 } 1255 }
1354 } 1256 }
1257
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1258 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1259 return rv;
1357} 1260}
1358 1261
1359/** 1262/**
1360 * Handles applying a sign. 1263 * Handles applying a sign.
1361 */ 1264 */
1265static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1363{ 1267{
1364 readable_message_type* msgType; 1268 if (sign->has_dialogue ())
1365 char newbuf[HUGE_BUF]; 1269 {
1366 if (sign->msg == NULL) { 1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1367 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1368 return; 1271 return;
1272 }
1273
1274 if (!sign->msg)
1369 } 1275 {
1276 op->contr->infobox (MSG_CHANNEL ("examine"),
1277 format ("T<%s>\n\n Nothing %sis written on it.",
1278 &sign->name,
1279 sign->name == sign->arch->name ? "" : "else "));
1280 return;
1281 }
1370 1282
1371 if (sign->stats.food) { 1283 if (sign->stats.food)
1284 {
1372 if (sign->last_eat >= sign->stats.food) { 1285 if (sign->last_eat >= sign->stats.food)
1286 {
1373 if (!sign->move_on) 1287 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1288 op->failmsg ("You cannot read it anymore.");
1289
1375 return; 1290 return;
1376 } 1291 }
1377 1292
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1293 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1294 sign->last_eat++;
1380 } 1295 }
1381 1296
1382 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1297 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1383 * No way to know for sure. The presumption is basically that if 1298 * No way to know for sure. The presumption is basically that if
1384 * move_on is zero, it needs to be manually applied (doesn't talk 1299 * move_on is zero, it needs to be manually applied (doesn't talk
1385 * to us). 1300 * to us).
1386 */ 1301 */
1387 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1302 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1303 {
1389 "You are unable to read while blind."); 1304 op->failmsg ("You are unable to read while blind!");
1390 return; 1305 return;
1306 }
1307
1308 if (op->contr)
1309 if (client *ns = op->contr->ns)
1310 {
1311 if (sign->sound)
1312 ns->play_sound (sign->sound);
1313 else if (autoapply)
1314 ns->play_sound (sound_find ("msg_voice"));
1315
1316 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1391 } 1317 }
1392 msgType=get_readable_message_type(sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1395} 1318}
1396 1319
1320static void
1321move_apply_hole (object *trap, object *victim)
1322{
1323 /* Hole not open? */
1324 if (trap->stats.wc > 0)
1325 return;
1326
1327 /* Is this a multipart monster and not the head? If so, return.
1328 * Processing will happen if the head runs into the pit
1329 */
1330 if (victim->head)
1331 return;
1332
1333 // now find all possible locations and randomly pick one
1334 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1335 trap->range >= 3 ? SIZEOFFREE3 + 1
1336 : trap->range >= 2 ? SIZEOFFREE2 + 1
1337 : trap->range >= 1 ? SIZEOFFREE1 + 1
1338 : SIZEOFFREE0 + 1);
1339
1340 if (dir < 0)
1341 return;
1342
1343 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1344 victim->statusmsg ("You fall through the hole!", NDI_RED);
1345
1346 transfer_ob (victim,
1347 EXIT_X (trap) + freearr_x[dir],
1348 EXIT_Y (trap) + freearr_y[dir],
1349 0, victim);
1350}
1397 1351
1398/** 1352/**
1399 * 'victim' moves onto 'trap' 1353 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1354 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime. 1355 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 * 1356 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1357 * originator: Player, monster or other object that caused 'victim' to move
1404 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1358 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1405 * However, some types of traps require an originator to function. 1359 * However, some types of traps require an originator to function.
1406 */ 1360 */
1361void
1407void move_apply (object *trap, object *victim, object *originator) 1362move_apply (object *trap, object *victim, object *originator)
1408{ 1363{
1409 static int recursion_depth = 0; 1364 static int recursion_depth = 0;
1410 1365
1411 /* Only exits affect DMs. */ 1366 /* Only exits affect DMs. */
1412 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1367 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1413 return; 1368 return;
1414 1369
1415 /* move_apply() is the most likely candidate for causing unwanted and 1370 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1371 * possibly unlimited recursion.
1417 */ 1372 */
1419 * maps to fail. 1) it's not an error to recurse: 1374 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1375 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1376 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1377 * proper. This code was causing needless crashes.
1423 */ 1378 */
1424 if (recursion_depth >= 500) { 1379 if (recursion_depth >= 500)
1380 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1381 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1382 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1383 return;
1429 } 1384 }
1385
1430 recursion_depth++; 1386 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1387 if (trap->head)
1388 trap = trap->head;
1432 1389
1433 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1390 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1391 goto leave;
1392
1393 switch (trap->type)
1394 {
1395 case PLAYERMOVER:
1396 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1397 {
1398 if (!trap->stats.maxsp)
1399 trap->stats.maxsp = 2;
1400
1401 /* Is this correct? From the docs, it doesn't look like it
1402 * should be divided by trap->speed
1403 */
1404 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1405
1406 /* Just put in some sanity check. I think there is a bug in the
1407 * above with some objects have zero speed, and thus the player
1408 * getting permanently paralyzed.
1409 */
1410 if (victim->speed_left < -50.f)
1411 victim->speed_left = -50.f;
1412 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1413 }
1434 goto leave; 1414 goto leave;
1435 1415
1436 switch (trap->type) { 1416 case SPINNER:
1437 case PLAYERMOVER: 1417 if (victim->direction)
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1418 {
1439 !should_director_abort(trap, victim)) { 1419 victim->direction = absdir (victim->direction - trap->stats.sp);
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1420 update_turn_face (victim);
1421 }
1422 goto leave;
1441 1423
1442 /* Is this correct? From the docs, it doesn't look like it 1424 case DIRECTOR:
1443 * should be divided by trap->speed 1425 if (victim->direction && !should_director_abort (trap, victim))
1426 {
1427 victim->direction = trap->stats.sp;
1428 update_turn_face (victim);
1429 }
1430 goto leave;
1431
1432 case BUTTON:
1433 case PEDESTAL:
1434 update_button (trap);
1435 goto leave;
1436
1437 case ALTAR:
1438 /* sacrifice victim on trap */
1439 apply_altar (trap, victim, originator);
1440 goto leave;
1441
1442 case THROWN_OBJ:
1443 if (trap->inv == NULL)
1444 goto leave;
1445 /* fallthrough */
1446
1447 case ARROW:
1448 /* bad bug: monster throw a object, make a step forwards, step on object ,
1449 * trigger this here and get hit by own missile - and will be own enemy.
1450 * Victim then is his own enemy and will start to kill herself (this is
1451 * removed) but we have not synced victim and his missile. To avoid senseless
1452 * action, we avoid hits here
1453 */
1454 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1455 hit_with_arrow (trap, victim);
1456 goto leave;
1457
1458 case SPELL_EFFECT:
1459 apply_spell_effect (trap, victim);
1460 goto leave;
1461
1462 case TRAPDOOR:
1463 {
1464 int max, sound_was_played;
1465 object *ab, *ab_next;
1466
1467 if (!trap->value)
1444 */ 1468 {
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1469 int tot;
1446 1470
1447 /* Just put in some sanity check. I think there is a bug in the 1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1448 * above with some objects have zero speed, and thus the player 1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1449 * getting permanently paralyzed. 1473 tot += ab->head_ ()->total_weight ();
1450 */ 1474
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1452 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1476 goto leave;
1477
1478 SET_ANIMATION (trap, trap->value);
1479 update_object (trap, UP_OBJ_FACE);
1453 } 1480 }
1454 goto leave;
1455 1481
1456 case SPINNER:
1457 if(victim->direction) {
1458 victim->direction=absdir(victim->direction-trap->stats.sp);
1459 update_turn_face(victim);
1460 }
1461 goto leave;
1462
1463 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) {
1465 victim->direction=trap->stats.sp;
1466 update_turn_face(victim);
1467 }
1468 goto leave;
1469
1470 case BUTTON:
1471 case PEDESTAL:
1472 update_button(trap);
1473 goto leave;
1474
1475 case ALTAR:
1476 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator);
1478 goto leave;
1479
1480 case THROWN_OBJ:
1481 if (trap->inv == NULL)
1482 goto leave;
1483 /* fallthrough */
1484
1485 case ARROW:
1486
1487 /* bad bug: monster throw a object, make a step forwards, step on object ,
1488 * trigger this here and get hit by own missile - and will be own enemy.
1489 * Victim then is his own enemy and will start to kill herself (this is
1490 * removed) but we have not synced victim and his missile. To avoid senseless
1491 * action, we avoid hits here
1492 */
1493 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1494 hit_with_arrow (trap, victim);
1495 goto leave;
1496
1497 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim);
1499 goto leave;
1500
1501 case TRAPDOOR:
1502 {
1503 int max, sound_was_played;
1504 object *ab, *ab_next;
1505 if(!trap->value) {
1506 int tot;
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1510
1511 if(!(trap->value=(tot>trap->weight)?1:0))
1512 goto leave;
1513
1514 SET_ANIMATION(trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE);
1516 }
1517
1518 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1482 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1483 {
1519 /* need to set this up, since if we do transfer the object, 1484 /* need to set this up, since if we do transfer the object,
1520 * ab->above would be bogus 1485 * ab->above would be bogus
1521 */ 1486 */
1522 ab_next = ab->above; 1487 ab_next = ab->above;
1523 1488
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1490 {
1525 if ( ! sound_was_played) { 1491 if (!sound_was_played)
1526 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1492 {
1493 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1527 sound_was_played = 1; 1494 sound_was_played = 1;
1528 } 1495 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1496
1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1530 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1498 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1531 } 1499 }
1532 } 1500 }
1533 goto leave; 1501 goto leave;
1534 } 1502 }
1535 1503
1536
1537 case CONVERTER: 1504 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) { 1505 if (convert_item (victim, trap) < 0)
1539 object *op; 1506 {
1540 1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1542
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 } 1509 }
1510
1550 goto leave; 1511 goto leave;
1551 1512
1552 case TRIGGER_BUTTON: 1513 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1514 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1515 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1516 check_trigger (trap, victim);
1556 goto leave; 1517 goto leave;
1557 1518
1558 case DEEP_SWAMP: 1519 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1520 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1521 goto leave;
1561 1522
1562 case CHECK_INV: 1523 case CHECK_INV:
1563 check_inv (victim, trap); 1524 check_inv (victim, trap);
1564 goto leave; 1525 goto leave;
1565 1526
1566 case HOLE: 1527 case HOLE:
1567 /* Hole not open? */ 1528 move_apply_hole (trap, victim);
1568 if(trap->stats.wc > 0)
1569 goto leave; 1529 goto leave;
1570 1530
1571 /* Is this a multipart monster and not the head? If so, return. 1531 case EXIT:
1572 * Processing will happen if the head runs into the pit 1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1533 {
1534 /* Basically, don't show exits leading to random maps the
1535 * players output.
1573 */ 1536 */
1574 if (victim->head) 1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1575 goto leave; 1538 victim->statusmsg (trap->msg, NDI_NAVY);
1576 1539
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1540 trap->play_sound (trap->sound);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581
1582 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1584 /* Basically, don't show exits leading to random maps the
1585 * players output.
1586 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1589 enter_exit (victim, trap); 1541 victim->enter_exit (trap);
1590 } 1542 }
1591 goto leave; 1543 goto leave;
1592 1544
1593 case ENCOUNTER: 1545 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1546 /* may be some leftovers on this */
1595 goto leave; 1547 goto leave;
1596 1548
1597 case SHOP_MAT: 1549 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1550 apply_shop_mat (trap, victim);
1599 goto leave; 1551 goto leave;
1600 1552
1601 /* Drop a certain amount of gold, and have one item identified */ 1553 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1554 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1555 apply_id_altar (victim, trap, originator);
1604 goto leave; 1556 goto leave;
1605 1557
1606 case SIGN: 1558 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1559 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1560 goto leave; /* monsters musn't apply magic_mouths with counters */
1609 1561
1610 apply_sign (victim, trap, 1); 1562 apply_sign (victim, trap, 1);
1611 goto leave; 1563 goto leave;
1612 1564
1613 case CONTAINER: 1565 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap); 1566 apply_container (victim, trap);
1618 goto leave; 1567 goto leave;
1619 1568
1620 case RUNE: 1569 case RUNE:
1621 case TRAP: 1570 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1623 spring_trap(trap, victim); 1572 spring_trap (trap, victim);
1624 }
1625 goto leave; 1573 goto leave;
1626 1574
1627 default: 1575 default:
1628 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1576 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1630 trap->type);
1631 goto leave; 1578 goto leave;
1632 } 1579 }
1633 1580
1634 leave: 1581leave:
1635 recursion_depth--; 1582 recursion_depth--;
1636} 1583}
1637 1584
1638/** 1585/**
1639 * Handles reading a regular (ie not containing a spell) book. 1586 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1587 */
1588static void
1641static void apply_book (object *op, object *tmp) 1589apply_book (object *op, object *tmp)
1642{ 1590{
1643 int lev_diff; 1591 int lev_diff;
1644 object *skill_ob; 1592 object *skill_ob;
1645 1593
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1594 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1647 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1595 {
1596 op->failmsg ("You are unable to read while blind!");
1648 return; 1597 return;
1649 } 1598 }
1650 if(tmp->msg==NULL) { 1599
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 if (!tmp->msg)
1601 {
1652 "You open the %s and find it empty.", tmp->name); 1602 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1653 return; 1603 return;
1654 } 1604 }
1655 1605
1656 /* need a literacy skill to read stuff! */ 1606 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1607 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1608 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1609 {
1660 "You are unable to decipher the strange symbols."); 1610 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1661 return; 1611 return;
1662 } 1612 }
1613
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1614 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1615 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1665 if (lev_diff < 2) 1616 {
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1617 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1667 else if (lev_diff < 3) 1618 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1619 : lev_diff < 5 ? "This book is beyond your comprehension."
1669 else if (lev_diff < 5) 1620 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1621 : lev_diff < 15 ? "This book is way beyond your comprehension."
1671 else if (lev_diff < 8) 1622 : "This book is totally beyond your comprehension.");
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1675 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1677 return; 1623 return;
1678 } 1624 }
1679 1625
1680 readable_message_type* msgType = get_readable_message_type(tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686 1627
1628 if (player *pl = op->contr)
1629 if (client *ns = pl->ns)
1630 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1631
1687 /* gain xp from reading */ 1632 /* gain xp from reading */
1688 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1633 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1634 { /* only if not read before */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1691 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1693 /* If in a container, update how it looks */ 1641
1642 if (object *pl = tmp->visible_to ())
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1695 else op->contr->socket.update_look=1;
1696 } 1644 }
1645
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1647 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1699 } 1648 }
1700} 1649}
1701 1650
1702/** 1651/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1652 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * op is the person learning the skill, tmp is the skill scroll object 1653 * op is the person learning the skill, tmp is the skill scroll object
1705 */ 1654 */
1655static void
1706static void apply_skillscroll (object *op, object *tmp) 1656apply_skillscroll (object *op, object *tmp)
1707{ 1657{
1708 switch ((int) learn_skill (op, tmp)) { 1658 switch (learn_skill (op, tmp))
1659 {
1709 case 0: 1660 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1661 op->play_sound (sound_find ("generic_fail"));
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1662 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1712 return; 1663 break;
1713 1664
1714 case 1: 1665 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1666 tmp->decrease ();
1716 tmp->skill); 1667 op->play_sound (sound_find ("skill_learn"));
1717 new_draw_info_format(NDI_UNIQUE, 0, op, 1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1718 "Type 'bind ready_skill %s",tmp->skill); 1669 break;
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp);
1721 return;
1722 1670
1723 default: 1671 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op, 1672 tmp->decrease ();
1673 op->play_sound (sound_find ("generic_fail"));
1725 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1674 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1726 decrease_ob(tmp); 1675 break;
1727 return;
1728 } 1676 }
1729} 1677}
1730 1678
1731/** 1679/**
1732 * Actually makes op learn spell. 1680 * Actually makes op learn spell.
1733 * Informs player of what happens. 1681 * Informs player of what happens.
1734 */ 1682 */
1683void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1684do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1685{
1737 object *tmp; 1686 object *tmp;
1738 1687
1739 if (op->type != PLAYER) { 1688 if (op->type != PLAYER)
1689 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1690 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1691 return;
1742 } 1692 }
1743 1693
1744 /* Upgrade special prayers to normal prayers */ 1694 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1695 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1696 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1697 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1698 {
1747 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1699 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1748 return; 1700 return;
1749 } 1701 }
1750 return; 1702 return;
1751 } 1703 }
1752 1704
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1705 op->contr->play_sound (sound_find ("learn_spell"));
1754 tmp = get_object(); 1706
1755 copy_object(spell, tmp); 1707 tmp = spell->clone ();
1756 insert_ob_in_ob(tmp, op); 1708 insert_ob_in_ob (tmp, op);
1757 1709
1758 if (special_prayer) { 1710 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1711 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1712
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1713 esrv_add_spells (op->contr, tmp);
1766} 1714}
1767 1715
1768/** 1716/**
1769 * Erases spell from player's inventory. 1717 * Erases spell from player's inventory.
1770 */ 1718 */
1719void
1771void do_forget_spell (object *op, const char *spell) 1720do_forget_spell (object *op, const char *spell)
1772{ 1721{
1773 object *spob; 1722 object *spob;
1774 1723
1775 if (op->type != PLAYER) { 1724 if (op->type != PLAYER)
1725 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1726 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1727 return;
1778 } 1728 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1729 if ((spob = check_spell_known (op, spell)) == NULL)
1730 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1731 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1732 return;
1782 }
1783 1733 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1734
1785 "You lose knowledge of %s.", spell); 1735 op->failmsg (format ("You lose knowledge of %s.", spell));
1786 player_unready_range_ob(op->contr, spob); 1736 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1737 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1738 spob->destroy ();
1789 free_object(spob);
1790} 1739}
1791 1740
1792/** 1741/**
1793 * Handles player applying a spellbook. 1742 * Handles player applying a spellbook.
1794 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1743 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1795 * stuff like that. Random learning failure too. 1744 * stuff like that. Random learning failure too.
1796 */ 1745 */
1746static void
1797static void apply_spellbook (object *op, object *tmp) 1747apply_spellbook (object *op, object *tmp)
1798{ 1748{
1799 object *skop, *spell, *spell_skill; 1749 object *skop, *spell, *spell_skill;
1800 1750
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1802 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1752 {
1753 op->failmsg ("You are unable to read while blind.");
1803 return; 1754 return;
1804 } 1755 }
1805 1756
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1757 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1758 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1759 * legacy spellbooks
1809 */ 1760 */
1810 1761 if (tmp->slaying)
1811 if(tmp->slaying != NULL) { 1762 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1813 if (!spell) { 1764 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1765 {
1815 "The book's formula for %s is incomplete", tmp->slaying); 1766 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1816 return; 1767 return;
1817 } 1768 }
1818 else 1769 else
1819 insert_ob_in_ob(spell, tmp); 1770 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying); 1771
1821 tmp->slaying=NULL; 1772 tmp->slaying = 0;
1822 } 1773 }
1823 1774
1824 skop = find_skill_by_name(op, tmp->skill); 1775 skop = find_skill_by_name (op, tmp->skill);
1825 1776
1826 /* need a literacy skill to learn spells. Also, having a literacy level 1777 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */ 1778 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1779 if (!skop)
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1780 {
1781 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1830 return; 1782 return;
1831 } 1783 }
1832 1784
1833 spell = tmp->inv; 1785 spell = tmp->inv;
1786
1834 if (!spell) { 1787 if (!spell)
1788 {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1789 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1790 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1791 return;
1842 } 1792 }
1843 1793
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1794 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1845 "The spellbook contains the %s level spell %s.", 1795 {
1846 get_levelnumber(spell->level), spell->name); 1796 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1797 return;
1798 }
1847 1799
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1849 identify(tmp); 1803 identify (tmp);
1850 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1852 else
1853 op->contr->socket.update_look=1;
1854 }
1855 1804
1856 /* I removed the check for special_prayer_mark here - it didn't make 1805 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and 1806 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that 1807 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark. 1808 * they would have a special prayer mark.
1860 */ 1809 */
1861 if (check_spell_known (op, spell->name)) { 1810 if (check_spell_known (op, spell->name))
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1811 {
1812 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1863 return; 1813 return;
1864 } 1814 }
1865 1815
1866 if (spell->skill) { 1816 if (spell->skill)
1817 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1818 spell_skill = find_skill_by_name (op, spell->skill);
1819
1868 if (!spell_skill) { 1820 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1821 {
1870 "You lack the skill %s to use this spell", 1822 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1871 spell->skill);
1872 return; 1823 return;
1873 } 1824 }
1825
1874 if (spell_skill->level < spell->level) { 1826 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1827 {
1876 "You need to be level %d in %s to learn this spell.", 1828 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1877 spell->level, spell->skill);
1878 return; 1829 return;
1879 } 1830 }
1880 } 1831 }
1881 1832
1882 /* Logic as follows 1833 /* Logic as follows
1883 * 1834 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1835 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1836 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn 1837 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell. 1838 * a spell.
1888 * 1839 *
1889 * 3 -Automatically fail to learn if you read while confused 1840 * 3 -Automatically fail to learn if you read while confused
1890 * 1841 *
1891 * Overall, chances are the same but a player will find having a high 1842 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t. 1843 * literacy rate very useful! -b.t.
1893 */ 1844 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1845 if (QUERY_FLAG (op, FLAG_CONFUSED))
1846 {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1847 op->failmsg ("In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1848 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1849 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1850 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1851 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1852 {
1900 1853 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0); 1854 do_learn_spell (op, spell, 0);
1903 1855
1904 /* xp gain to literacy for spell learning */ 1856 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1857 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1858 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1907 } else { 1859 }
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1860 else
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1910 } 1861 {
1911 decrease_ob(tmp); 1862 op->contr->play_sound (sound_find ("fumble_spell"));
1863 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1864 }
1865
1866 tmp->decrease ();
1912} 1867}
1913 1868
1914/** 1869/**
1915 * Handles applying a spell scroll. 1870 * Handles applying a spell scroll.
1916 */ 1871 */
1872void
1917void apply_scroll (object *op, object *tmp, int dir) 1873apply_scroll (object *op, object *tmp, int dir)
1918{ 1874{
1919 object *skop; 1875 object *skop;
1920 1876
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1877 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1878 {
1879 op->failmsg ("You are unable to read while blind.");
1923 return; 1880 return;
1924 } 1881 }
1925 1882
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 1883 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 1884 {
1928 "The scroll just doesn't make sense!"); 1885 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1929 return; 1886 return;
1930 } 1887 }
1931 1888
1932 if(op->type==PLAYER) { 1889 if (op->type == PLAYER)
1890 {
1933 /* players need a literacy skill to read stuff! */ 1891 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 1892 int exp_gain = 0;
1935 1893
1936 /* hard code literacy - tmp->skill points to where the exp 1894 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 1895 * should go for anything killed by the spell.
1938 */ 1896 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1897 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 1898
1941 if ( ! skop) { 1899 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 1900 {
1943 "You are unable to decipher the strange symbols."); 1901 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1944 return; 1902 return;
1945 } 1903 }
1946 1904
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1905 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 1906 change_exp (op, exp_gain, skop->skill, 0);
1949 } 1907 }
1950 1908
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1909 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 1910 identify (tmp);
1953 1911
1954 new_draw_info_format(NDI_BLACK, 0, op, 1912 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 1913
1957
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 1914 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 1915 tmp->decrease ();
1960} 1916}
1961 1917
1962/** 1918/**
1963 * Applies a treasure object - by default, chest. op 1919 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 1920 * is the person doing the applying, tmp is the treasure
1965 * chest. 1921 * chest.
1966 */ 1922 */
1923static void
1967static void apply_treasure (object *op, object *tmp) 1924apply_treasure (object *op, object *tmp)
1968{ 1925{
1969 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971
1972
1973 /* Nice side effect of new treasure creation method is that the treasure 1926 /* Nice side effect of this treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest 1927 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also 1928 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better 1929 * prevents people from moving chests to more difficult maps to get better
1977 * treasure 1930 * treasure
1978 */ 1931 */
1979
1980 treas = tmp->inv; 1932 object *treas = tmp->inv;
1981 if(treas==NULL) { 1933
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1934 if (!treas)
1983 decrease_ob(tmp); 1935 {
1936 op->statusmsg ("The chest was empty.");
1937 tmp->decrease ();
1984 return; 1938 return;
1985 } 1939 }
1940
1986 while (tmp->inv) { 1941 while (tmp->inv)
1942 {
1987 treas = tmp->inv; 1943 treas = tmp->inv;
1944 treas->remove ();
1988 1945
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x; 1946 treas->x = op->x;
1994 treas->y=op->y; 1947 treas->y = op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1948 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1996 1949
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1950 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op); 1951 spring_trap (treas, op);
1952
2000 /* If either player or container was destroyed, no need to do 1953 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with 1954 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise 1955 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed 1956 * any way for the treasure chest or player to get killed.
2004 */ 1957 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1958 if (op->destroyed () || tmp->destroyed ())
2006 break; 1959 break;
2007 } 1960 }
2008 1961
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1962 if (!tmp->destroyed () && !tmp->inv)
2010 decrease_ob (tmp); 1963 tmp->decrease (true);
2011
2012} 1964}
2013 1965
2014/** 1966/**
2015 * op eats food. 1967 * op eats food.
2016 * If player, takes care of messages and dragon special food. 1968 * If player, takes care of messages and dragon special food.
2017 */ 1969 */
1970static void
2018static void apply_food (object *op, object *tmp) 1971apply_food (object *op, object *tmp)
2019{ 1972{
2020 int capacity_remaining; 1973 int capacity_remaining;
2021 1974
2022 if(op->type!=PLAYER) 1975 if (op->type != PLAYER)
2023 op->stats.hp=op->stats.maxhp; 1976 op->stats.hp = op->stats.maxhp;
2024 else { 1977 else
1978 {
2025 /* check if this is a dragon (player), eating some flesh */ 1979 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1980 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2027 ; 1981 ;
2028 else { 1982 else
1983 {
2029 /* usual case - no dragon meal: */ 1984 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) { 1985 if (op->stats.food + tmp->stats.food > 999)
1986 {
2031 if(tmp->type==FOOD || tmp->type==FLESH) 1987 if (tmp->type == FOOD || tmp->type == FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1988 op->failmsg ("You feel full, but what a waste of food!");
2033 else 1989 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1990 op->statusmsg ("Most of the drink goes down your face not your throat!");
2035 } 1991 }
2036 1992
1993 tmp->play_sound (
1994 tmp->sound
1995 ? tmp->sound
1996 : tmp->type == DRINK
1997 ? sound_find ("eat_drink")
1998 : sound_find ("eat_food")
1999 );
2000
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2038 char buf[MAX_BUF];
2039 2002 {
2003 const char *buf;
2004
2040 if (!is_dragon_pl(op)) { 2005 if (!is_dragon_pl (op))
2006 {
2041 /* eating message for normal players*/ 2007 /* eating message for normal players */
2042 if(tmp->type==DRINK) 2008 if (tmp->type == DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2009 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2010 else
2011 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2012 }
2044 else 2013 else
2045 sprintf(buf,"The %s tasted %s",tmp->name,
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/ 2014 /* eating message for dragon players */
2050 sprintf(buf,"The %s tasted terrible!",tmp->name); 2015 buf = format ("The %s tasted terrible!", &tmp->name);
2051 }
2052 2016
2053 new_draw_info(NDI_UNIQUE, 0,op,buf); 2017 op->statusmsg (buf);
2018
2054 capacity_remaining = 999 - op->stats.food; 2019 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food; 2020 op->stats.food += tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food) 2021 if (capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50; 2022 op->stats.hp += capacity_remaining / 50;
2058 else 2023 else
2059 op->stats.hp+=tmp->stats.food/50; 2024 op->stats.hp += tmp->stats.food / 50;
2025
2060 if(op->stats.hp>op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2062 if (op->stats.food > 999) 2028 if (op->stats.food > 999)
2063 op->stats.food = 999; 2029 op->stats.food = 999;
2064 } 2030 }
2065 2031
2066 /* special food hack -b.t. */ 2032 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2033 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2068 eat_special_food(op,tmp); 2034 eat_special_food (op, tmp);
2069 } 2035 }
2070 } 2036 }
2037
2071 handle_apply_yield(tmp); 2038 handle_apply_yield (tmp);
2072 decrease_ob(tmp); 2039 tmp->decrease ();
2073} 2040}
2074 2041
2075/** 2042/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 2043 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved. 2044 * there is a chance for the dragon's skin to get improved.
2080 * object *op the object (dragon player) eating the flesh 2047 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 2048 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 2049 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 2050 * int 1 if eating successful, 0 if it doesn't work
2084 */ 2051 */
2052int
2085int dragon_eat_flesh(object *op, object *meal) { 2053dragon_eat_flesh (object *op, object *meal)
2054{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 2055 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 2056 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 2057 object *tmp = NULL; /* tmp. object */
2089 2058
2090 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 2059 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 2060 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2061 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 2062 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2063 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 2064 int winners = 0; /* number of winners */
2097 int i; /* index */ 2065 int i; /* index */
2098 2066
2099 /* let's make sure and doublecheck the parameters */ 2067 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2068 if (meal->type != FLESH || !is_dragon_pl (op))
2101 return 0; 2069 return 0;
2102 2070
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2071 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */ 2072 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp; tmp = tmp->below)
2106 if (tmp->type == FORCE) { 2074 if (tmp->type == FORCE)
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2075 if (tmp->arch->archname == shstr_dragon_skin_force)
2108 skin = tmp; 2076 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2077 else if (tmp->arch->archname == shstr_dragon_ability_force)
2110 abil = tmp; 2078 abil = tmp;
2111 } 2079
2112 }
2113
2114 /* if either skin or ability are missing, this is an old player 2080 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */ 2081 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2082 if (skin == NULL || abil == NULL)
2117 2083 return 0;
2084
2118 /* now start by filling stomache and health, according to food-value */ 2085 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2086 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2087 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2088 else
2122 op->stats.hp += meal->stats.food/50; 2089 op->stats.hp += meal->stats.food / 50;
2090
2123 if(op->stats.hp>op->stats.maxhp) 2091 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2092 op->stats.hp = op->stats.maxhp;
2125 2093
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2094 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2127 2095
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2096 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2097
2130 /* on to the interesting part: chances for adding resistance */ 2098 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2099 for (i = 0; i < NROFATTACKS; i++)
2100 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2101 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2102 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2103 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2104
2135 /* this bonus makes resistance increase easier at lower levels */ 2105 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2106 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2107 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2108 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2109
2140 /* monster bonus increases with level, because high-level 2110 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2111 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2112 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2113
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2114 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2115 ((double) settings.max_level)) - skin->resist[i];
2146 2116
2147 if (chance >= 0.) 2117 if (chance >= 0.)
2148 chance += 1.; 2118 chance += 1.;
2149 else 2119 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2120 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2121
2152 /* chance is proportional to amount of resistance (max. 50) */ 2122 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2123 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2154 2124
2155 /* doubled chance for resistance of ability-focus */ 2125 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2126 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2127 chance = MIN (100., chance * 2.);
2158 2128
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2129 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2130 if (rndm (10000) < (unsigned int) (chance * 100))
2131 {
2161 atnr_winner[winners] = i; 2132 atnr_winner[winners] = i;
2162 winners++; 2133 winners++;
2163 } 2134 }
2164 2135
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2136 if (chance >= 0.01)
2166 2137 totalchance *= 1 - chance / 100;
2138
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2139 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2168 } 2140 }
2169 } 2141 }
2170 2142
2171 /* inverse totalchance as until now we have the failure-chance */ 2143 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2144 totalchance = 100 - totalchance * 100;
2145
2173 /* print message according to totalchance */ 2146 /* print message according to totalchance */
2147 const char *buf;
2174 if (totalchance > 50.) 2148 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2149 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2150 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2151 buf = format ("The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2152 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2153 buf = format ("The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2154 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2155 buf = format ("The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2156 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2157 buf = format ("The %s had a boring taste.", &meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2158 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2159 buf = format ("The %s tasted strange.", &meal->name);
2186 else 2160 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2161 buf = format ("The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2162
2189 2163 op->statusmsg (buf);
2164
2190 /* now choose a winner if we have any */ 2165 /* now choose a winner if we have any */
2191 i = -1; 2166 i = -1;
2192 if (winners>0) 2167 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2168 i = atnr_winner [rndm (winners)];
2194 2169
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2170 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2171 {
2196 /* resistance increased! */ 2172 /* resistance increased! */
2197 skin->resist[i]++; 2173 skin->resist[i]++;
2198 fix_player(op); 2174 op->update_stats ();
2175
2176 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2199 2177 }
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2178
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2202 }
2203
2204 /* if this flesh contains a new ability focus, we mark it 2179 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */ 2180 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2181 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2207 && meal->last_eat != abil->last_eat) { 2182 {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2183 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209 2184
2210 if (meal->last_eat != abil->stats.exp) { 2185 if (meal->last_eat != abil->stats.exp)
2186 op->statusmsg (format (
2211 sprintf(buf, "Your metabolism prepares to focus on %s!", 2187 "Your metabolism prepares to focus on %s!\n"
2188 "The change will happen at level %d.",
2212 change_resist_msg[meal->last_eat]); 2189 change_resist_msg[meal->last_eat],
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2190 abil->level + 1
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2191 ));
2215 new_draw_info(NDI_UNIQUE, 0, op, buf);
2216 }
2217 else { 2192 else
2218 sprintf(buf, "Your metabolism will continue to focus on %s.", 2193 {
2219 change_resist_msg[meal->last_eat]); 2194 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2220 new_draw_info(NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2195 abil->last_eat = 0;
2222 } 2196 }
2223 } 2197 }
2198
2224 return 1; 2199 return 1;
2225}
2226
2227static void apply_savebed (object *pl)
2228{
2229#ifndef COZY_SERVER
2230 if(!pl->contr->name_changed||!pl->stats.exp) {
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2232 return;
2233 }
2234#endif
2235 INVOKE_PLAYER (LOGOUT, pl->contr);
2236 /* Need to call terminate_all_pets() before we remove the player ob */
2237 terminate_all_pets(pl);
2238 remove_ob(pl);
2239 pl->direction=0;
2240 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2241 "%s leaves the game.",pl->name);
2242
2243 /* update respawn position */
2244 strcpy(pl->contr->savebed_map, pl->map->path);
2245 pl->contr->bed_x = pl->x;
2246 pl->contr->bed_y = pl->y;
2247
2248 strcpy(pl->contr->killer,"left");
2249 check_score(pl); /* Always check score */
2250 (void)save_player(pl,0);
2251 pl->map->players--;
2252#if MAP_MAXTIMEOUT
2253 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2254#endif
2255 play_again(pl);
2256 pl->speed = 0;
2257 update_ob_speed(pl);
2258} 2200}
2259 2201
2260/** 2202/**
2261 * Handles applying an improve armor scroll. 2203 * Handles applying an improve armor scroll.
2262 * Does some sanity checks, then calls improve_armour. 2204 * Does some sanity checks, then calls improve_armour.
2263 */ 2205 */
2206static void
2264static void apply_armour_improver (object *op, object *tmp) 2207apply_armour_improver (object *op, object *tmp)
2265{ 2208{
2266 object *armor; 2209 object *armor;
2267 2210
2268 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2211 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2269 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2270 return;
2271 } 2212 {
2272 armor=find_marked_object(op); 2213 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2273 if ( ! armor) {
2274 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2275 return; 2214 return;
2276 } 2215 }
2216
2217 armor = find_marked_object (op);
2218
2219 if (!armor)
2220 {
2221 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2222 return;
2223 }
2224
2277 if (armor->type != ARMOUR 2225 if (armor->type != ARMOUR
2278 && armor->type != CLOAK 2226 && armor->type != CLOAK
2279 && armor->type != BOOTS && armor->type != GLOVES 2227 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2280 && armor->type != BRACERS && armor->type != SHIELD
2281 && armor->type != HELMET)
2282 { 2228 {
2283 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2229 op->failmsg ("Your marked item is not armour!\n");
2284 return; 2230 return;
2285 } 2231 }
2286 2232
2287 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2233 op->statusmsg ("Applying armour enchantment.");
2288 improve_armour(op,tmp,armor); 2234 improve_armour (op, tmp, armor);
2289} 2235}
2290 2236
2291 2237void
2292extern void apply_poison (object *op, object *tmp) 2238apply_poison (object *op, object *tmp)
2293{ 2239{
2294 if (op->type == PLAYER) { 2240 // need to do it now when it is still on the map
2295 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2296 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2297 strcpy(op->contr->killer,"poisonous booze");
2298 }
2299 if (tmp->stats.hp > 0) {
2300 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2301 tmp->stats.hp);
2302 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2303 }
2304 op->stats.food-=op->stats.food/4;
2305 handle_apply_yield(tmp); 2241 handle_apply_yield (tmp);
2306 decrease_ob(tmp);
2307}
2308 2242
2243 object *poison = tmp->split (1);
2244
2245 if (op->type == PLAYER)
2246 {
2247 op->contr->play_sound (sound_find ("drink_poison"));
2248 op->failmsg ("Yech! That tasted poisonous!");
2249 op->contr->killer = poison;
2250 }
2251
2252 if (poison->stats.hp > 0)
2253 {
2254 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2255 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2256 }
2257
2258 op->stats.food -= op->stats.food / 4;
2259 poison->destroy ();
2260}
2261
2309/** 2262/**
2310 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2263 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2311 * A valid 2 way exit means: 2264 * A valid 2 way exit means:
2312 * -You can come back (there is another exit at the other side) 2265 * -You can come back (there is another exit at the other side)
2313 * -You are 2266 * -You are
2314 * ° the owner of the exit 2267 * ° the owner of the exit
2315 * ° or in the same party as the owner 2268 * ° or in the same party as the owner
2316 * 2269 *
2317 * Note: a owner in a 2 way exit is saved as the owner's name 2270 * Note: a owner in a 2 way exit is saved as the owner's name
2318 * in the field exit->name cause the field exit->owner doesn't 2271 * in the field exit->name cause the field exit->owner doesn't
2319 * survive in the swapping (in fact the whole exit doesn't survive). 2272 * survive in the swapping (in fact the whole exit doesn't survive).
2320 */ 2273 */
2274int
2321int is_legal_2ways_exit (object* op, object *exit) 2275is_legal_2ways_exit (object *op, object *exit)
2322 { 2276{
2323 object * tmp; 2277 if (exit->stats.exp != 1)
2324 object * exit_owner; 2278 return 1; /*This is not a 2 way, so it is legal */
2325 player * pp; 2279
2326 mapstruct * exitmap; 2280#if 0 //TODO
2327 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2281 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2328 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2282 return 0; /* This is a reset town portal */
2329 /* To know if an exit has a correspondant, we look at 2283#endif
2330 * all the exits in destination and try to find one with same path as 2284
2331 * the current exit's position */ 2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2332 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2286
2333 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2334 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2288
2335 if (exitmap) 2289 if (exitmap)
2336 { 2290 {
2337 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2291 exitmap->load_sync ();
2338 if (!tmp) return 0; 2292
2339 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2293 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2294
2295 if (!tmp)
2296 return 0;
2297
2298 for (; tmp; tmp = tmp->above)
2340 { 2299 {
2341 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2300 if (tmp->type != EXIT)
2342 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2301 continue; /*Not an exit */
2343 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2344 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2345 2302
2303 if (!EXIT_PATH (tmp))
2304 continue; /*Not a valid exit */
2305
2306 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2307 continue; /*Not in the same place */
2308
2309 if (exit->map->path != EXIT_PATH (tmp))
2310 continue; /*Not in the same map */
2311
2346 /* From here we have found the exit is valid. However we do 2312 /* From here we have found the exit is valid. However we do
2347 * here the check of the exit owner. It is important for the 2313 * here the check of the exit owner. It is important for the
2348 * town portals to prevent strangers from visiting your appartments 2314 * town portals to prevent strangers from visiting your appartments
2349 */ 2315 */
2316 if (!exit->race)
2350 if (!exit->race) return 1; /*No owner, free for all!*/ 2317 return 1; /*No owner, free for all! */
2351 exit_owner=NULL; 2318
2352 for (pp=first_player;pp;pp=pp->next) 2319 object *exit_owner = 0;
2320
2321 for_all_players (pp)
2353 { 2322 {
2354 if (!pp->ob) continue; 2323 if (!pp->ob)
2324 continue;
2325
2355 if (pp->ob->name!=exit->race) continue; 2326 if (pp->ob->name != exit->race)
2327 continue;
2328
2356 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2329 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2357 break; 2330 break;
2358 } 2331 }
2359 if (!exit_owner) return 0; /* No more owner*/ 2332
2360 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2333 if (!exit_owner)
2334 return 0; /* No more owner */
2335
2336 if (exit_owner->contr == op->contr)
2337 return 1; /*It is your exit */
2338
2361 if ( exit_owner && /*There is a owner*/ 2339 if (exit_owner && /*There is a owner */
2362 (op->contr) && /*A player tries to pass */ 2340 (op->contr) && /*A player tries to pass */
2363 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2341 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2364 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2342 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2365 return 0; 2343 return 0;
2344
2366 return 1; 2345 return 1;
2367 } 2346 }
2368 } 2347 }
2348
2369 return 0; 2349 return 0;
2370 } 2350}
2371
2372 2351
2373/** 2352/**
2374 * Main apply handler. 2353 * Main apply handler.
2375 * 2354 *
2376 * Checks for unpaid items before applying. 2355 * Checks for unpaid items before applying.
2384 * being applied. 2363 * being applied.
2385 * 2364 *
2386 * aflag is special (always apply/unapply) flags. Nothing is done with 2365 * aflag is special (always apply/unapply) flags. Nothing is done with
2387 * them in this function - they are passed to apply_special 2366 * them in this function - they are passed to apply_special
2388 */ 2367 */
2389 2368int
2390int manual_apply (object *op, object *tmp, int aflag) 2369manual_apply (object *op, object *tmp, int aflag)
2391{ 2370{
2392 if (tmp->head) tmp=tmp->head; 2371 tmp = tmp->head_ ();
2393 2372
2394 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2374 {
2375 if (op->type == PLAYER)
2376 {
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2378 return 1;
2379 }
2380 else
2381 return 0; /* monsters just skip unpaid items */
2382 }
2383
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2385 return RESULT_INT (0);
2386
2387 switch (tmp->type)
2388 {
2389 case CF_HANDLE:
2390 op->play_sound (sound_find ("turn_handle"));
2391 op->statusmsg ("You turn the handle.");
2392 tmp->value = tmp->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value);
2394 update_object (tmp, UP_OBJ_FACE);
2395 push_button (tmp);
2396 return 1;
2397
2398 case TRIGGER:
2399 if (check_trigger (tmp, op))
2400 {
2401 op->statusmsg ("You turn the handle.");
2402 op->play_sound (sound_find ("turn_handle"));
2403 }
2404 else
2405 op->failmsg ("The handle doesn't move.");
2406
2407 return 1;
2408
2409 case EXIT:
2410 if (op->type != PLAYER)
2411 return 0;
2412
2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2414 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2415 else
2416 {
2417 /* Don't display messages for random maps. */
2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2419 op->statusmsg (tmp->msg, NDI_NAVY);
2420
2421 op->enter_exit (tmp);
2422 }
2423
2424 return 1;
2425
2426 case INSCRIBABLE:
2427 op->statusmsg (tmp->msg);
2428 // maybe show a spell menu to chose from or something like that
2429 return 1;
2430
2431 case SIGN:
2432 apply_sign (op, tmp, 0);
2433 return 1;
2434
2435 case BOOK:
2395 if (op->type == PLAYER) { 2436 if (op->type == PLAYER)
2396 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2437 {
2438 apply_book (op, tmp);
2397 return 1; 2439 return 1;
2398 } else {
2399 return 0; /* monsters just skip unpaid items */
2400 } 2440 }
2401 } 2441 else
2442 return 0;
2402 2443
2403 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2444 case SKILLSCROLL:
2404 return RESULT_INT (0); 2445 if (op->type == PLAYER)
2405 2446 {
2406 switch (tmp->type) { 2447 apply_skillscroll (op, tmp);
2407
2408 case CF_HANDLE:
2409 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2410 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2411 tmp->value=tmp->value?0:1;
2412 SET_ANIMATION(tmp, tmp->value);
2413 update_object(tmp,UP_OBJ_FACE);
2414 push_button(tmp);
2415 return 1; 2448 return 1;
2416
2417 case TRIGGER:
2418 if (check_trigger (tmp, op)) {
2419 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2420 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2421 } else {
2422 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2423 } 2449 }
2450 else
2451 return 0;
2452
2453 case SPELLBOOK:
2454 if (op->type == PLAYER)
2455 {
2456 apply_spellbook (op, tmp);
2424 return 1; 2457 return 1;
2425
2426 case EXIT:
2427 if (op->type != PLAYER)
2428 return 0;
2429 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2430 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2431 query_name(tmp));
2432 } else {
2433 /* Don't display messages for random maps. */
2434 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2435 strncmp(EXIT_PATH(tmp), "/random/", 8))
2436 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2437 enter_exit(op,tmp);
2438 } 2458 }
2459 else
2460 return 0;
2461
2462 case SCROLL:
2463 apply_scroll (op, tmp, 0);
2464 return 1;
2465
2466 case POTION:
2467 apply_potion (op, tmp);
2468 return 1;
2469
2470 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed?
2472 case CLOSE_CON:
2473 apply_container (op, tmp->env);
2474 return 1;
2475
2476 case CONTAINER:
2477 apply_container (op, tmp);
2478 return 1;
2479
2480 case TREASURE:
2481 if (op->type == PLAYER)
2482 {
2483 apply_treasure (op, tmp);
2439 return 1; 2484 return 1;
2485 }
2486 else
2487 return 0;
2440 2488
2489 case WEAPON:
2490 case ARMOUR:
2491 case BOOTS:
2492 case GLOVES:
2493 case AMULET:
2494 case GIRDLE:
2495 case BRACERS:
2496 case SHIELD:
2497 case HELMET:
2441 case SIGN: 2498 case RING:
2499 case CLOAK:
2500 case WAND:
2501 case ROD:
2502 case HORN:
2503 case SKILL:
2504 case BOW:
2505 case LAMP:
2506 case BUILDER:
2507 case SKILL_TOOL:
2508 if (tmp->env != op)
2509 return 2; /* not in inventory */
2510
2511 apply_special (op, tmp, aflag);
2512 return 1;
2513
2514 case DRINK:
2515 case FOOD:
2516 case FLESH:
2517 apply_food (op, tmp);
2518 return 1;
2519
2520 case POISON:
2442 apply_sign (op, tmp, 0); 2521 apply_poison (op, tmp);
2522 return 1;
2523
2524 case SAVEBED:
2525 return 1;
2526
2527 case ARMOUR_IMPROVER:
2528 if (op->type == PLAYER)
2529 {
2530 apply_armour_improver (op, tmp);
2443 return 1; 2531 return 1;
2444
2445 case BOOK:
2446 if (op->type == PLAYER) {
2447 apply_book (op, tmp);
2448 return 1;
2449 } else {
2450 return 0;
2451 } 2532 }
2452 2533 else
2453 case SKILLSCROLL:
2454 if (op->type == PLAYER) {
2455 apply_skillscroll (op, tmp);
2456 return 1;
2457 }
2458 return 0; 2534 return 0;
2459 2535
2536 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp);
2538 return 1;
2539
2460 case SPELLBOOK: 2540 case CLOCK:
2461 if (op->type == PLAYER) { 2541 if (op->type == PLAYER)
2462 apply_spellbook (op, tmp); 2542 {
2463 return 1; 2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod (&tod);
2547 op->play_sound (sound_find ("sound_clock"));
2548 op->statusmsg (format (
2549 "It is %d minute%s past %d o'clock %s",
2550 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2464 } 2552 ));
2465 return 0;
2466
2467 case SCROLL:
2468 apply_scroll (op, tmp, 0);
2469 return 1; 2553 return 1;
2554 }
2555 else
2556 return 0;
2470 2557
2471 case POTION: 2558 case MENU:
2472 (void) apply_potion(op, tmp); 2559 if (op->type == PLAYER)
2560 {
2561 shop_listing (tmp, op);
2473 return 1; 2562 return 1;
2563 }
2564 else
2565 return 0;
2474 2566
2475 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2567 case POWER_CRYSTAL:
2476 case CLOSE_CON: 2568 apply_power_crystal (op, tmp); /* see egoitem.c */
2569 return 1;
2570
2571 case LIGHTER: /* for lighting torches/lanterns/etc */
2477 if (op->type==PLAYER) 2572 if (op->type == PLAYER)
2478 (void) esrv_apply_container (op, tmp->env); 2573 {
2479 else 2574 apply_lighter (op, tmp);
2480 (void) apply_container (op, tmp->env);
2481 return 1; 2575 return 1;
2482
2483 case CONTAINER:
2484 if (op->type==PLAYER)
2485 (void) esrv_apply_container (op, tmp);
2486 else
2487 (void) apply_container (op, tmp);
2488 return 1;
2489
2490 case TREASURE:
2491 if (op->type == PLAYER) {
2492 apply_treasure (op, tmp);
2493 return 1;
2494 } else {
2495 return 0;
2496 } 2576 }
2497 2577 else
2498 case WEAPON:
2499 case ARMOUR:
2500 case BOOTS:
2501 case GLOVES:
2502 case AMULET:
2503 case GIRDLE:
2504 case BRACERS:
2505 case SHIELD:
2506 case HELMET:
2507 case RING:
2508 case CLOAK:
2509 case WAND:
2510 case ROD:
2511 case HORN:
2512 case SKILL:
2513 case BOW:
2514 case LAMP:
2515 case BUILDER:
2516 case SKILL_TOOL:
2517 if (tmp->env != op)
2518 return 2; /* not in inventory */
2519 (void) apply_special (op, tmp, aflag);
2520 return 1; 2578 return 0;
2521 2579
2522 case DRINK:
2523 case FOOD:
2524 case FLESH:
2525 apply_food (op, tmp);
2526 return 1;
2527
2528 case POISON:
2529 apply_poison (op, tmp);
2530 return 1;
2531
2532 case SAVEBED:
2533 if (op->type == PLAYER) {
2534 apply_savebed (op);
2535 return 1;
2536 } else {
2537 return 0;
2538 }
2539
2540 case ARMOUR_IMPROVER:
2541 if (op->type == PLAYER) {
2542 apply_armour_improver (op, tmp);
2543 return 1;
2544 } else {
2545 return 0;
2546 }
2547
2548 case WEAPON_IMPROVER:
2549 (void) check_improve_weapon(op, tmp);
2550 return 1;
2551
2552 case CLOCK:
2553 if (op->type == PLAYER) {
2554 char buf[MAX_BUF];
2555 timeofday_t tod;
2556
2557 get_tod(&tod);
2558 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2559 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2560 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2561 ((tod.hour >= 14) ? "pm" : "am"));
2562 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2563 new_draw_info(NDI_UNIQUE, 0,op, buf);
2564 return 1;
2565 } else {
2566 return 0;
2567 }
2568
2569 case MENU:
2570 if (op->type == PLAYER) {
2571 shop_listing (op);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case POWER_CRYSTAL:
2578 apply_power_crystal(op,tmp); /* see egoitem.c */
2579 return 1;
2580
2581 case LIGHTER: /* for lighting torches/lanterns/etc */
2582 if (op->type == PLAYER) {
2583 apply_lighter(op,tmp);
2584 return 1;
2585 } else {
2586 return 0;
2587 }
2588
2589 case ITEM_TRANSFORMER: 2580 case ITEM_TRANSFORMER:
2590 apply_item_transformer( op, tmp ); 2581 apply_item_transformer (op, tmp);
2591 return 1; 2582 return 1;
2592 2583
2593 default: 2584 default:
2594 return 0; 2585 return 0;
2595 } 2586 }
2596} 2587}
2597
2598 2588
2599/* quiet suppresses the "don't know how to apply" and "you must get it first" 2589/* quiet suppresses the "don't know how to apply" and "you must get it first"
2600 * messages as needed by player_apply_below(). But there can still be 2590 * messages as needed by player_apply_below(). But there can still be
2601 * "but you are floating high above the ground" messages. 2591 * "but you are floating high above the ground" messages.
2602 * 2592 *
2603 * Same return value as apply() function. 2593 * Same return value as apply() function.
2604 */ 2594 */
2595int
2605int player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2606{ 2597{
2607 int tmp;
2608
2609 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2598 if (!op->env && (pl->move_type & MOVE_FLYING))
2599 {
2610 /* player is flying and applying object not in inventory */ 2600 /* player is flying and applying object not in inventory */
2611 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2612 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2602 {
2613 "above the ground!"); 2603 pl->failmsg ("But you are floating high above the ground! "
2604 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2605 "or waiting till the levitation effect wears off.>");
2614 return 0; 2606 return 0;
2615 } 2607 }
2616 }
2617
2618 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2619 * applied.
2620 */
2621 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2622 { 2608 }
2623 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2624 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2625 "of smoke!");
2626 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2627 remove_ob (op);
2628 free_object (op);
2629 return 1;
2630 }
2631 2609
2632 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2633 pl->contr->last_used_id = op->count;
2634 2611
2635 tmp = manual_apply (pl, op, aflag); 2612 int tmp = manual_apply (pl, op, aflag);
2613
2636 if ( ! quiet) { 2614 if (!quiet)
2615 {
2637 if (tmp == 0) 2616 if (tmp == 0)
2638 new_draw_info_format (NDI_UNIQUE, 0, pl, 2617 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2639 "I don't know how to apply the %s.",
2640 query_name (op));
2641 else if (tmp == 2) 2618 else if (tmp == 2)
2642 new_draw_info_format (NDI_UNIQUE, 0, pl, 2619 pl->failmsg ("You must get it first!\n");
2643 "You must get it first!\n");
2644 } 2620 }
2621
2645 return tmp; 2622 return tmp;
2646} 2623}
2647 2624
2648/** 2625/**
2649 * player_apply_below attempts to apply the object 'below' the player. 2626 * player_apply_below attempts to apply the object 'below' the player.
2650 * If the player has an open container, we use that for below, otherwise 2627 * If the player has an open container, we use that for below, otherwise
2651 * we use the ground. 2628 * we use the ground.
2652 */ 2629 */
2653 2630void
2654void player_apply_below (object *pl) 2631player_apply_below (object *pl)
2655{ 2632{
2656 object *tmp, *next;
2657 int floors; 2633 int floors = 0;
2658 2634
2659 /* If using a container, set the starting item to be the top 2635 /* If using a container, set the starting item to be the top
2660 * item in the container. Otherwise, use the map. 2636 * item in the container. Otherwise, use the map.
2661 */
2662 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2663
2664 /* This is perhaps more complicated. However, I want to make sure that 2637 * This is perhaps more complicated. However, I want to make sure that
2665 * we don't use a corrupt pointer for the next object, so we get the 2638 * we don't use a corrupt pointer for the next object, so we get the
2666 * next object in the stack before applying. This is can only be a 2639 * next object in the stack before applying. This is can only be a
2667 * problem if player_apply() has a bug in that it uses the object but does 2640 * problem if player_apply() has a bug in that it uses the object but does
2668 * not return a proper value. 2641 * not return a proper value.
2669 */ 2642 */
2670 for (floors = 0; tmp!=NULL; tmp=next) { 2643 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2644 {
2671 next = tmp->below; 2645 next = tmp->below;
2646
2672 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2647 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2673 floors++; 2648 floors++;
2674 else if (floors > 0) 2649 else if (floors > 0)
2675 return; /* process only floor objects after first floor object */ 2650 return; /* process only floor objects after first floor object */
2676 2651
2677 /* If it is visible, player can apply it. If it is applied by 2652 /* If it is visible, player can apply it. If it is applied by
2678 * person moving on it, also activate. Added code to make it 2653 * person moving on it, also activate. Added code to make it
2679 * so that at least one of players movement types be that which 2654 * so that at least one of players movement types be that which
2680 * the item needs. 2655 * the item needs.
2681 */ 2656 */
2682 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2683 if (player_apply (pl, tmp, 0, 1) == 1) 2658 if (player_apply (pl, tmp, 0, 1) == 1)
2684 return; 2659 return;
2685 } 2660
2686 if (floors >= 2) 2661 if (floors >= 2)
2687 return; /* process at most two floor objects */ 2662 return; /* process at most two floor objects */
2688 } 2663 }
2689} 2664}
2690 2665
2691/** 2666/**
2692 * Unapplies specified item. 2667 * Unapplies specified item.
2693 * No check done on cursed/damned. 2668 * No check done on cursed/damned.
2694 * Break this out of apply_special - this is just done 2669 * Break this out of apply_special - this is just done
2695 * to keep the size of apply_special to a more managable size. 2670 * to keep the size of apply_special to a more managable size.
2696 */ 2671 */
2672static int
2697static int unapply_special (object *who, object *op, int aflags) 2673unapply_special (object *who, object *op, int aflags)
2698{ 2674{
2699 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2675 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2700 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2701 return RESULT_INT (0); 2677 return RESULT_INT (0);
2702 2678
2703 object *tmp2;
2704
2705 CLEAR_FLAG(op, FLAG_APPLIED); 2679 CLEAR_FLAG (op, FLAG_APPLIED);
2680
2706 switch(op->type) { 2681 switch (op->type)
2707 case WEAPON: 2682 {
2708 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2709
2710 (void) change_abil (who,op);
2711 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2712 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2713 clear_skill(who);
2714 break;
2715
2716 case SKILL: /* allows objects to impart skills */
2717 case SKILL_TOOL: 2683 case SKILL_TOOL:
2718 if (op != who->chosen_skill) { 2684 // unapplying a skill tool should also unapply the skill it governs
2719 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2685 // but this is hard, as it shouldn't do so when the skill can
2686 // be used for other reasons
2687 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2688 if (tmp->skill == op->skill
2689 && tmp->type == SKILL
2690 && tmp->flag [FLAG_APPLIED]
2691 && !tmp->flag [FLAG_CAN_USE_SKILL])
2692 unapply_special (who, tmp, 0);
2693
2694 change_abil (who, op);
2695 break;
2696
2697 case WEAPON:
2698 if (player *pl = who->contr)
2699 if (op == pl->combat_ob)
2700 {
2701 pl->combat_ob = 0;
2702 who->change_weapon (pl->ranged_ob);
2720 } 2703 }
2721 if (who->type==PLAYER) { 2704
2722 if (who->contr->shoottype == range_skill) 2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2723 who->contr->shoottype = range_none; 2706
2724 if ( ! op->invisible) {
2725 new_draw_info_format (NDI_UNIQUE, 0, who,
2726 "You stop using the %s.", query_name(op));
2727 } else {
2728 new_draw_info_format (NDI_UNIQUE, 0, who,
2729 "You can no longer use the skill: %s.",
2730 op->skill);
2731 }
2732 }
2733 (void) change_abil (who, op); 2707 change_abil (who, op);
2734 who->chosen_skill = NULL;
2735 CLEAR_FLAG (who, FLAG_READY_SKILL); 2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2736 break;
2737
2738 case ARMOUR:
2739 case HELMET:
2740 case SHIELD:
2741 case RING:
2742 case BOOTS:
2743 case GLOVES:
2744 case AMULET:
2745 case GIRDLE:
2746 case BRACERS:
2747 case CLOAK:
2748 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2749 (void) change_abil (who,op);
2750 break;
2751 case LAMP:
2752 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2753 op->name);
2754 tmp2 = arch_to_object(op->other_arch);
2755 tmp2->x = op->x;
2756 tmp2->y = op->y;
2757 tmp2->map = op->map;
2758 tmp2->below = op->below;
2759 tmp2->above = op->above;
2760 tmp2->stats.food = op->stats.food;
2761 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2762 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2763 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2764 if (who->type == PLAYER)
2765 esrv_del_item(who->contr, (tag_t)op->count);
2766 remove_ob(op);
2767 free_object(op);
2768 insert_ob_in_ob(tmp2, who);
2769 fix_player(who);
2770 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2771 if (who->type == PLAYER) {
2772 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2773 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2774 }
2775 }
2776 if(who->type==PLAYER)
2777 esrv_send_item(who, tmp2);
2778 return 1; /* otherwise, an attempt to drop causes problems */
2779 break;
2780 case BOW:
2781 case WAND:
2782 case ROD:
2783 case HORN:
2784 clear_skill(who);
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 if(who->type==PLAYER) {
2787 who->contr->shoottype = range_none;
2788 } else {
2789 if (op->type == BOW)
2790 CLEAR_FLAG (who, FLAG_READY_BOW);
2791 else
2792 CLEAR_FLAG(who, FLAG_READY_RANGE);
2793 }
2794 break;
2795
2796 case BUILDER:
2797 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2798 who->contr->shoottype = range_none;
2799 who->contr->ranges[ range_builder ] = NULL;
2800 break; 2709 break;
2801 2710
2711 case SKILL:
2712 if (who->contr)
2713 {
2714 if (IS_COMBAT_SKILL (op->subtype))
2715 who->change_weapon (who->contr->combat_ob = 0);
2716 else if (IS_RANGED_SKILL (op->subtype))
2717 who->change_weapon (who->contr->ranged_ob = 0);
2718
2719 if (op->invisible)
2720 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2721 else
2722 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2723 }
2724
2725 change_abil (who, op);
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break;
2728
2729 case ARMOUR:
2730 case HELMET:
2731 case SHIELD:
2732 case RING:
2733 case BOOTS:
2734 case GLOVES:
2735 case AMULET:
2736 case GIRDLE:
2737 case BRACERS:
2738 case CLOAK:
2739 who->statusmsg (format ("You unwear %s.", query_name (op)));
2740 change_abil (who, op);
2741 break;
2742
2743 case LAMP:
2744 {
2745 who->statusmsg (format ("You turn off your %s.", &op->name));
2746
2747 object *tmp2 = arch_to_object (op->other_arch);
2748 tmp2->x = op->x;
2749 tmp2->y = op->y;
2750 tmp2->map = op->map;
2751 tmp2->below = op->below;
2752 tmp2->above = op->above;
2753 tmp2->stats.food = op->stats.food;
2754 CLEAR_FLAG (tmp2, FLAG_APPLIED);
2755
2756 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
2757 SET_FLAG (tmp2, FLAG_INV_LOCKED);
2758
2759 op->destroy ();
2760 who->insert (tmp2);
2761 who->update_stats ();
2762
2763 if (who->contr)
2764 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
2765 {
2766 who->failmsg ("Oops, it feels deadly cold!");
2767 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
2768 }
2769 }
2770
2771 return 1; /* otherwise, an attempt to drop causes problems */
2772
2773 case BOW:
2774 case WAND:
2775 case ROD:
2776 case HORN:
2777 if (player *pl = who->contr)
2778 {
2779 if (op == pl->ranged_ob)
2780 {
2781 pl->ranged_ob = 0;
2782 who->change_weapon (pl->combat_ob);
2783 }
2784
2785 who->statusmsg (format ("You unready %s.", query_name (op)));
2786 }
2787 else
2788 {
2789 who->change_skill (0);
2790
2791 if (op->type == BOW)
2792 CLEAR_FLAG (who, FLAG_READY_BOW);
2793 else
2794 CLEAR_FLAG (who, FLAG_READY_RANGE);
2795 }
2796
2797 break;
2798
2799 case BUILDER:
2800 if (who->contr)
2801 who->statusmsg (format ("You unready %s.", query_name (op)));
2802 break;
2803
2802 default: 2804 default:
2803 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2805 who->statusmsg (format ("You unapply %s.", query_name (op)));
2804 break; 2806 break;
2805 } 2807 }
2806 2808
2807 fix_player(who); 2809 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2808 2810 if (object *pl = op->visible_to ())
2809 if ( ! (aflags & AP_NO_MERGE)) {
2810 object *tmp;
2811
2812 tag_t del_tag = op->count;
2813 tmp = merge_ob (op, NULL);
2814 if (who->type == PLAYER) {
2815 if (tmp) { /* it was merged */
2816 esrv_del_item (who->contr, del_tag);
2817 op = tmp;
2818 }
2819 esrv_send_item (who, op); 2811 esrv_send_item (pl, op);
2820 } 2812
2821 } 2813 who->update_stats ();
2814
2822 return 0; 2815 return 0;
2823} 2816}
2824 2817
2825/** 2818/**
2826 * Returns the object that is using location 'loc'. 2819 * Returns the object that is using location 'loc'.
2827 * Note that 'start' is the first object to start examing - we 2820 * Note that 'start' is the first object to start examing - we
2828 * then go through the below of this. In this way, you can do 2821 * then go through the below of this. In this way, you can do
2829 * something like: 2822 * something like:
2830 * tmp = get_item_from_body_location(who->inv, 1); 2823 * tmp = get_next_item_from_body_location(who->inv, 1);
2831 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2824 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2832 * to find the second object that may use this location, etc. 2825 * to find the second object that may use this location, etc.
2833 * Returns NULL if no match is found. 2826 * Returns NULL if no match is found.
2834 * loc is the index into the array we are looking for a match. 2827 * loc is the index into the array we are looking for a match.
2835 * don't return invisible objects unless they are skill objects 2828 * don't return invisible objects unless they are skill objects
2836 * invisible other objects that use 2829 * invisible other objects that use
2837 * up body locations can be used as restrictions. 2830 * up body locations can be used as restrictions.
2838 */ 2831 */
2839object *get_item_from_body_location(object *start, int loc) 2832static object *
2833get_next_item_from_body_location (int loc, object *start)
2840{ 2834{
2841 object *tmp;
2842
2843 if (!start) return NULL;
2844
2845 for (tmp=start; tmp; tmp=tmp->below) 2835 for (object *tmp = start; tmp; tmp = tmp->below)
2846 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2836 if (tmp->flag [FLAG_APPLIED]
2837 && tmp->slot[loc].info
2847 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2838 && (!tmp->invisible || tmp->type == SKILL))
2839 return tmp;
2848 2840
2849 return NULL; 2841 return 0;
2850} 2842}
2851
2852
2853 2843
2854/** 2844/**
2855 * 'op' wants to apply an object, but can't because of other equipment. 2845 * 'op' wants to apply an object, but can't because of other equipment.
2856 * This should only be called when it is known 2846 * This should only be called when it is known
2857 * that there are objects to unapply. This makes pretty heavy 2847 * that there are objects to unapply. This makes pretty heavy
2860 * Returns 0 on success, returns 1 if there is some problem. 2850 * Returns 0 on success, returns 1 if there is some problem.
2861 * if aflags is AP_PRINT, we instead print out waht to unapply 2851 * if aflags is AP_PRINT, we instead print out waht to unapply
2862 * instead of doing it. This is a lot less code than having 2852 * instead of doing it. This is a lot less code than having
2863 * another function that does just that. 2853 * another function that does just that.
2864 */ 2854 */
2855
2856#define CANNOT_REMOVE_CURSED \
2857 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
2858 "Praying over an altar, scrolls of remove curse/damnation, " \
2859 "priests or even other players might help.>"
2860
2861int
2865int unapply_for_ob(object *who, object *op, int aflags) 2862unapply_for_ob (object *who, object *op, int aflags)
2866{ 2863{
2867 int i; 2864 if (op->is_range ())
2868 object *tmp=NULL, *last;
2869
2870 /* If we are applying a shield or weapon, unapply any equipped shield
2871 * or weapons first - only allowed to use one weapon/shield at a time.
2872 */
2873 if (op->type == WEAPON || op->type == SHIELD) {
2874 for (tmp=who->inv; tmp; tmp=tmp->below) { 2865 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2875 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2876 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2877 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2868 {
2878 if (aflags & AP_PRINT) 2869 if (aflags & AP_PRINT)
2879 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2870 who->failmsg (query_name (tmp));
2880 else 2871 else
2881 unapply_special(who, tmp, aflags); 2872 unapply_special (who, tmp, aflags);
2873 }
2874 else
2875 {
2876 /* In this case, we want to try and remove a cursed item.
2877 * While we know it won't work, we want unapply_special to
2878 * at least generate the message.
2879 */
2880 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2881 return 1;
2882 }
2883
2884 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2885 {
2886 /* this used up a slot that we need to free */
2887 if (op->slot[i].info)
2888 {
2889 object *last = who->inv;
2890
2891 /* We do a while loop - may need to remove several items in order
2892 * to free up enough slots.
2893 */
2894 while ((who->slot[i].used + op->slot[i].info) < 0)
2895 {
2896 object *tmp = get_next_item_from_body_location (i, last);
2897
2898 if (!tmp)
2899 {
2900#if 0
2901 /* Not a bug - we'll get this if the player has cursed items
2902 * equipped.
2903 */
2904 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2905#endif
2906 return 1;
2882 } 2907 }
2908
2909 /* If we are just printing, we don't care about cursed status */
2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2911 {
2912 if (aflags & AP_PRINT)
2913 who->failmsg (query_name (tmp));
2883 else { 2914 else
2884 /* In this case, we want to try and remove a cursed item. 2915 unapply_special (who, tmp, aflags);
2885 * While we know it won't work, we want unapply_special to
2886 * at least generate the message.
2887 */
2888 new_draw_info_format(NDI_UNIQUE, 0, who,
2889 "No matter how hard you try, you just can't\nremove %s.",
2890 query_name(tmp));
2891 return 1;
2892 } 2916 }
2917 else
2918 {
2919 /* Cursed item that we can't unequip - tell the player.
2920 * Note this could be annoying if this is just one of a few,
2921 * so it may not be critical (eg, putting on a ring and you have
2922 * one cursed ring.)
2923 */
2924 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2925 }
2893 2926
2927 last = tmp->below;
2894 } 2928 }
2895 }
2896 }
2897
2898 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2899 /* this used up a slot that we need to free */
2900 if (op->body_info[i]) {
2901 last = who->inv;
2902
2903 /* We do a while loop - may need to remove several items in order
2904 * to free up enough slots.
2905 */
2906 while ((who->body_used[i] + op->body_info[i]) < 0) {
2907 tmp = get_item_from_body_location(last, i);
2908 if (!tmp) {
2909#if 0
2910 /* Not a bug - we'll get this if the player has cursed items
2911 * equipped.
2912 */
2913 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2914 i, body_locations[i].save_name, who->name);
2915#endif
2916 return 1;
2917 }
2918 /* If we are just printing, we don't care about cursed status */
2919 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2920 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2921 if (aflags & AP_PRINT)
2922 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2923 else
2924 unapply_special(who, tmp, aflags);
2925 }
2926 else {
2927 /* Cursed item that we can't unequip - tell the player.
2928 * Note this could be annoying if this is just one of a few,
2929 * so it may not be critical (eg, putting on a ring and you have
2930 * one cursed ring.)
2931 */
2932 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2933 }
2934 last = tmp->below;
2935 }
2936 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 2929 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2937 * return in the !tmp would have kicked in. 2930 * return in the !tmp would have kicked in.
2938 */ 2931 */
2939 } /* if op is using this body location */ 2932 } /* if op is using this body location */
2940 } /* for body lcoations */ 2933 } /* for body lcoations */
2934
2941 return 0; 2935 return 0;
2942} 2936}
2943 2937
2944/** 2938/**
2945 * Checks to see if 'who' can apply object 'op'. 2939 * Checks to see if 'who' can apply object 'op'.
2946 * Returns 0 if apply can be done without anything special. 2940 * Returns 0 if apply can be done without anything special.
2947 * Otherwise returns a bitmask - potentially several of these may be 2941 * Otherwise returns a bitmask - potentially several of these may be
2948 * set, but largely depends on circumstance - in the future, processing 2942 * set, but largely depends on circumstance - in the future, processing
2949 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 2943 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2950 * is set, do we really are what the other flags may be?) 2944 * is set, do we really care what the other flags may be?)
2951 * 2945 *
2952 * See include/define.h for detailed description of the meaning of 2946 * See include/define.h for detailed description of the meaning of
2953 * these return values. 2947 * these return values.
2954 */ 2948 */
2949int
2955int can_apply_object(object *who, object *op) 2950can_apply_object (object *who, object *op)
2956{ 2951{
2957 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 2952 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2959 return RESULT_INT (0); 2953 return RESULT_INT (0);
2960 2954
2961 int i, retval=0; 2955 int retval = 0;
2962 object *tmp=NULL, *ws=NULL; 2956 object *tmp = 0, *ws = 0;
2963 2957
2964 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2958 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2965 * 2 weapons, but we don't want to let them do that. So if they are 2959 {
2966 * trying to equip a weapon or shield, see if they already have one 2960 if (op->slot[i].info)
2967 * in place and store that way. 2961 {
2968 */ 2962 /* Item uses more slots than we have */
2969 if (op->type == WEAPON || op->type == SHIELD) { 2963 if (who->slot[i].info + op->slot [i].info < 0)
2970 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2964 {
2971 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2965 /* Could return now for efficiency - rest of info below isn't
2966 * really needed.
2967 */
2972 retval = CAN_APPLY_UNAPPLY; 2968 retval |= CAN_APPLY_NEVER;
2973 ws = tmp;
2974 } 2969 }
2975 } 2970 else if (who->slot[i].used + op->slot[i].info < 0)
2976 }
2977 2971 {
2978
2979 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2980 if (op->body_info[i]) {
2981 /* Item uses more slots than we have */
2982 if (FABS(op->body_info[i]) > who->body_info[i]) {
2983 /* Could return now for efficiently - rest of info below isn'
2984 * really needed.
2985 */
2986 retval |= CAN_APPLY_NEVER;
2987 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2988 /* in this case, equipping this would use more free spots than 2972 /* in this case, equipping this would use more free spots than
2989 * we have. 2973 * we have.
2990 */ 2974 */
2991 object *tmp1;
2992 2975
2993
2994 /* if we have an applied weapon/shield, and unapply it would free 2976 /* if we have an applied weapon/shield, and unapply it would free
2995 * enough slots to equip the new item, then just set this can 2977 * enough slots to equip the new item, then just set "can
2996 * continue. We don't care about the logic below - if you have 2978 * apply unapply". We don't care about the logic below - if you have a
2997 * shield equipped and try to equip another shield, there is only 2979 * shield equipped and try to equip another shield, there is only
2998 * one choice. However, the check for the number of body locations 2980 * one choice. However, the check for the number of body locations
2999 * does take into the account cases where what is being applied 2981 * does take into the account cases where what is being applied
3000 * may be two handed for example. 2982 * may be two handed for example.
3001 */ 2983 */
3002 if (ws) { 2984 if (ws)
3003 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 2985 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2986 {
3004 retval |= CAN_APPLY_UNAPPLY; 2987 retval |= CAN_APPLY_UNAPPLY;
3005 continue; 2988 continue;
3006 } 2989 }
2990
2991 object *tmp1 = get_next_item_from_body_location (i, who->inv);
2992 if (!tmp1)
2993 {
2994#if 0
2995 /* This is sort of an error, but happens a lot when old players
2996 * join in with more stuff equipped than they are now allowed.
2997 */
2998 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
2999#endif
3000 retval |= CAN_APPLY_NEVER;
3007 } 3001 }
3008
3009 tmp1 = get_item_from_body_location(who->inv, i);
3010 if (!tmp1) {
3011#if 0
3012 /* This is sort of an error, but happens a lot when old players
3013 * join in with more stuff equipped than they are now allowed.
3014 */
3015 LOG(llevError,"Can't find object using location %d on %s\n",
3016 i, who->name);
3017#endif
3018 retval |= CAN_APPLY_NEVER;
3019 } else { 3002 else
3003 {
3020 /* need to unapply something. However, if this something 3004 /* need to unapply something. However, if this something
3021 * is different than we had found before, it means they need 3005 * is different than we had found before, it means they need
3022 * to apply multiple objects 3006 * to apply multiple objects
3023 */ 3007 */
3024 retval |= CAN_APPLY_UNAPPLY; 3008 retval |= CAN_APPLY_UNAPPLY;
3009
3010 if (!tmp)
3025 if (!tmp) tmp = tmp1; 3011 tmp = tmp1;
3026 else if (tmp != tmp1) { 3012 else if (tmp != tmp1)
3027 retval |= CAN_APPLY_UNAPPLY_MULT; 3013 retval |= CAN_APPLY_UNAPPLY_MULT;
3028 } 3014
3029 /* This object isn't using up all the slots, so there must 3015 /* This object isn't using up all the slots, so there must
3030 * be another. If so, and it the new item doesn't need all 3016 * be another. If so, and it the new item doesn't need all
3031 * the slots, the player then has a choice. 3017 * the slots, the player then has a choice.
3032 */ 3018 */
3033 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3019 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3034 (FABS(op->body_info[i]) < who->body_info[i])) 3020 && abs (op->slot[i].info) < who->slot[i].info)
3035 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3021 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3036 3022
3037 /* Does unequippint 'tmp1' free up enough slots for this to be 3023 /* Does unequippint 'tmp1' free up enough slots for this to be
3038 * equipped? If not, there must be something else to unapply. 3024 * equipped? If not, there must be something else to unapply.
3039 */ 3025 */
3040 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3026 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3041 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3042
3043 } 3028 }
3044 } /* if not enough free slots */ 3029 } /* if not enough free slots */
3045 } /* if this object uses location i */ 3030 } /* if this object uses location i */
3046 } /* for i -> num_body_locations loop */ 3031 } /* for i -> num_body_locations loop */
3047 3032
3048 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3033 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3049 * really be controlled by use of body locations. We do have 3034 * really be controlled by use of body locations. We do have
3050 * the weapon/shield checks, and the range checks for monsters, 3035 * the weapon/shield checks, and the range checks for monsters,
3051 * because you can't control those just by body location - bows, shields, 3036 * because you can't control those just by body location - bows, shields,
3052 * and weapons all use the same slot. Similar for horn/rod/wand - they 3037 * and weapons all use the same slot. Similar for horn/rod/wand - they
3053 * all use the same location. 3038 * all use the same location.
3054 */ 3039 */
3055 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3040 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3041 retval |= CAN_APPLY_RESTRICTION;
3042
3043 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3044 retval |= CAN_APPLY_RESTRICTION;
3045
3046 if (who->type != PLAYER)
3047 {
3048 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3056 retval |= CAN_APPLY_RESTRICTION; 3049 retval |= CAN_APPLY_RESTRICTION;
3050
3057 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3052 retval |= CAN_APPLY_RESTRICTION;
3059 3053
3060
3061 if (who->type != PLAYER) {
3062 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3063 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3064 retval |= CAN_APPLY_RESTRICTION;
3065 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3066 retval |= CAN_APPLY_RESTRICTION;
3067 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3054 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3068 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3069 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3057 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3070 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3071 } 3059 }
3060
3072 return retval; 3061 return retval;
3073} 3062}
3074
3075
3076 3063
3077/** 3064/**
3078 * who is the object using the object. It can be a monster. 3065 * who is the object using the object. It can be a monster.
3079 * op is the object they are using. op is an equipment type item, 3066 * op is the object they are using. op is an equipment type item,
3080 * eg, one which you put on and keep on for a while, and not something 3067 * eg, one which you put on and keep on for a while, and not something
3089 * AP_UNAPPLY=always unapply). 3076 * AP_UNAPPLY=always unapply).
3090 * 3077 *
3091 * Optional flags: 3078 * Optional flags:
3092 * AP_NO_MERGE: don't merge an unapplied object with other objects 3079 * AP_NO_MERGE: don't merge an unapplied object with other objects
3093 * AP_IGNORE_CURSE: unapply cursed items 3080 * AP_IGNORE_CURSE: unapply cursed items
3081 * AP_NO_READY: do not ready skills when applying skill tools
3094 * 3082 *
3095 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3096 * 3084 *
3097 * apply_special() doesn't check for unpaid items. 3085 * apply_special() doesn't check for unpaid items.
3098 */ 3086 */
3087
3088#define LACK_ITEM_POWER \
3089 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3090
3091int
3099int apply_special (object *who, object *op, int aflags) 3092apply_special (object *who, object *op, int aflags)
3100{ 3093{
3101 int basic_flag = aflags & AP_BASIC_FLAGS; 3094 int basic_flag = aflags & AP_BASIC_FLAGS;
3102 object *tmp, *tmp2, *skop=NULL; 3095 object *tmp, *tmp2, *skop = NULL;
3103 int i;
3104 3096
3105 if(who==NULL) { 3097 if (who == NULL)
3098 {
3106 LOG(llevError,"apply_special() from object without environment.\n"); 3099 LOG (llevError, "apply_special() from object without environment.\n");
3107 return 1; 3100 return 1;
3108 } 3101 }
3109 3102
3110 if(op->env!=who) 3103 if (op->env != who)
3111 return 1; /* op is not in inventory */ 3104 return 1; /* op is not in inventory */
3112 3105
3113 /* trying to unequip op */ 3106 /* trying to unequip op */
3114 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3107 if (QUERY_FLAG (op, FLAG_APPLIED))
3108 {
3115 /* always apply, so no reason to unapply */ 3109 /* always apply, so no reason to unapply */
3116 if (basic_flag == AP_APPLY) return 0; 3110 if (basic_flag == AP_APPLY)
3111 return 0;
3117 3112
3118 if ( ! (aflags & AP_IGNORE_CURSE)
3119 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3113 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3120 new_draw_info_format(NDI_UNIQUE, 0, who, 3114 {
3121 "No matter how hard you try, you just can't\nremove %s.", 3115 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3122 query_name(op)); 3116 return 1;
3117 }
3118
3119 return unapply_special (who, op, aflags);
3120 }
3121 else if (basic_flag == AP_UNAPPLY)
3122 return 0;
3123
3124 // if the item is combat/ranged, wield the relevant slot first
3125 // to resolve conflicts.
3126 if (player *pl = who->contr)
3127 switch (op->slottype ())
3128 {
3129 case slot_combat: who->change_weapon (pl->combat_ob); break;
3130 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3131 }
3132
3133 splay (op);
3134
3135 /* Can't just apply this object. Lets see what not and what to do */
3136 if (int i = can_apply_object (who, op))
3137 {
3138 if (i & CAN_APPLY_NEVER)
3139 {
3140 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3141 return 1;
3142 }
3143 else if (i & CAN_APPLY_RESTRICTION)
3144 {
3145 who->failmsg (format (
3146 "You have a prohibition against using a %s. "
3147 "H<Your belief, profession or class prevents you from applying this item.>",
3148 query_name (op)
3149 ));
3150 return 1;
3151 }
3152
3153 if (who->type != PLAYER)
3154 {
3155 /* Some error, so don't try to equip something more */
3156 if (unapply_for_ob (who, op, aflags))
3123 return 1; 3157 return 1;
3124 } 3158 }
3125 return unapply_special(who, op, aflags); 3159 else
3160 {
3161 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3162 {
3163 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3164 unapply_for_ob (who, op, AP_PRINT);
3165 return 1;
3166 }
3167 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3168 if (unapply_for_ob (who, op, aflags))
3169 return 1;
3170 }
3171 }
3172
3173 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3126 } 3174 {
3175 skop = find_skill_by_name (who, op->skill);
3127 3176
3128 if (basic_flag == AP_UNAPPLY) return 0; 3177 if (!skop)
3178 {
3179 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3180 return 1;
3181 }
3182 else
3183 /* While experience will be credited properly, we want to change the
3184 * skill so that the dam and wc get updated
3185 */
3186 who->change_skill (skop);
3187 }
3129 3188
3130 i = can_apply_object(who, op); 3189 if (who->type == PLAYER
3190 && op->item_power
3191 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3192 {
3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3194 return 1;
3195 }
3131 3196
3132 /* Can't just apply this object. Lets see what not and what to do */ 3197 /* Ok. We are now at the state where we can apply the new object.
3133 if (i) { 3198 * Note that we don't have the checks for can_use_...
3134 if (i & CAN_APPLY_NEVER) { 3199 * below - that is already taken care of by can_apply_object.
3135 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3200 */
3201 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3202
3203 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3204 return RESULT_INT (0);
3205
3206 switch (op->type)
3207 {
3208 case WEAPON:
3209 if (!check_weapon_power (who, op->last_eat))
3210 {
3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3212
3213 if (tmp)
3214 insert_ob_in_ob (tmp, who);
3215
3136 return 1; 3216 return 1;
3137 } else if (i & CAN_APPLY_RESTRICTION) { 3217 }
3138 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3218
3219 //TODO: this obviously fails for players using a shorter prefix
3220 // i.e. "R" can use Ragnarok's sword.
3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3222 {
3223 /* if the weapon does not have the name as the character, can't use it. */
3224 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3225 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3226
3227 if (tmp)
3228 insert_ob_in_ob (tmp, who);
3229
3139 return 1; 3230 return 1;
3140 } 3231 }
3141 if (who->type != PLAYER) { 3232
3142 /* Some error, so don't try to equip something more */ 3233 if (!skop)
3143 if (unapply_for_ob(who, op, aflags)) return 1; 3234 {
3144 } else { 3235 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3145 if (who->contr->unapply == unapply_never ||
3146 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3147 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3148 unapply_for_ob(who, op, AP_PRINT);
3149 return 1; 3236 return 1;
3237 }
3238
3239 SET_FLAG (op, FLAG_APPLIED);
3240 who->change_skill (skop);
3241
3242 if (who->contr)
3243 who->change_weapon (who->contr->combat_ob = op);
3244
3245 who->statusmsg (format ("You wield %s.", query_name (op)));
3246
3247 SET_FLAG (who, FLAG_READY_WEAPON);
3248 change_abil (who, op);
3249 break;
3250
3251 case ARMOUR:
3252 case HELMET:
3253 case SHIELD:
3254 case BOOTS:
3255 case GLOVES:
3256 case GIRDLE:
3257 case BRACERS:
3258 case CLOAK:
3259 case RING:
3260 case AMULET:
3261 SET_FLAG (op, FLAG_APPLIED);
3262 who->statusmsg (format ("You wear %s.", query_name (op)));
3263 change_abil (who, op);
3264 break;
3265
3266 case LAMP:
3267 if (op->stats.food < 1)
3268 {
3269 who->failmsg (format (
3270 "Your %s is out of fuel! "
3271 "H<Lamps and similar items need fuel. They cannot be refilled.>",
3272 &op->name
3273 ));
3274 return 1;
3275 }
3276
3277 who->statusmsg (format ("You turn on your %s.", &op->name));
3278
3279 tmp2 = arch_to_object (op->other_arch);
3280 tmp2->stats.food = op->stats.food;
3281 SET_FLAG (tmp2, FLAG_APPLIED);
3282
3283 if (QUERY_FLAG (op, FLAG_INV_LOCKED))
3284 SET_FLAG (tmp2, FLAG_INV_LOCKED);
3285
3286 who->insert (tmp2);
3287
3288 /* Remove the old lantern */
3289 op->destroy ();
3290
3291 /* insert the portion that was split off */
3292 if (tmp)
3293 who->insert (tmp);
3294
3295 who->update_stats ();
3296
3297 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3298 if (who->type == PLAYER)
3299 {
3300 who->failmsg ("Oops, it feels deadly cold! H<Maybe it wasn't such a bright (hrhrhr) idea to apply this cursed or damned item.>");
3301 SET_FLAG (tmp2, FLAG_KNOWN_CURSED);
3150 } 3302 }
3151 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3303
3152 i = unapply_for_ob(who, op, aflags);
3153 if (i) return 1;
3154 }
3155 }
3156 }
3157 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3158 skop=find_skill_by_name(who, op->skill);
3159 if (!skop) {
3160 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3161 return 1;
3162 } else {
3163 /* While experience will be credited properly, we want to change the
3164 * skill so that the dam and wc get updated
3165 */
3166 change_skill(who, skop, 0);
3167 }
3168 }
3169
3170 if (who->type == PLAYER && op->item_power &&
3171 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3172 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3173 return 1; 3304 return 0;
3174 }
3175
3176 3305
3177 /* Ok. We are now at the state where we can apply the new object.
3178 * Note that we don't have the checks for can_use_...
3179 * below - that is already taken care of by can_apply_object.
3180 */
3181
3182
3183 if(op->nrof > 1)
3184 tmp = get_split_ob(op,op->nrof - 1);
3185 else
3186 tmp = NULL;
3187
3188 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3189 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3190 return RESULT_INT (0);
3191
3192 switch(op->type) {
3193 case WEAPON:
3194 if (!check_weapon_power(who, op->last_eat)) {
3195 new_draw_info(NDI_UNIQUE, 0,who,
3196 "That weapon is too powerful for you to use.");
3197 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3198 if(tmp!=NULL)
3199 (void) insert_ob_in_ob(tmp,who);
3200 return 1;
3201 }
3202 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3203 /* if the weapon does not have the name as the character, can't use it. */
3204 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3205 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3206 if(tmp!=NULL)
3207 (void) insert_ob_in_ob(tmp,who);
3208 return 1;
3209 }
3210 SET_FLAG(op, FLAG_APPLIED);
3211
3212 if (skop) change_skill(who, skop, 1);
3213 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3214 SET_FLAG(who, FLAG_READY_WEAPON);
3215
3216 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3217
3218 (void) change_abil (who,op);
3219 break;
3220
3221 case ARMOUR:
3222 case HELMET:
3223 case SHIELD:
3224 case BOOTS:
3225 case GLOVES:
3226 case GIRDLE:
3227 case BRACERS:
3228 case CLOAK:
3229 case RING:
3230 case AMULET:
3231 SET_FLAG(op, FLAG_APPLIED);
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3233 (void) change_abil (who,op);
3234 break;
3235 case LAMP:
3236 if (op->stats.food < 1) {
3237 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3238 " fuel!", op->name);
3239 return 1;
3240 }
3241 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3242 op->name);
3243 tmp2 = arch_to_object(op->other_arch);
3244 tmp2->stats.food = op->stats.food;
3245 SET_FLAG(tmp2, FLAG_APPLIED);
3246 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3247 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3248 insert_ob_in_ob(tmp2, who);
3249
3250 /* Remove the old lantern */
3251 if (who->type == PLAYER)
3252 esrv_del_item(who->contr, (tag_t)op->count);
3253 remove_ob(op);
3254 free_object(op);
3255
3256 /* insert the portion that was split off */
3257 if(tmp!=NULL) {
3258 (void) insert_ob_in_ob(tmp,who);
3259 if(who->type==PLAYER)
3260 esrv_send_item(who, tmp);
3261 }
3262 fix_player(who);
3263 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3264 if (who->type == PLAYER) {
3265 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3266 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3267 }
3268 }
3269 if(who->type==PLAYER)
3270 esrv_send_item(who, tmp2);
3271 return 0;
3272 break;
3273
3274 /* this part is needed for skill-tools */
3275 case SKILL:
3276 case SKILL_TOOL: 3306 case SKILL_TOOL:
3277 if (who->chosen_skill) { 3307 // applying a skill tool also readies the skill
3278 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3308 SET_FLAG (op, FLAG_APPLIED);
3309
3310 if (!(aflags & AP_NO_READY))
3311 {
3312 skop = find_skill_by_name (who, op->skill);
3313 if (!skop->flag [FLAG_APPLIED])
3314 apply_special (who, skop, AP_APPLY);
3315 }
3316 break;
3317
3318 case SKILL:
3319 if (player *pl = who->contr)
3320 {
3321 if (IS_COMBAT_SKILL (op->subtype))
3322 {
3323 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3324 {
3325 for (object *item = who->inv; item; item = item->below)
3326 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3327 {
3328 if (item->skill == op->skill)
3329 {
3330 who->change_weapon (pl->combat_ob = item);
3331 goto found_weapon;
3332 }
3333 }
3334
3335 who->failmsg (format (
3336 "You need to apply a '%s' melee weapon before readying this skill. "
3337 "H<Some skills need an item, in this case a melee weapon, to function.>",
3338 &op->skill
3339 ));
3279 return 1; 3340 return 1;
3280 } 3341
3281 if (who->type == PLAYER) { 3342 found_weapon:;
3282 who->contr->shoottype = range_skill;
3283 who->contr->ranges[range_skill] = op;
3284 if ( ! op->invisible) {
3285 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3286 query_name (op));
3287 new_draw_info_format (NDI_UNIQUE, 0, who,
3288 "You can now use the skill: %s.",
3289 op->skill);
3290 } else {
3291 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3292 op->skill? op->skill:op->name);
3293 } 3343 }
3344 else
3345 who->change_weapon (pl->combat_ob = op);
3294 } 3346 }
3347 else if (IS_RANGED_SKILL (op->subtype))
3348 {
3349 if (skill_flags [op->subtype] & SF_NEED_BOW)
3350 {
3351 for (object *item = who->inv; item; item = item->below)
3352 if (item->type == BOW && item->flag [FLAG_APPLIED])
3353 {
3354 //TODO: bows should/must all have skill missile weapon right now
3355 who->change_weapon (pl->ranged_ob = item);
3356 goto found_bow;
3357 }
3358
3359 who->failmsg (
3360 "You need to apply a missile weapon before readying this skill. "
3361 "H<Some skills need an item, in this case a missile weapon, to function.>"
3362 );
3363 return 1;
3364
3365 found_bow:;
3366 }
3367 else
3368 who->change_weapon (pl->ranged_ob = op);
3369 }
3370
3371 if (!op->invisible)
3372 {
3373 who->statusmsg (format (
3374 "You ready %s."
3375 "You can now use the skill: %s.",
3376 query_name (op),
3377 &op->skill
3378 ));
3379 }
3380 else
3381 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3382 }
3383 else
3384 {
3295 SET_FLAG (op, FLAG_APPLIED); 3385 SET_FLAG (op, FLAG_APPLIED);
3296 (void) change_abil (who, op); 3386 change_abil (who, op);
3297 who->chosen_skill = op; 3387 who->chosen_skill = op;
3298 SET_FLAG (who, FLAG_READY_SKILL); 3388 SET_FLAG (who, FLAG_READY_SKILL);
3299 break;
3300
3301 case BOW:
3302 if (!check_weapon_power(who, op->last_eat)) {
3303 new_draw_info(NDI_UNIQUE, 0, who,
3304 "That item is too powerful for you to use.");
3305 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3306 if(tmp != NULL)
3307 (void)insert_ob_in_ob(tmp,who);
3308 return 1;
3309 } 3389 }
3310 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3311 new_draw_info(NDI_UNIQUE, 0, who,
3312 "The weapon does not recognize you as its owner.");
3313 if(tmp != NULL)
3314 (void)insert_ob_in_ob(tmp,who);
3315 return 1;
3316 }
3317 /*FALLTHROUGH*/
3318 case WAND:
3319 case ROD:
3320 case HORN:
3321 /* check for skill, alter player status */
3322 SET_FLAG(op, FLAG_APPLIED);
3323 if (skop) change_skill(who, skop, 0);
3324 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3325 3390
3326 if(who->type==PLAYER) {
3327 if (op->type == BOW) {
3328 (void)change_abil(who, op);
3329 new_draw_info_format (NDI_UNIQUE, 0, who,
3330 "You will now fire %s with %s.",
3331 op->race ? op->race : "nothing", query_name(op));
3332 who->contr->shoottype = range_bow;
3333 } else {
3334 who->contr->shoottype = range_misc;
3335 }
3336 } else {
3337 if (op->type == BOW)
3338 SET_FLAG (who, FLAG_READY_BOW);
3339 else
3340 SET_FLAG (who, FLAG_READY_RANGE);
3341 }
3342 break;
3343
3344 case BUILDER:
3345 if ( who->contr->ranges[ range_builder ] )
3346 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3347 who->contr->shoottype = range_builder;
3348 who->contr->ranges[ range_builder ] = op;
3349 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3350 break; 3391 break;
3351 3392
3393 case BOW:
3394 if (!check_weapon_power (who, op->last_eat))
3395 {
3396 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3397
3398 if (tmp)
3399 insert_ob_in_ob (tmp, who);
3400
3401 return 1;
3402 }
3403
3404 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3405 {
3406 who->failmsg ("The weapon does not recognize you as its owner. "
3407 "H<Its name indicates that it belongs to somebody else.>");
3408 if (tmp)
3409 insert_ob_in_ob (tmp, who);
3410
3411 return 1;
3412 }
3413
3414 /*FALLTHROUGH*/
3415 case WAND:
3416 case ROD:
3417 case HORN:
3418 /* check for skill, alter player status */
3419
3420 if (!skop)
3421 {
3422 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3423 return 1;
3424 }
3425
3426 SET_FLAG (op, FLAG_APPLIED);
3427 who->change_skill (skop);
3428
3429 if (who->contr)
3430 {
3431 who->contr->ranged_ob = op;
3432
3433 who->statusmsg (format ("You ready %s.", query_name (op)));
3434
3435 if (op->type == BOW)
3436 {
3437 who->current_weapon = op;
3438 change_abil (who, op);
3439 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3440 }
3441 }
3442 else
3443 {
3444 if (op->type == BOW)
3445 SET_FLAG (who, FLAG_READY_BOW);
3446 else
3447 SET_FLAG (who, FLAG_READY_RANGE);
3448 }
3449
3450 break;
3451
3452 case BUILDER:
3453 if (who->type == PLAYER)
3454 {
3455 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3456 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3457 unapply_special (who, who->contr->ranged_ob, 0);
3458
3459 who->statusmsg (format ("You ready your %s.", query_name (op)));
3460
3461 who->contr->ranged_ob = op;
3462 }
3463 break;
3464
3352 default: 3465 default:
3353 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3466 who->statusmsg (format ("You apply %s.", query_name (op)));
3354 } /* end of switch op->type */ 3467 }
3355 3468
3356 SET_FLAG(op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3357 3470
3358 if(tmp!=NULL) 3471 if (tmp)
3359 tmp = insert_ob_in_ob(tmp,who); 3472 who->insert (tmp);
3360 3473
3361 fix_player(who); 3474 who->update_stats ();
3362 3475
3363 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3364 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3365 * you don't know anything about them. 3478 * you don't know anything about them.
3366 */ 3479 */
3367 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3480 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3368 op->type!=ROD)
3369 SET_FLAG(op,FLAG_BEEN_APPLIED); 3481 SET_FLAG (op, FLAG_BEEN_APPLIED);
3370 3482
3371 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3372 if (who->type == PLAYER) { 3484 if (who->type == PLAYER)
3373 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3485 {
3486 who->failmsg (
3487 "Oops, it feels deadly cold! "
3488 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3489 );
3374 SET_FLAG(op,FLAG_KNOWN_CURSED); 3490 SET_FLAG (op, FLAG_KNOWN_CURSED);
3375 } 3491 }
3376 } 3492
3377 if(who->type==PLAYER) { 3493 if (object *pl = op->visible_to ())
3378 /* if multiple objects were applied, update both slots */
3379 if (tmp)
3380 esrv_send_item(who, tmp);
3381 esrv_send_item(who, op); 3494 esrv_send_item (pl, op);
3382 } 3495
3383 return 0; 3496 return 0;
3384} 3497}
3385 3498
3386 3499int
3387int monster_apply_special (object *who, object *op, int aflags) 3500monster_apply_special (object *who, object *op, int aflags)
3388{ 3501{
3389 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3502 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3390 return 1; 3503 return 1;
3504
3391 return apply_special (who, op, aflags); 3505 return apply_special (who, op, aflags);
3392} 3506}
3393 3507
3394/** 3508/**
3395 * Map was just loaded, handle op's initialisation. 3509 * Map was just loaded, handle op's initialisation.
3396 * 3510 *
3397 * Generates shop floor's item, and treasures. 3511 * Generates shop floor's item, and treasures.
3398 */ 3512 */
3513int
3399int auto_apply (object *op) { 3514auto_apply (object *op)
3515{
3400 object *tmp = NULL, *tmp2; 3516 object *tmp = NULL, *tmp2;
3401 int i; 3517 int i;
3402 3518
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3520
3403 switch(op->type) { 3521 switch (op->type)
3522 {
3404 case SHOP_FLOOR: 3523 case SHOP_FLOOR:
3405 if (!HAS_RANDOM_ITEMS(op)) return 0; 3524 if (!op->has_random_items ())
3525 return 0;
3526
3527 do
3406 do { 3528 {
3407 i=10; /* let's give it 10 tries */ 3529 i = 10; /* let's give it 10 tries */
3408 while((tmp=generate_treasure(op->randomitems, 3530 while ((tmp = generate_treasure (op->randomitems,
3409 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3531 op->stats.exp
3532 ? (int) op->stats.exp
3533 : max (op->map->difficulty, 5)))
3534 == NULL && --i);
3535
3410 if(tmp==NULL) 3536 if (tmp == NULL)
3411 return 0;
3412 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3413 free_object(tmp);
3414 tmp = NULL;
3415 }
3416 } while(!tmp);
3417 tmp->x=op->x;
3418 tmp->y=op->y;
3419 SET_FLAG(tmp,FLAG_UNPAID);
3420 insert_ob_in_map(tmp,op->map,NULL,0);
3421 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3422 identify(tmp);
3423 break;
3424
3425 case TREASURE:
3426 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3427 return 0; 3537 return 0;
3538
3539 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3540 {
3541 tmp->destroy ();
3542 tmp = NULL;
3543 }
3544 }
3545 while (!tmp);
3546
3547 tmp->x = op->x;
3548 tmp->y = op->y;
3549 SET_FLAG (tmp, FLAG_UNPAID);
3550 insert_ob_in_map (tmp, op->map, NULL, 0);
3551 identify (tmp);
3552 break;
3553
3554 case TREASURE:
3555 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3556 return 0;
3557
3428 while ((op->stats.hp--)>0) 3558 while (op->stats.hp-- > 0)
3429 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3559 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3430 op->stats.exp ? (int)op->stats.exp :
3431 op->map == NULL ? 14: op->map->difficulty,0); 3560 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3432 3561
3433 /* If we generated an object and put it in this object inventory, 3562 /* If we generated an object and put it in this object inventory,
3434 * move it to the parent object as the current object is about 3563 * move it to the parent object as the current object is about
3435 * to disappear. An example of this item is the random_* stuff 3564 * to disappear. An example of this item is the random_* stuff
3436 * that is put inside other objects. 3565 * that is put inside other objects.
3437 */ 3566 */
3438 for (tmp=op->inv; tmp; tmp=tmp2) { 3567 if (op->env)
3439 tmp2 = tmp->below; 3568 while (op->inv)
3440 remove_ob(tmp); 3569 op->env->insert (op->inv);
3441 if (op->env) insert_ob_in_ob(tmp, op->env); 3570
3442 else free_object(tmp); 3571 op->destroy ();
3443 }
3444 remove_ob(op);
3445 free_object(op);
3446 break; 3572 break;
3447 } 3573 }
3448 return tmp ? 1 : 0;
3449}
3450 3574
3575 return !!tmp;
3576}
3577
3451/** 3578/**
3452 * fix_auto_apply goes through the entire map (only the first time 3579 * fix_auto_apply goes through the entire map every time a map
3453 * when an original map is loaded) and performs special actions for 3580 * is loaded or swapped in and performs special actions for
3454 * certain objects (most initialization of chests and creation of 3581 * certain objects (most initialization of chests and creation of
3455 * treasures and stuff). Calls auto_apply if appropriate. 3582 * treasures and stuff). Calls auto_apply if appropriate.
3456 */ 3583 */
3584void
3585maptile::fix_auto_apply ()
3586{
3587 if (!spaces)
3588 return;
3457 3589
3458void fix_auto_apply(mapstruct *m) { 3590 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3459 object *tmp,*above=NULL; 3591 for (object *tmp = ms->bot; tmp; )
3460 int x,y; 3592 {
3593 object *above = tmp->above;
3461 3594
3462 if(m==NULL) return;
3463
3464 for(x=0;x<MAP_WIDTH(m);x++)
3465 for(y=0;y<MAP_HEIGHT(m);y++)
3466 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3467 above=tmp->above;
3468
3469 if (tmp->inv) { 3595 if (tmp->inv)
3596 {
3470 object *invtmp, *invnext; 3597 object *invtmp, *invnext;
3471 3598
3472 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3600 {
3473 invnext = invtmp->below; 3601 invnext = invtmp->below;
3474 3602
3475 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3476 auto_apply(invtmp); 3604 auto_apply (invtmp);
3477 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3606 {
3478 while ((invtmp->stats.hp--)>0) 3607 while (invtmp->stats.hp-- > 0)
3479 create_treasure(invtmp->randomitems, invtmp, 0, 3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3480 m->difficulty,0); 3609
3481 invtmp->randomitems = NULL; 3610 invtmp->randomitems = NULL;
3482 }
3483 else if (invtmp && invtmp->arch &&
3484 invtmp->type!=TREASURE &&
3485 invtmp->type != SPELL &&
3486 invtmp->type != CLASS &&
3487 HAS_RANDOM_ITEMS(invtmp)) {
3488 create_treasure(invtmp->randomitems, invtmp, 0,
3489 m->difficulty,0);
3490 /* Need to clear this so that we never try to create
3491 * treasure again for this object
3492 */
3493 invtmp->randomitems = NULL;
3494 }
3495 } 3611 }
3496 /* This is really temporary - the code at the bottom will 3612 else if (invtmp && invtmp->arch
3497 * also set randomitems to null. The problem is there are bunches 3613 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3498 * of maps/players already out there with items that have spells
3499 * which haven't had the randomitems set to null yet.
3500 * MSW 2004-05-13
3501 * 3614 {
3502 * And if it's a spellbook, it's better to set randomitems to NULL too, 3615 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3503 * else you get two spells in the book ^_- 3616 /* Need to clear this so that we never try to create
3504 * Ryo 2004-08-16 3617 * treasure again for this object
3505 */ 3618 */
3506 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3507 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3508 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3509 tmp->randomitems = NULL;
3510
3511 }
3512
3513 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3514 auto_apply(tmp);
3515 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3516 while ((tmp->stats.hp--)>0)
3517 create_treasure(tmp->randomitems, tmp, 0,
3518 m->difficulty,0);
3519 tmp->randomitems = NULL; 3619 invtmp->randomitems = NULL;
3520 }
3521 else if(tmp->type==TIMED_GATE) {
3522 object *head = tmp->head != NULL ? tmp->head : tmp;
3523 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3524 tmp->speed = 0;
3525 update_ob_speed(tmp);
3526 } 3620 }
3527 } 3621 }
3622 /* This is really temporary - the code at the bottom will
3623 * also set randomitems to null. The problem is there are bunches
3624 * of maps/players already out there with items that have spells
3625 * which haven't had the randomitems set to null yet.
3626 * MSW 2004-05-13
3627 *
3628 * And if it's a spellbook, it's better to set randomitems to NULL too,
3629 * else you get two spells in the book ^_-
3630 * Ryo 2004-08-16
3631 */
3632 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3633 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3634 tmp->randomitems = NULL;
3635
3636 }
3637
3638 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3639 auto_apply (tmp);
3640 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3641 {
3642 while ((tmp->stats.hp--) > 0)
3643 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3644 tmp->randomitems = NULL;
3645 }
3646 else if (tmp->type == TIMED_GATE)
3647 {
3648 object *head = tmp->head != NULL ? tmp->head : tmp;
3649
3650 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3651 tmp->set_speed (0);
3652 }
3528 /* This function can be called everytime a map is loaded, even when 3653 /* This function can be called everytime a map is loaded, even when
3529 * swapping back in. As such, we don't want to create the treasure 3654 * swapping back in. As such, we don't want to create the treasure
3530 * over and ove again, so after we generate the treasure, blank out 3655 * over and ove again, so after we generate the treasure, blank out
3531 * randomitems so if it is swapped in again, it won't make anything. 3656 * randomitems so if it is swapped in again, it won't make anything.
3532 * This is a problem for the above objects, because they have counters 3657 * This is a problem for the above objects, because they have counters
3533 * which say how many times to make the treasure. 3658 * which say how many times to make the treasure.
3534 */ 3659 */
3535 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3660 else if (tmp && tmp->arch && tmp->type != PLAYER
3536 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3661 && tmp->type != TREASURE && tmp->type != SPELL
3537 HAS_RANDOM_ITEMS(tmp)) { 3662 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3663 {
3538 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3664 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3539 m->difficulty,0);
3540 tmp->randomitems = NULL; 3665 tmp->randomitems = NULL;
3541 }
3542 } 3666 }
3543 3667
3544 for(x=0;x<MAP_WIDTH(m);x++) 3668 // close all containers
3545 for(y=0;y<MAP_HEIGHT(m);y++) 3669 else if (tmp->type == CONTAINER)
3546 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3670 tmp->flag [FLAG_APPLIED] = 0;
3547 if (tmp->above && 3671
3672 tmp = above;
3673 }
3674
3675 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3676 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3548 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3677 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3549 check_trigger (tmp, tmp->above); 3678 check_trigger (tmp, tmp->above);
3550} 3679}
3551 3680
3552/** 3681/**
3553 * Handles player eating food that temporarily changes status (resistances, stats). 3682 * Handles player eating food that temporarily changes status (resistances, stats).
3554 * This used to call cast_change_attr(), but 3683 * This used to call cast_change_attr(), but
3555 * that doesn't work with the new spell code. Since we know what 3684 * that doesn't work with the new spell code. Since we know what
3556 * the food changes, just grab a force and use that instead. 3685 * the food changes, just grab a force and use that instead.
3557 */ 3686 */
3558 3687void
3559void eat_special_food(object *who, object *food) { 3688eat_special_food (object *who, object *food)
3689{
3560 object *force; 3690 object *force;
3561 int i, did_one=0; 3691 int i, did_one = 0;
3562 sint8 k;
3563 3692
3564 force = get_archetype(FORCE_NAME); 3693 force = get_archetype (FORCE_NAME);
3565 3694
3566 for (i=0; i < NUM_STATS; i++) { 3695 for (i = 0; i < NUM_STATS; i++)
3567 k = get_attr_value(&food->stats, i); 3696 if (sint8 k = food->stats.stat (i))
3568 if (k) { 3697 {
3569 set_attr_value(&force->stats, i, k); 3698 force->stats.stat (i) = k;
3570 did_one = 1; 3699 did_one = 1;
3571 } 3700 }
3572 }
3573 3701
3574 /* check if we can protect the eater */ 3702 /* check if we can protect the eater */
3575 for (i=0; i<NROFATTACKS; i++) { 3703 for (i = 0; i < NROFATTACKS; i++)
3704 {
3576 if (food->resist[i]>0) { 3705 if (food->resist[i] > 0)
3706 {
3577 force->resist[i] = food->resist[i] / 2; 3707 force->resist[i] = food->resist[i] / 2;
3578 did_one = 1; 3708 did_one = 1;
3579 } 3709 }
3580 } 3710 }
3711
3581 if (did_one) { 3712 if (did_one)
3713 {
3582 force->speed = 0.1; 3714 force->set_speed (0.1);
3583 update_ob_speed(force);
3584 /* bigger morsel of food = longer effect time */ 3715 /* bigger morsel of food = longer effect time */
3585 force->stats.food = food->stats.food / 5; 3716 force->duration = food->stats.food / 5;
3586 SET_FLAG(force, FLAG_IS_USED_UP);
3587 SET_FLAG(force, FLAG_APPLIED); 3717 SET_FLAG (force, FLAG_APPLIED);
3588 change_abil(who, force); 3718 change_abil (who, force);
3589 insert_ob_in_ob(force, who); 3719 insert_ob_in_ob (force, who);
3590 } else {
3591 free_object(force);
3592 } 3720 }
3721 else
3722 force->destroy ();
3593 3723
3594 /* check for hp, sp change */ 3724 /* check for hp, sp change */
3595 if(food->stats.hp!=0) { 3725 if (food->stats.hp != 0)
3726 {
3596 if(QUERY_FLAG(food, FLAG_CURSED)) { 3727 if (QUERY_FLAG (food, FLAG_CURSED))
3728 {
3597 strcpy(who->contr->killer,food->name); 3729 who->contr->killer = food;
3598 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3730 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3599 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3731 who->failmsg ("Eck!...that was poisonous!");
3600 } else { 3732 }
3733 else
3734 {
3601 if(food->stats.hp>0) 3735 if (food->stats.hp > 0)
3602 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3736 who->statusmsg ("You begin to feel better.");
3603 else 3737 else
3604 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3738 who->failmsg ("Eck!...that was poisonous!");
3739
3605 who->stats.hp += food->stats.hp; 3740 who->stats.hp += food->stats.hp;
3606 } 3741 }
3607 } 3742 }
3743
3608 if(food->stats.sp!=0) { 3744 if (food->stats.sp != 0)
3745 {
3609 if(QUERY_FLAG(food, FLAG_CURSED)) { 3746 if (QUERY_FLAG (food, FLAG_CURSED))
3610 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3747 {
3748 who->failmsg ("You are drained of mana!");
3611 who->stats.sp -= food->stats.sp; 3749 who->stats.sp -= food->stats.sp;
3612 if(who->stats.sp<0) who->stats.sp=0; 3750 if (who->stats.sp < 0)
3613 } else { 3751 who->stats.sp = 0;
3614 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3752 }
3753 else
3754 {
3755 who->statusmsg ("You feel a rush of magical energy!");
3615 who->stats.sp += food->stats.sp; 3756 who->stats.sp += food->stats.sp;
3616 /* place limit on max sp from food? */ 3757 /* place limit on max sp from food? */
3617 } 3758 }
3618 } 3759 }
3619 fix_player(who);
3620}
3621 3760
3761 who->update_stats ();
3762}
3622 3763
3623/** 3764/**
3624 * Designed primarily to light torches/lanterns/etc. 3765 * Designed primarily to light torches/lanterns/etc.
3625 * Also burns up burnable material too. First object in the inventory is 3766 * Also burns up burnable material too. First object in the inventory is
3626 * the selected object to "burn". -b.t. 3767 * the selected object to "burn". -b.t.
3627 */ 3768 */
3628 3769void
3629void apply_lighter(object *who, object *lighter) { 3770apply_lighter (object *who, object *lighter)
3771{
3630 object *item; 3772 object *item;
3631 int is_player_env=0; 3773 int is_player_env = 0;
3632 uint32 nrof;
3633 tag_t count;
3634 char item_name[MAX_BUF];
3635 3774
3636 item=find_marked_object(who); 3775 item = find_marked_object (who);
3637 if(item) { 3776 if (item)
3777 {
3638 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3778 if (lighter->last_eat && lighter->stats.food)
3639 /* Split multiple lighters if they're being used up. Otherwise * 3779 { /* lighter gets used up */
3640 * one charge from each would be used up. --DAMN */
3641 if(lighter->nrof > 1) {
3642 object *oneLighter = get_object(); 3780 object *oneLighter = lighter->split ();
3643 copy_object(lighter, oneLighter);
3644 lighter->nrof -= 1;
3645 oneLighter->nrof = 1;
3646 oneLighter->stats.food--; 3781 oneLighter->stats.food--;
3647 esrv_send_item(who, lighter); 3782 who->insert (oneLighter);
3648 oneLighter=insert_ob_in_ob(oneLighter, who);
3649 esrv_send_item(who, oneLighter);
3650 } else {
3651 lighter->stats.food--;
3652 } 3783 }
3653 3784 else if (lighter->last_eat)
3654 } else if(lighter->last_eat) { /* no charges left in lighter */ 3785 {
3655 new_draw_info_format(NDI_UNIQUE, 0,who, 3786 /* no charges left in lighter */
3656 "You attempt to light the %s with a used up %s.", 3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3657 item->name, lighter->name);
3658 return; 3788 return;
3659 } 3789 }
3790
3660 /* Perhaps we should split what we are trying to light on fire? 3791 /* Perhaps we should split what we are trying to light on fire?
3661 * I can't see many times when you would want to light multiple 3792 * I can't see many times when you would want to light multiple
3662 * objects at once. 3793 * objects at once.
3663 */ 3794 */
3664 nrof=item->nrof;
3665 count=item->count;
3666 /* If the item is destroyed, we don't have a valid pointer to the
3667 * name object, so make a copy so the message we print out makes
3668 * some sense.
3669 */
3670 strcpy(item_name, item->name);
3671 if (who == is_player_inv(item)) is_player_env=1;
3672 3795
3796 if (who == item->in_player ())
3797 is_player_env = 1;
3798
3673 save_throw_object(item,AT_FIRE,who); 3799 save_throw_object (item, AT_FIRE, who);
3674 /* Change to check count and not freed, since the object pointer 3800
3675 * may have gotten recycled 3801 if (item->destroyed ())
3676 */ 3802 {
3677 if ((nrof != item->nrof ) || (count != item->count)) {
3678 new_draw_info_format(NDI_UNIQUE, 0,who,
3679 "You light the %s with the %s.",item_name,lighter->name); 3803 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3680 /* Need to update the player so that the players glow radius 3804 /* Need to update the player so that the players glow radius
3681 * gets changed. 3805 * gets changed.
3682 */ 3806 */
3683 if (is_player_env) fix_player(who); 3807 if (is_player_env)
3808 who->update_stats ();
3809 }
3684 } else { 3810 else
3685 new_draw_info_format(NDI_UNIQUE, 0,who,
3686 "You attempt to light the %s with the %s and fail.",item->name,lighter->name); 3811 who->failmsg (format ("You attempt to light the %s with the %s and fail.", &item->name, &lighter->name));
3687 } 3812 }
3688 3813 else
3689 } else /* nothing to light */ 3814 who->failmsg ("You need to mark a lightable object.");
3690 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3691
3692} 3815}
3693 3816
3694/** 3817/**
3695 * op made some mistake with a scroll, this takes care of punishment. 3818 * op made some mistake with a scroll, this takes care of punishment.
3696 * scroll_failure()- hacked directly from spell_failure 3819 * scroll_failure()- hacked directly from spell_failure
3697 */ 3820 */
3821void
3698void scroll_failure(object *op, int failure, int power) 3822scroll_failure (object *op, int failure, int power)
3699{ 3823{
3700 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3824 if (abs (failure / 4) > power)
3825 power = abs (failure / 4); /* set minimum effect */
3701 3826
3702 if(failure<= -1&&failure > -15) {/* wonder */ 3827 if (failure <= -1 && failure > -15)
3828 { /* wonder */
3703 object *tmp; 3829 object *tmp;
3704 3830
3705 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3831 op->failmsg ("Your spell warps!");
3706 tmp=get_archetype(SPELL_WONDER); 3832 tmp = get_archetype (SPELL_WONDER);
3707 cast_wonder(op, op, 0, tmp); 3833 cast_wonder (op, op, 0, tmp);
3708 free_object(tmp); 3834 tmp->destroy ();
3835 }
3709 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3836 else if (failure <= -15 && failure > -35)
3710 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3837 { /* drain mana */
3838 op->failmsg ("Your mana is drained!");
3711 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3839 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3712 if(op->stats.sp<0) op->stats.sp = 0; 3840 if (op->stats.sp < 0)
3841 op->stats.sp = 0;
3842 }
3713 } else if (settings.spell_failure_effects == TRUE) { 3843 else if (settings.spell_failure_effects == TRUE)
3844 {
3714 if (failure <= -35&&failure > -60) { /* confusion */ 3845 if (failure <= -35 && failure > -60)
3715 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3846 { /* confusion */
3847 op->failmsg ("The magic recoils on you!");
3716 confuse_player(op,op,power); 3848 confuse_player (op, op, power);
3849 }
3717 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3850 else if (failure <= -60 && failure > -70)
3718 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3851 { /* paralysis */
3719 "you!"); 3852 op->failmsg ("The magic recoils and paralyzes you!");
3720 paralyze_player(op,op,power); 3853 paralyze_player (op, op, power);
3854 }
3721 } else if (failure <= -70&&failure> -80) {/* blind */ 3855 else if (failure <= -70 && failure > -80)
3722 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3856 { /* blind */
3857 op->failmsg ("The magic recoils on you!");
3723 blind_player(op,op,power); 3858 blind_player (op, op, power);
3724 } else if (failure <= -80) {/* blast the immediate area */ 3859 }
3725 object *tmp; 3860 else if (failure <= -80)
3861 { /* blast the immediate area */
3726 tmp=get_archetype(LOOSE_MANA); 3862 object *tmp = get_archetype (LOOSE_MANA);
3727 cast_magic_storm(op,tmp, power); 3863 cast_magic_storm (op, tmp, power);
3728 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3864 op->failmsg ("You unleash uncontrolled mana!");
3729 free_object(tmp); 3865 tmp->destroy ();
3730 } 3866 }
3731 } 3867 }
3732} 3868}
3733 3869
3870void
3734void apply_changes_to_player(object *pl, object *change) { 3871apply_changes_to_player (object *pl, object *change)
3872{
3735 int excess_stat=0; /* if the stat goes over the maximum 3873 int excess_stat = 0; /* if the stat goes over the maximum
3736 for the race, put the excess stat some 3874 for the race, put the excess stat some
3737 where else. */ 3875 where else. */
3738 3876
3739 switch (change->type) { 3877 switch (change->type)
3878 {
3740 case CLASS: { 3879 case CLASS:
3880 {
3741 living *stats = &(pl->contr->orig_stats); 3881 living *stats = &(pl->contr->orig_stats);
3742 living *ns = &(change->stats); 3882 living *ns = &(change->stats);
3743 object *walk; 3883 object *walk;
3744 int flag_change_face=1; 3884 int flag_change_face = 1;
3745 3885
3746 /* the following code assigns stats up to the stat max 3886 /* the following code assigns stats up to the stat max
3747 * for the race, and if the stat max is exceeded, 3887 * for the race, and if the stat max is exceeded,
3748 * tries to randomly reassign the excess stat 3888 * tries to randomly reassign the excess stat
3749 */ 3889 */
3750 int i,j; 3890 int i, j;
3891
3751 for(i=0;i<NUM_STATS;i++) { 3892 for (i = 0; i < NUM_STATS; i++)
3752 sint8 stat=get_attr_value(stats,i); 3893 {
3753 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3894 int race_bonus = pl->arch->stats.stat (i);
3754 stat += get_attr_value(ns,i); 3895 sint8 stat = stats->stat (i) + ns->stat (i);
3896
3755 if(stat > 20 + race_bonus) { 3897 if (stat > 20 + race_bonus)
3898 {
3756 excess_stat++; 3899 excess_stat++;
3757 stat = 20+race_bonus; 3900 stat = 20 + race_bonus;
3758 } 3901 }
3759 set_attr_value(stats,i,stat); 3902
3903 stats->stat (i) = stat;
3760 } 3904 }
3761 3905
3762 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3906 for (j = 0; excess_stat > 0 && j < 100; j++)
3907 { /* try 100 times to assign excess stats */
3763 int i = rndm(0, 6); 3908 int i = rndm (0, 6);
3764 int stat=get_attr_value(stats,i); 3909
3765 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3910 if (i == CHA)
3766 if(i==CHA) continue; /* exclude cha from this */ 3911 continue; /* exclude cha from this */
3912
3913 int stat = stats->stat (i);
3914 int race_bonus = pl->arch->stats.stat (i);
3767 if( stat < 20 + race_bonus) { 3915 if (stat < 20 + race_bonus)
3916 {
3768 change_attr_value(stats,i,1); 3917 change_attr_value (stats, i, 1);
3769 excess_stat--; 3918 excess_stat--;
3770 } 3919 }
3771 } 3920 }
3772 3921
3773 /* insert the randomitems from the change's treasurelist into 3922 /* insert the randomitems from the change's treasurelist into
3774 * the player ref: player.c 3923 * the player ref: player.c
3775 */ 3924 */
3776 if(change->randomitems!=NULL) 3925 if (change->randomitems != NULL)
3777 give_initial_items(pl,change->randomitems); 3926 give_initial_items (pl, change->randomitems);
3778 3927
3779
3780 /* set up the face, for some races. */ 3928 /* set up the face, for some races. */
3781 3929
3782 /* first, look for the force object banning 3930 /* first, look for the force object banning
3783 * changing the face. Certain races never change face with class. 3931 * changing the face. Certain races never change face with class.
3784 */ 3932 */
3785 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3933 for (walk = pl->inv; walk != NULL; walk = walk->below)
3786 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3935 flag_change_face = 0;
3787 3936
3788 if(flag_change_face) { 3937 if (flag_change_face)
3789 pl->animation_id = GET_ANIM_ID(change); 3938 {
3790 pl->face = change->face; 3939 pl->face = change->face;
3791 3940 pl->animation_id = change->animation_id;
3792 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3793 SET_FLAG(pl,FLAG_ANIMATE);
3794 else
3795 CLEAR_FLAG(pl,FLAG_ANIMATE);
3796 } 3942 }
3797 3943
3798 /* check the special case of can't use weapons */ 3944 /* check the special case of can't use weapons */
3799 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 3945 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3800 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3946 if (!strcmp (change->name, "monk"))
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3801 3948
3802 break; 3949 break;
3803 } 3950 }
3804 } 3951 }
3805} 3952}
3806 3953
3807/** 3954/**
3812 * Change information is contained in the 'slaying' field of the marked item. 3959 * Change information is contained in the 'slaying' field of the marked item.
3813 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3960 * The format is as follow: transformer:[number ]yield[;transformer:...].
3814 * This way an item can be transformed in many things, and/or many objects. 3961 * This way an item can be transformed in many things, and/or many objects.
3815 * The 'slaying' field for transformer is used as verb for the action. 3962 * The 'slaying' field for transformer is used as verb for the action.
3816 */ 3963 */
3964void
3817void apply_item_transformer( object* pl, object* transformer ) 3965apply_item_transformer (object *pl, object *transformer)
3818 { 3966{
3819 object* marked; 3967 object *marked;
3820 object* new_item; 3968 object *new_item;
3821 char* find; 3969 char *find;
3822 char* separator; 3970 char *separator;
3823 int yield; 3971 int yield;
3824 char got[ MAX_BUF ]; 3972 char got[MAX_BUF];
3825 int len; 3973 int len;
3826 3974
3827 if ( !pl || !transformer ) 3975 if (!pl || !transformer)
3828 return; 3976 return;
3977
3829 marked = find_marked_object( pl ); 3978 marked = find_marked_object (pl);
3979
3830 if ( !marked ) 3980 if (!marked)
3831 { 3981 {
3832 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 3982 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3833 return; 3983 return;
3834 } 3984 }
3985
3835 if ( !marked->slaying ) 3986 if (!marked->slaying)
3836 { 3987 {
3837 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3988 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3838 return; 3989 return;
3839 } 3990 }
3991
3840 /* check whether they are compatible or not */ 3992 /* check whether they are compatible or not */
3841 find = strstr( marked->slaying, transformer->arch->name ); 3993 find = strstr (marked->slaying, transformer->arch->archname);
3842 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3843 { 3995 {
3844 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 3996 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3845 return; 3997 return;
3846 } 3998 }
3999
3847 find += strlen( transformer->arch->name ) + 1; 4000 find += strlen (transformer->arch->archname) + 1;
3848 /* Item can be used, now find how many and what it yields */ 4001 /* Item can be used, now find how many and what it yields */
3849 if ( isdigit( *( find ) ) ) 4002 if (isdigit (*(find)))
3850 { 4003 {
3851 yield = atoi( find ); 4004 yield = atoi (find);
3852 if ( yield < 1 ) 4005 if (yield < 1)
3853 { 4006 {
3854 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4007 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3855 yield = 1; 4008 yield = 1;
3856 } 4009 }
3857 } 4010 }
3858 else 4011 else
3859 yield = 1; 4012 yield = 1;
3860 4013
3861 while ( isdigit( *find ) ) 4014 while (isdigit (*find))
3862 find++; 4015 find++;
4016
3863 while ( *find == ' ' ) 4017 while (*find == ' ')
3864 find++; 4018 find++;
4019
3865 memset( got, 0, MAX_BUF ); 4020 memset (got, 0, MAX_BUF);
4021
3866 if ( (separator = strchr( find, ';' ))!=NULL) 4022 if ((separator = strchr (find, ';')) != NULL)
3867 {
3868 len = separator - find; 4023 len = separator - find;
3869 }
3870 else 4024 else
3871 {
3872 len = strlen(find); 4025 len = strlen (find);
3873 } 4026
3874 if ( len > MAX_BUF-1) 4027 if (len > MAX_BUF - 1)
3875 len = MAX_BUF-1; 4028 len = MAX_BUF - 1;
4029
3876 strcpy( got, find ); 4030 strcpy (got, find);
3877 got[len] = '\0'; 4031 got[len] = '\0';
3878 4032
3879 /* Now create new item, remove used ones when required. */ 4033 /* Now create new item, remove used ones when required. */
3880 new_item = get_archetype( got ); 4034 new_item = get_archetype (got);
3881 if ( !new_item ) 4035 if (!new_item)
3882 { 4036 {
3883 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4037 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3884 return; 4038 return;
3885 } 4039 }
4040
3886 new_item->nrof = yield; 4041 new_item->nrof = yield;
3887 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4042
3888 insert_ob_in_ob( new_item, pl ); 4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3889 esrv_send_inventory( pl, pl ); 4044
4045 pl->insert (new_item);
3890 /* Eat up one item */ 4046 /* Eat up one item */
3891 decrease_ob_nr( marked, 1 ); 4047 marked->decrease ();
4048
3892 /* Eat one transformer if needed */ 4049 /* Eat one transformer if needed */
3893 if ( transformer->stats.food ) 4050 if (transformer->stats.food)
3894 if ( --transformer->stats.food == 0 ) 4051 if (--transformer->stats.food == 0)
3895 decrease_ob_nr( transformer, 1 ); 4052 transformer->decrease ();
3896 } 4053}
4054

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