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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.21 by pippijn, Thu Sep 7 10:01:57 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 1.21 2006/09/07 10:01:57 pippijn 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 weapon->name = weapon->name_pl = buf; 631 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 633 slot at once! */
619 decrease_ob(improver); 634 improver->decrease ();
620 weapon->last_eat=0; 635 weapon->last_eat = 0;
621 return 1; 636 return 1;
622} 637}
623
624 638
625/** 639/**
626 * 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.
627 * This is the new improve weapon code. 641 * This is the new improve weapon code.
628 * 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.
631 * 645 *
632 * 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
633 * 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 ??
634 * level == max improve last_eat == current improve 648 * level == max improve last_eat == current improve
635 */ 649 */
650int
636int improve_weapon(object *op,object *improver,object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
637{ 652{
638 int sacrifice_count, sacrifice_needed=0; 653 int sacrifice_count, sacrifice_needed = 0;
639 654
640 if(improver->stats.sp==IMPROVE_PREPARE) { 655 if (improver->stats.sp == IMPROVE_PREPARE)
641 return prepare_weapon(op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
642 } 657
643 if (weapon->level==0) { 658 if (weapon->level == 0)
644 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.>");
645 return 0; 661 return 0;
646 } 662 }
663
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 665 {
649 return 0; 666 op->failmsg ("This weapon cannot be improved any more.");
650 }
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
652 !check_weapon_power(op, weapon->last_eat+1)) {
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
656 return 0; 667 return 0;
657 } 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
658 /* 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
659 * 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,
660 * 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
661 * weapon can be improved. 681 * weapon can be improved.
662 */ 682 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
664 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "Damage has been increased by 5 to %d", weapon->stats.dam); 687 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
668 weapon->last_eat++; 688 weapon->last_eat++;
669 689
670 weapon->item_power++; 690 weapon->item_power++;
671 decrease_ob(improver); 691 improver->decrease ();
672 return 1; 692 return 1;
673 } 693 }
694
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
675 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 698 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 699 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 700 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 701
680 (float)weapon->weight/1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
681 weapon->last_eat++; 703 weapon->last_eat++;
682 weapon->item_power++; 704 weapon->item_power++;
683 decrease_ob(improver); 705 improver->decrease ();
684 return 1; 706 return 1;
685 } 707 }
708
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
687 weapon->magic++; 711 weapon->magic++;
688 weapon->last_eat++; 712 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
690 ,"Weapon magic increased to %d",weapon->magic); 714 improver->decrease ();
691 decrease_ob(improver);
692 weapon->item_power++; 715 weapon->item_power++;
693 return 1; 716 return 1;
694 } 717 }
695 718
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 721
700 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 723 sacrifice_needed = 1;
702 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
703 725
704 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
708 return 0; 730 return 0;
709 } 731 }
732
710 eat_item(op,improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 734 weapon->item_power++;
712 735
713 switch (improver->stats.sp) { 736 switch (improver->stats.sp)
714 case IMPROVE_STR: 737 {
715 return improve_weapon_stat(op,improver,weapon, 738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
716 (signed char *) &(weapon->stats.Str), 739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
717 1, "strength"); 740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
718 case IMPROVE_DEX: 741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
719 return improve_weapon_stat(op,improver,weapon, 742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
720 (signed char *) &(weapon->stats.Dex), 743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
721 1, "dexterity"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 745 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
744 } 747 }
748
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 750 return 0;
747} 751}
748 752
749/** 753/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 754 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * 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, ...),
752 * then calls improve_weapon to do the dirty work. 756 * then calls improve_weapon to do the dirty work.
753 */ 757 */
758int
754int check_improve_weapon (object *op, object *tmp) 759check_improve_weapon (object *op, object *tmp)
755{ 760{
756 object *otmp; 761 object *otmp;
757 762
758 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!");
759 return 0; 769 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 770 }
771
764 otmp=find_marked_object(op); 772 otmp = find_marked_object (op);
773
765 if(!otmp) { 774 if (!otmp)
766 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.>");
767 return 0; 777 return 0;
768 } 778 }
779
769 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
770 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!");
771 return 0; 783 return 0;
772 } 784 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785
786 op->statusmsg ("Applied weapon builder.");
787
774 improve_weapon(op,tmp,otmp); 788 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 789 esrv_send_item (op, otmp);
776 return 1; 790 return 1;
777} 791}
778 792
779/** 793/**
780 * This code deals with the armour improvment scrolls. 794 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 795 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 810 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 811 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 812 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 813 * changing of physical area right now.
800 */ 814 */
815int
801int improve_armour(object *op, object *improver, object *armour) 816improve_armour (object *op, object *improver, object *armour)
802{ 817{
803 object *tmp; 818 object *tmp;
804 819
805 if (armour->magic >= settings.armor_max_enchant) { 820 if (armour->magic >= settings.armor_max_enchant)
806 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!");
807 return 0; 823 return 0;
808 } 824 }
825
809 /* 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,
810 * 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.
811 * 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
812 * of gnarg and what not?) 829 * of gnarg and what not?)
813 */ 830 */
814 if (armour->title) { 831 if (armour->title)
815 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.");
816 return 0; 834 return 0;
817 } 835 }
818 836
819 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
821 */ 839 */
822 if(armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
823 tmp = get_split_ob(armour,armour->nrof - 1);
824 else
825 tmp = NULL;
826 841
827 armour->magic++; 842 armour->magic++;
828 843
829 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
830 { 845 {
831 int base = 100; 846 int base = 100;
832 int pow = 0; 847 int pow = 0;
848
833 while ( pow < armour->magic ) 849 while (pow < armour->magic)
834 { 850 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 852 pow++;
837 } 853 }
838 854
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 } 856 }
841 else 857 else
842 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;
843 859
844 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
845 { 861 {
846 int base = 100; 862 int base = 100;
847 int pow = 0; 863 int pow = 0;
864
848 while ( pow < armour->magic ) 865 while (pow < armour->magic)
849 { 866 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 868 pow++;
852 } 869 }
853 870
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
855 } 872 }
856 else 873 else
857 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;
858 875
859 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
860 { 877 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 879 armour->weight = 1;
863 } 880 }
864 881
865 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);
866 883
867 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
868 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
887
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 889 op->update_stats ();
871 } 890 }
872 decrease_ob(improver); 891
892 improver->decrease ();
893
873 if (tmp) { 894 if (tmp)
874 insert_ob_in_ob(tmp, op); 895 op->insert (tmp);
875 esrv_send_item(op, tmp); 896
876 }
877 return 1; 897 return 1;
878} 898}
879
880 899
881/* 900/*
882 * 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
883 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
884 */ 903 *
885#define CONV_FROM(xyz) xyz->slaying
886#define CONV_TO(xyz) xyz->other_arch
887#define CONV_NR(xyz) xyz->stats.sp
888#define CONV_NEED(xyz) xyz->stats.food
889
890/* Takes one items and makes another. 904 * Takes one type of items and makes another.
891 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
892 * 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
893 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
894 */ 908 */
909static int
895int convert_item(object *item, object *converter) { 910convert_item (object *item, object *converter)
896 int nr=0; 911{
897 uint32 price_in; 912 sint64 nr, price_in;
898 913
899 /* We make some assumptions - we assume if it takes money as it type, 914 if (item->flag [FLAG_UNPAID])
900 * it wants some amount. We don't make change (ie, if something costs
901 * 3 gp and player drops a platinum, tough luck)
902 */
903 if (!strcmp(CONV_FROM(converter),"money")) {
904 int cost;
905
906 if(item->type!=MONEY)
907 return 0;
908
909 nr=(item->nrof*item->value)/CONV_NEED(converter);
910 if (!nr) return 0;
911 cost=nr*CONV_NEED(converter)/item->value;
912 /* take into account rounding errors */
913 if (nr*CONV_NEED(converter)%item->value) cost++;
914 decrease_ob_nr(item, cost);
915
916 price_in = cost*item->value;
917 }
918 else {
919 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
920 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof))
921 return 0;
922
923 if(CONV_NEED(converter)) {
924 nr=item->nrof/CONV_NEED(converter);
925 decrease_ob_nr(item,nr*CONV_NEED(converter));
926 price_in = nr*CONV_NEED(converter)*item->value;
927 } else {
928 price_in = item->value;
929 remove_ob(item);
930 free_object(item);
931 }
932 }
933
934 if (converter->inv != NULL) {
935 object *ob;
936 int i;
937 object *ob_to_copy;
938
939 /* select random object from inventory to copy */
940 ob_to_copy = converter->inv;
941 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
942 if (rndm(0, i) == 0) {
943 ob_to_copy = ob;
944 }
945 }
946 item = object_create_clone(ob_to_copy);
947 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
948 unflag_inv(item, FLAG_IS_A_TEMPLATE);
949 } else {
950 if (converter->other_arch == NULL) {
951 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
952 &converter->name, converter->map->path, converter->x, converter->y);
953 return -1;
954 }
955
956 item = object_create_arch(converter->other_arch);
957 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
958 }
959
960 if(CONV_NR(converter))
961 item->nrof=CONV_NR(converter);
962 if(nr)
963 item->nrof*=nr;
964 if(is_in_shop (converter))
965 SET_FLAG(item,FLAG_UNPAID);
966 else if(price_in < item->nrof*item->value) {
967 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, converter->map->path, converter->x, converter->y, price_in,
969 item->nrof*item->value, &item->name);
970 /**
971 * elmex: we are going to let the game continue, as the mapcreator
972 * propably had something in mind when doing this
973 */
974 }
975 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
976 return 1; 915 return 0;
977}
978 916
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
979/** 1030/**
980 * Handle apply on containers. 1031 * Handle apply on containers.
981 * By Eneq(@csd.uu.se). 1032 * By Eneq(@csd.uu.se).
982 * 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]
983 * added the alchemical cauldron to the code -b.t. 1034 * added the alchemical cauldron to the code -b.t.
984 */ 1035 */
985 1036int
986int apply_container (object *op, object *sack) 1037apply_container (object *op, object *sack)
987{ 1038{
988 char buf[MAX_BUF]; 1039 if (op->type != PLAYER || !op->contr->ns)
989 object *tmp;
990
991 if(op->type!=PLAYER)
992 return 0; /* This might change */ 1040 return 0; /* This might change */
993 1041
994 if (sack==NULL || sack->type != CONTAINER) { 1042 if (!sack || sack->type != CONTAINER)
1043 {
995 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 1044 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
996 return 0; 1045 return 0;
997 } 1046 }
998 op->contr->last_used = NULL; 1047
999 op->contr->last_used_id = 0; 1048 op->contr->last_used = 0;
1000 1049
1001 if (sack->env!=op) { 1050 if (sack->env && sack->env != op)
1002 if (sack->other_arch == NULL || sack->env != NULL) {
1003 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1004 return 1;
1005 }
1006 /* It's on the ground, the problems begin */
1007 if (op->container != sack) {
1008 /* it's closed OR some player has opened it */
1009 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1010 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1011 tmp && tmp->container != sack; tmp=tmp->above);
1012 if (tmp) {
1013 /* some other player have opened it */
1014 new_draw_info_format(NDI_UNIQUE, 0, op,
1015 "%s is already occupied.", query_name(sack));
1016 return 1;
1017 }
1018 }
1019 }
1020 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1021 if (op->container == NULL) {
1022 tmp = arch_to_object (sack->other_arch);
1023 /* not good, but insert_ob_in_ob() is too smart */
1024 CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 tmp->x= tmp->y = 0;
1026 tmp->map = NULL;
1027 tmp->env = sack;
1028 if (sack->inv)
1029 sack->inv->above = tmp;
1030 tmp->below = sack->inv;
1031 tmp->above = NULL;
1032 sack->inv = tmp;
1033 sack->move_off = MOVE_ALL; /* trying force closing it */
1034 } else {
1035 sack->move_off = 0;
1036 tmp = sack->inv;
1037 if (tmp && tmp->type == CLOSE_CON) {
1038 remove_ob(tmp);
1039 free_object (tmp);
1040 }
1041 }
1042 }
1043 } 1051 {
1044 1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1045 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1046 if (op->container) {
1047 if (op->container != sack) {
1048 tmp = op->container;
1049 apply_container (op, tmp);
1050 sprintf (buf, "You close %s and open ", query_name(tmp));
1051 op->container = sack;
1052 strcat (buf, query_name(sack));
1053 strcat (buf, ".");
1054 } else {
1055 CLEAR_FLAG (sack, FLAG_APPLIED);
1056 op->container = NULL;
1057 sprintf (buf, "You close %s.", query_name(sack));
1058 }
1059 } else {
1060 CLEAR_FLAG (sack, FLAG_APPLIED);
1061 sprintf (buf, "You open %s.", query_name(sack));
1062 SET_FLAG (sack, FLAG_APPLIED);
1063 op->container = sack;
1064 }
1065 } else { /* not applied */
1066 if (sack->slaying) { /* it's locked */
1067 tmp = find_key(op, op, sack);
1068 if (tmp) {
1069 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1070 SET_FLAG (sack, FLAG_APPLIED);
1071 if (sack->env == NULL) { /* if it's on ground,open it also */
1072 new_draw_info (NDI_UNIQUE,0,op, buf);
1073 apply_container (op, sack);
1074 return 1;
1075 }
1076 } else {
1077 sprintf (buf, "You don't have the key to unlock %s.",
1078 query_name(sack));
1079 }
1080 } else {
1081 sprintf (buf, "You readied %s.", query_name(sack));
1082 SET_FLAG (sack, FLAG_APPLIED);
1083 if (sack->env == NULL) { /* if it's on ground,open it also */
1084 new_draw_info (NDI_UNIQUE, 0, op, buf);
1085 apply_container (op, sack);
1086 return 1;
1087 }
1088 }
1089 }
1090 new_draw_info (NDI_UNIQUE, 0, op, buf);
1091 if (op->contr) op->contr->socket.update_look=1;
1092 return 1; 1053 return 1;
1093} 1054 }
1094 1055
1095/** 1056 // already applied == open on ground, or open in inv, or active in inv
1096 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1057 if (sack->flag [FLAG_APPLIED])
1097 * the player has in their inventory, eg, sacks, luggages, etc.
1098 *
1099 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1100 * This version is for client/server mode.
1101 * op is the player, sack is the container the player is opening or closing.
1102 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1103 *
1104 * Reminder - there are three states for any container - closed (non applied),
1105 * applied (not open, but objects that match get tossed into it), and open
1106 * (applied flag set, and op->container points to the open container)
1107 */
1108
1109int esrv_apply_container (object *op, object *sack)
1110{
1111 object *tmp=op->container;
1112 if(op->type!=PLAYER)
1113 return 0; /* This might change */
1114
1115 if (sack==NULL || sack->type != CONTAINER) {
1116 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1117 return 0;
1118 } 1058 {
1119 1059 if (op->container == sack)
1120 /* If we have a currently open container, then it needs to be closed in all cases
1121 * if we are opening this one up. We then fall through if appropriate for
1122 * openening the new container.
1123 */
1124
1125 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1126 if (op->container->env != op) { /* if container is on the ground */
1127 op->container->move_off = 0;
1128 } 1060 {
1129 1061 // open on ground or inv, so close
1130 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1062 op->close_container ();
1131 return 1; 1063 return 1;
1132
1133 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1134 query_name(op->container));
1135 CLEAR_FLAG(op->container, FLAG_APPLIED);
1136 op->container=NULL;
1137 esrv_update_item (UPD_FLAGS, op, tmp);
1138 if (tmp == sack) return 1;
1139 }
1140
1141
1142 /* If the player is trying to open it (which he must be doing if we got here),
1143 * and it is locked, check to see if player has the equipment to open it.
1144 */
1145
1146 if (sack->slaying) { /* it's locked */
1147 tmp=find_key(op, op, sack);
1148 if (tmp) {
1149 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1150 } else {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1152 query_name(sack));
1153 return 0;
1154 } 1064 }
1155 }
1156
1157 /* By the time we get here, we have made sure any other container has been closed and
1158 * if this is a locked container, the player they key to open it.
1159 */
1160
1161 /* There are really two cases - the sack is either on the ground, or the sack is
1162 * part of the players inventory. If on the ground, we assume that the player is
1163 * opening it, since if it was being closed, that would have been taken care of above.
1164 */
1165
1166
1167 if (sack->env != op) {
1168 /* Hypothetical case - the player is trying to open a sack that belong to someone
1169 * else. This normally should not happen, but a misbehaving client/player could
1170 * try to do it, so lets handle it gracefully.
1171 */
1172 if (sack->env) { 1065 else if (!sack->env)
1173 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1066 {
1174 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)));
1175 return 0; 1069 return 1;
1176 } 1070 }
1177 /* set these so when the player walks off, we can unapply the sack */
1178 sack->move_off = MOVE_ALL; /* trying force closing it */
1179 1071
1180 CLEAR_FLAG (sack, FLAG_APPLIED); 1072 // fall through to opening it (active in inv)
1181 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1073 }
1182 SET_FLAG (sack, FLAG_APPLIED); 1074 else if (sack->env)
1183 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;
1184 esrv_update_item (UPD_FLAGS, op, sack); 1079 esrv_update_item (UPD_FLAGS, op, sack);
1185 esrv_send_inventory (op, sack); 1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1186
1187 } else { /* sack is in players inventory */
1188 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1189 CLEAR_FLAG (sack, FLAG_APPLIED);
1190 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1191 SET_FLAG (sack, FLAG_APPLIED);
1192 op->container = sack;
1193 esrv_update_item (UPD_FLAGS, op, sack);
1194 esrv_send_inventory (op, sack);
1195 }
1196 else {
1197 CLEAR_FLAG (sack, FLAG_APPLIED);
1198 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1199 SET_FLAG (sack, FLAG_APPLIED);
1200 esrv_update_item (UPD_FLAGS, op, sack);
1201 }
1202 }
1203 return 1; 1081 return 1;
1204} 1082 }
1205 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}
1206 1100
1207/** 1101/**
1208 * Handles dropping things on altar. 1102 * Handles dropping things on altar.
1209 * Returns true if sacrifice was accepted. 1103 * Returns true if sacrifice was accepted.
1210 */ 1104 */
1105static int
1211static int apply_altar (object *altar, object *sacrifice, object *originator) 1106apply_altar (object *altar, object *sacrifice, object *originator)
1212{ 1107{
1213 /* Only players can make sacrifices on spell casting altars. */ 1108 /* Only players can make sacrifices on spell casting altars. */
1214 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1109 if (altar->inv && (!originator || originator->type != PLAYER))
1215 return 0; 1110 return 0;
1216 1111
1217 if (operate_altar (altar, &sacrifice)) { 1112 if (operate_altar (altar, &sacrifice))
1113 {
1218 /* Simple check. Unfortunately, it means you can't cast magic bullet 1114 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219 * 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
1220 * is up to map designers to use them properly. 1116 * is up to map designers to use them properly.
1221 */ 1117 */
1222 if (altar->inv && altar->inv->type==SPELL) { 1118 if (altar->inv && altar->inv->type == SPELL)
1223 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1119 {
1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1224 cast_spell (originator, altar, 0, altar->inv, NULL); 1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1225 /* If it is connected, push the button. Fixes some problems with 1122 /* If it is connected, push the button. Fixes some problems with
1226 * old maps. 1123 * old maps.
1227 */ 1124 */
1125
1228/* push_button (altar);*/ 1126/* push_button (altar);*/
1127 }
1229 } else { 1128 else
1129 {
1230 altar->value = 1; /* works only once */ 1130 altar->value = 1; /* works only once */
1231 push_button (altar); 1131 push_button (altar);
1232 } 1132 }
1133
1233 return sacrifice == NULL; 1134 return !sacrifice;
1234 } else { 1135 }
1136 else
1235 return 0; 1137 return 0;
1236 }
1237} 1138}
1238
1239 1139
1240/** 1140/**
1241 * Handles 'movement' of shop mats. 1141 * Handles 'movement' of shop mats.
1242 * Returns 1 if 'op' was destroyed, 0 if not. 1142 * Returns 1 if 'op' was destroyed, 0 if not.
1243 * Largely re-written to not use nearly as many gotos, plus 1143 * Largely re-written to not use nearly as many gotos, plus
1244 * some of this code just looked plain out of date. 1144 * some of this code just looked plain out of date.
1245 * MSW 2001-08-29 1145 * MSW 2001-08-29
1246 */ 1146 */
1147int
1247int apply_shop_mat (object * shop_mat, object * op) 1148apply_shop_mat (object *shop_mat, object *op)
1248{ 1149{
1249 int rv = 0; 1150 int rv = 0;
1250 double opinion; 1151 double opinion;
1251 object *tmp, *next; 1152 object *tmp, *next;
1252 1153
1253 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1254 1155
1255 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 ())
1256 { 1168 {
1257 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1258 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1259 * the shop. 1171 * the shop.
1260 */ 1172 */
1261 for (tmp = op->inv; tmp; tmp = next) 1173 for (tmp = op->inv; tmp; tmp = next)
1262 { 1174 {
1263 next = tmp->below; 1175 next = tmp->below;
1176
1264 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1265 { 1178 {
1266 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);
1267 1180
1268 remove_ob (tmp);
1269 if (i == -1) 1181 if (i >= 0)
1270 i = 0; 1182 tmp->move (i);
1271 tmp->map = op->map;
1272 tmp->x = op->x + freearr_x[i];
1273 tmp->y = op->y + freearr_y[i];
1274 insert_ob_in_map (tmp, op->map, op, 0);
1275 } 1183 }
1276 } 1184 }
1277 1185
1278 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1279 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1282 /* unpaid objects, or non living objects, can't transfer by 1190 /* unpaid objects, or non living objects, can't transfer by
1283 * shop mats. Instead, put it on a nearby space. 1191 * shop mats. Instead, put it on a nearby space.
1284 */ 1192 */
1285 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1193 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286 { 1194 {
1287
1288 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1195 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289 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
1290 if (i != -1) 1198 if (i != -1)
1291 {
1292 rv =
1293 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);
1294 0, shop_mat); 1200
1295 }
1296 return 0; 1201 return 0;
1297 } 1202 }
1203
1298 /* Removed code that checked for multipart objects - it appears that 1204 /* Removed code that checked for multipart objects - it appears that
1299 * the teleport function should be able to handle this just fine. 1205 * the teleport function should be able to handle this just fine.
1300 */ 1206 */
1301 rv = teleport (shop_mat, SHOP_MAT, op); 1207 rv = teleport (shop_mat, SHOP_MAT, op);
1302 } 1208 }
1303 /* immediate block below is only used for players */ 1209 else if (can_pay (op) && get_payment (op))
1304 else if (can_pay (op))
1305 { 1210 {
1306 get_payment (op, op->inv); 1211 /* this is only used for players */
1307 rv = teleport (shop_mat, SHOP_MAT, op); 1212 rv = teleport (shop_mat, SHOP_MAT, op);
1308 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
1309 if (shop_mat->msg) 1221 if (shop_mat->msg)
1310 { 1222 op->statusmsg (shop_mat->msg);
1311 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1312 }
1313 /* 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,
1314 * 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
1315 * actually the shop floor. 1225 * actually the shop floor.
1316 */ 1226 */
1317 else if (!rv && !is_in_shop (op)) 1227 else if (!rv && !is_in_shop (op))
1318 { 1228 {
1319 opinion = shopkeeper_approval (op->map, op); 1229 opinion = shopkeeper_approval (op->map, op);
1320 if (opinion > 0.9) 1230
1321 new_draw_info (NDI_UNIQUE, 0, op, 1231 op->statusmsg (
1322 "The shopkeeper gives you a friendly wave."); 1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1323 else if (opinion > 0.75) 1233 : opinion >= 0.75 ? "The shopkeeper waves to you."
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1234 : opinion >= 0.50 ? "The shopkeeper ignores you."
1325 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op,
1329 "The shopkeeper glares at you with contempt."); 1235 : "The shopkeeper glares at you with contempt."
1236 );
1330 } 1237 }
1331 } 1238 }
1332 else 1239 else
1333 { 1240 {
1334 /* 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
1335 * 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
1336 * they are not on the mat anymore 1243 * they are not on the mat anymore
1337 */ 1244 */
1338
1339 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
1340 if (i == -1) 1247 if (i == -1)
1341 {
1342 LOG (llevError, "Internal shop-mat problem.\n"); 1248 LOG (llevError, "Internal shop-mat problem.\n");
1343 }
1344 else 1249 else
1345 { 1250 {
1346 remove_ob (op); 1251 op->remove ();
1347 op->x += freearr_x[i]; 1252 op->x += freearr_x[i];
1348 op->y += freearr_y[i]; 1253 op->y += freearr_y[i];
1349 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;
1350 } 1255 }
1351 } 1256 }
1257
1352 CLEAR_FLAG (op, FLAG_NO_APPLY); 1258 CLEAR_FLAG (op, FLAG_NO_APPLY);
1353 return rv; 1259 return rv;
1354} 1260}
1355 1261
1356/** 1262/**
1357 * Handles applying a sign. 1263 * Handles applying a sign.
1358 */ 1264 */
1265static void
1359static void apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1360{ 1267{
1361 readable_message_type* msgType; 1268 if (sign->has_dialogue ())
1362 char newbuf[HUGE_BUF]; 1269 {
1363 if (sign->msg == NULL) { 1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1364 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1365 return; 1271 return;
1272 }
1273
1274 if (!sign->msg)
1366 } 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 }
1367 1282
1368 if (sign->stats.food) { 1283 if (sign->stats.food)
1284 {
1369 if (sign->last_eat >= sign->stats.food) { 1285 if (sign->last_eat >= sign->stats.food)
1286 {
1370 if (!sign->move_on) 1287 if (!sign->move_on)
1371 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1288 op->failmsg ("You cannot read it anymore.");
1289
1372 return; 1290 return;
1373 } 1291 }
1374 1292
1375 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1293 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1376 sign->last_eat++; 1294 sign->last_eat++;
1377 } 1295 }
1378 1296
1379 /* 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?
1380 * 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
1381 * 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
1382 * to us). 1300 * to us).
1383 */ 1301 */
1384 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)
1385 new_draw_info (NDI_UNIQUE, 0, op, 1303 {
1386 "You are unable to read while blind."); 1304 op->failmsg ("You are unable to read while blind!");
1387 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));
1388 } 1317 }
1389 msgType=get_readable_message_type(sign); 1318}
1390 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1319
1391 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 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);
1392} 1350}
1393 1351
1394/** 1352/**
1395 * 'victim' moves onto 'trap' 1353 * 'victim' moves onto 'trap'
1396 * 'victim' leaves 'trap' 1354 * 'victim' leaves 'trap'
1398 * 1356 *
1399 * originator: Player, monster or other object that caused 'victim' to move 1357 * originator: Player, monster or other object that caused 'victim' to move
1400 * 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.
1401 * However, some types of traps require an originator to function. 1359 * However, some types of traps require an originator to function.
1402 */ 1360 */
1361void
1403void move_apply (object *trap, object *victim, object *originator) 1362move_apply (object *trap, object *victim, object *originator)
1404{ 1363{
1405 static int recursion_depth = 0; 1364 static int recursion_depth = 0;
1406 1365
1407 /* Only exits affect DMs. */ 1366 /* Only exits affect DMs. */
1408 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)
1409 return; 1368 return;
1410 1369
1411 /* move_apply() is the most likely candidate for causing unwanted and 1370 /* move_apply() is the most likely candidate for causing unwanted and
1412 * possibly unlimited recursion. 1371 * possibly unlimited recursion.
1413 */ 1372 */
1415 * maps to fail. 1) it's not an error to recurse: 1374 * maps to fail. 1) it's not an error to recurse:
1416 * rune detonates, summoning monster. monster lands on nearby rune. 1375 * rune detonates, summoning monster. monster lands on nearby rune.
1417 * nearby rune detonates. This sort of recursion is expected and 1376 * nearby rune detonates. This sort of recursion is expected and
1418 * proper. This code was causing needless crashes. 1377 * proper. This code was causing needless crashes.
1419 */ 1378 */
1420 if (recursion_depth >= 500) { 1379 if (recursion_depth >= 500)
1380 {
1421 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1381 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422 "[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);
1423 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 return; 1383 return;
1425 } 1384 }
1385
1426 recursion_depth++; 1386 recursion_depth++;
1427 if (trap->head) trap=trap->head; 1387 if (trap->head)
1388 trap = trap->head;
1428 1389
1429 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 }
1430 goto leave; 1414 goto leave;
1431 1415
1432 switch (trap->type) { 1416 case SPINNER:
1433 case PLAYERMOVER: 1417 if (victim->direction)
1434 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1418 {
1435 !should_director_abort(trap, victim)) { 1419 victim->direction = absdir (victim->direction - trap->stats.sp);
1436 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1420 update_turn_face (victim);
1421 }
1422 goto leave;
1437 1423
1438 /* Is this correct? From the docs, it doesn't look like it 1424 case DIRECTOR:
1439 * 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)
1440 */ 1468 {
1441 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1469 int tot;
1442 1470
1443 /* 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)
1444 * above with some objects have zero speed, and thus the player 1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 * getting permanently paralyzed. 1473 tot += ab->head_ ()->total_weight ();
1446 */ 1474
1447 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1448 /* 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);
1449 } 1480 }
1450 goto leave;
1451 1481
1452 case SPINNER:
1453 if(victim->direction) {
1454 victim->direction=absdir(victim->direction-trap->stats.sp);
1455 update_turn_face(victim);
1456 }
1457 goto leave;
1458
1459 case DIRECTOR:
1460 if(victim->direction && !should_director_abort(trap, victim)) {
1461 victim->direction=trap->stats.sp;
1462 update_turn_face(victim);
1463 }
1464 goto leave;
1465
1466 case BUTTON:
1467 case PEDESTAL:
1468 update_button(trap);
1469 goto leave;
1470
1471 case ALTAR:
1472 /* sacrifice victim on trap */
1473 apply_altar (trap, victim, originator);
1474 goto leave;
1475
1476 case THROWN_OBJ:
1477 if (trap->inv == NULL)
1478 goto leave;
1479 /* fallthrough */
1480
1481 case ARROW:
1482
1483 /* bad bug: monster throw a object, make a step forwards, step on object ,
1484 * trigger this here and get hit by own missile - and will be own enemy.
1485 * Victim then is his own enemy and will start to kill herself (this is
1486 * removed) but we have not synced victim and his missile. To avoid senseless
1487 * action, we avoid hits here
1488 */
1489 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1490 hit_with_arrow (trap, victim);
1491 goto leave;
1492
1493 case SPELL_EFFECT:
1494 apply_spell_effect(trap, victim);
1495 goto leave;
1496
1497 case TRAPDOOR:
1498 {
1499 int max, sound_was_played;
1500 object *ab, *ab_next;
1501 if(!trap->value) {
1502 int tot;
1503 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1504 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1505 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1506
1507 if(!(trap->value=(tot>trap->weight)?1:0))
1508 goto leave;
1509
1510 SET_ANIMATION(trap, trap->value);
1511 update_object(trap,UP_OBJ_FACE);
1512 }
1513
1514 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 {
1515 /* 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,
1516 * ab->above would be bogus 1485 * ab->above would be bogus
1517 */ 1486 */
1518 ab_next = ab->above; 1487 ab_next = ab->above;
1519 1488
1520 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1490 {
1521 if ( ! sound_was_played) { 1491 if (!sound_was_played)
1522 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"));
1523 sound_was_played = 1; 1494 sound_was_played = 1;
1524 } 1495 }
1525 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1496
1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1526 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);
1527 } 1499 }
1528 } 1500 }
1529 goto leave; 1501 goto leave;
1530 } 1502 }
1531 1503
1532
1533 case CONVERTER: 1504 case CONVERTER:
1534 if (convert_item (victim, trap) < 0) { 1505 if (convert_item (victim, trap) < 0)
1535 object *op; 1506 {
1536 1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1537 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);
1538
1539 op = get_archetype("burnout");
1540 if (op != NULL) {
1541 op->x = trap->x;
1542 op->y = trap->y;
1543 insert_ob_in_map(op, trap->map, trap, 0);
1544 }
1545 } 1509 }
1510
1546 goto leave; 1511 goto leave;
1547 1512
1548 case TRIGGER_BUTTON: 1513 case TRIGGER_BUTTON:
1549 case TRIGGER_PEDESTAL: 1514 case TRIGGER_PEDESTAL:
1550 case TRIGGER_ALTAR: 1515 case TRIGGER_ALTAR:
1551 check_trigger (trap, victim); 1516 check_trigger (trap, victim);
1552 goto leave; 1517 goto leave;
1553 1518
1554 case DEEP_SWAMP: 1519 case DEEP_SWAMP:
1555 walk_on_deep_swamp (trap, victim); 1520 walk_on_deep_swamp (trap, victim);
1556 goto leave; 1521 goto leave;
1557 1522
1558 case CHECK_INV: 1523 case CHECK_INV:
1559 check_inv (victim, trap); 1524 check_inv (victim, trap);
1560 goto leave; 1525 goto leave;
1561 1526
1562 case HOLE: 1527 case HOLE:
1563 /* Hole not open? */ 1528 move_apply_hole (trap, victim);
1564 if(trap->stats.wc > 0)
1565 goto leave; 1529 goto leave;
1566 1530
1567 /* Is this a multipart monster and not the head? If so, return. 1531 case EXIT:
1568 * 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.
1569 */ 1536 */
1570 if (victim->head) 1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1571 goto leave; 1538 victim->statusmsg (trap->msg, NDI_NAVY);
1572 1539
1573 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1540 trap->play_sound (trap->sound);
1574 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576 goto leave;
1577
1578 case EXIT:
1579 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1580 /* Basically, don't show exits leading to random maps the
1581 * players output.
1582 */
1583 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1584 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1585 enter_exit (victim, trap); 1541 victim->enter_exit (trap);
1586 } 1542 }
1587 goto leave; 1543 goto leave;
1588 1544
1589 case ENCOUNTER: 1545 case ENCOUNTER:
1590 /* may be some leftovers on this */ 1546 /* may be some leftovers on this */
1591 goto leave; 1547 goto leave;
1592 1548
1593 case SHOP_MAT: 1549 case SHOP_MAT:
1594 apply_shop_mat (trap, victim); 1550 apply_shop_mat (trap, victim);
1595 goto leave; 1551 goto leave;
1596 1552
1597 /* Drop a certain amount of gold, and have one item identified */ 1553 /* Drop a certain amount of gold, and have one item identified */
1598 case IDENTIFY_ALTAR: 1554 case IDENTIFY_ALTAR:
1599 apply_id_altar (victim, trap, originator); 1555 apply_id_altar (victim, trap, originator);
1600 goto leave; 1556 goto leave;
1601 1557
1602 case SIGN: 1558 case SIGN:
1603 if (victim->type != PLAYER && trap->stats.food > 0) 1559 if (victim->type != PLAYER && trap->stats.food > 0)
1604 goto leave; /* monsters musn't apply magic_mouths with counters */ 1560 goto leave; /* monsters musn't apply magic_mouths with counters */
1605 1561
1606 apply_sign (victim, trap, 1); 1562 apply_sign (victim, trap, 1);
1607 goto leave; 1563 goto leave;
1608 1564
1609 case CONTAINER: 1565 case CONTAINER:
1610 if (victim->type==PLAYER)
1611 (void) esrv_apply_container (victim, trap);
1612 else
1613 (void) apply_container (victim, trap); 1566 apply_container (victim, trap);
1614 goto leave; 1567 goto leave;
1615 1568
1616 case RUNE: 1569 case RUNE:
1617 case TRAP: 1570 case TRAP:
1618 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1619 spring_trap(trap, victim); 1572 spring_trap (trap, victim);
1620 }
1621 goto leave; 1573 goto leave;
1622 1574
1623 default: 1575 default:
1624 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 "
1625 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1626 trap->type);
1627 goto leave; 1578 goto leave;
1628 } 1579 }
1629 1580
1630 leave: 1581leave:
1631 recursion_depth--; 1582 recursion_depth--;
1632} 1583}
1633 1584
1634/** 1585/**
1635 * Handles reading a regular (ie not containing a spell) book. 1586 * Handles reading a regular (ie not containing a spell) book.
1636 */ 1587 */
1588static void
1637static void apply_book (object *op, object *tmp) 1589apply_book (object *op, object *tmp)
1638{ 1590{
1639 int lev_diff; 1591 int lev_diff;
1640 object *skill_ob; 1592 object *skill_ob;
1641 1593
1642 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1594 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1643 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!");
1644 return; 1597 return;
1645 } 1598 }
1646 if(tmp->msg==NULL) { 1599
1647 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 if (!tmp->msg)
1601 {
1648 "You open the %s and find it empty.", &tmp->name); 1602 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1649 return; 1603 return;
1650 } 1604 }
1651 1605
1652 /* need a literacy skill to read stuff! */ 1606 /* need a literacy skill to read stuff! */
1653 skill_ob = find_skill_by_name(op, tmp->skill); 1607 skill_ob = find_skill_by_name (op, tmp->skill);
1654 if ( ! skill_ob) { 1608 if (!skill_ob)
1655 new_draw_info(NDI_UNIQUE, 0,op, 1609 {
1656 "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));
1657 return; 1611 return;
1658 } 1612 }
1613
1659 lev_diff = tmp->level - (skill_ob->level + 5); 1614 lev_diff = tmp->level - (skill_ob->level + 5);
1660 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1615 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1661 if (lev_diff < 2) 1616 {
1662 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."
1663 else if (lev_diff < 3) 1618 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1619 : lev_diff < 5 ? "This book is beyond your comprehension."
1665 else if (lev_diff < 5) 1620 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1621 : lev_diff < 15 ? "This book is way beyond your comprehension."
1667 else if (lev_diff < 8) 1622 : "This book is totally beyond your comprehension.");
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1669 else if (lev_diff < 15)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1671 else
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1673 return; 1623 return;
1674 } 1624 }
1675 1625
1676 readable_message_type* msgType = get_readable_message_type(tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1677 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1678 msgType->message_type, msgType->message_subtype,
1679 "You open the %s and start reading.\n%s",
1680 "%s\n%s",
1681 long_desc(tmp,op), &tmp->msg);
1682 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
1683 /* gain xp from reading */ 1632 /* gain xp from reading */
1684 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 */
1685 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1686 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1687 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1688 SET_FLAG(tmp,FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1689 /* If in a container, update how it looks */ 1641
1642 if (object *pl = tmp->visible_to ())
1690 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1691 else op->contr->socket.update_look=1;
1692 } 1644 }
1645
1693 change_exp(op,exp_gain, skill_ob->skill, 0); 1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1694 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 */
1695 } 1648 }
1696} 1649}
1697 1650
1698/** 1651/**
1699 * Handles the applying of a skill scroll, calling learn_skill straight. 1652 * Handles the applying of a skill scroll, calling learn_skill straight.
1700 * 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
1701 */ 1654 */
1655static void
1702static void apply_skillscroll (object *op, object *tmp) 1656apply_skillscroll (object *op, object *tmp)
1703{ 1657{
1704 switch ((int) learn_skill (op, tmp)) { 1658 switch (learn_skill (op, tmp))
1659 {
1705 case 0: 1660 case 0:
1706 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1661 op->play_sound (sound_find ("generic_fail"));
1707 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)));
1708 return; 1663 break;
1709 1664
1710 case 1: 1665 case 1:
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1666 tmp->decrease ();
1712 decrease_ob(tmp); 1667 op->play_sound (sound_find ("skill_learn"));
1713 return; 1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1669 break;
1714 1670
1715 default: 1671 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1672 tmp->decrease ();
1673 op->play_sound (sound_find ("generic_fail"));
1717 "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)));
1718 decrease_ob(tmp); 1675 break;
1719 return;
1720 } 1676 }
1721} 1677}
1722 1678
1723/** 1679/**
1724 * Actually makes op learn spell. 1680 * Actually makes op learn spell.
1725 * Informs player of what happens. 1681 * Informs player of what happens.
1726 */ 1682 */
1683void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1684do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1685{
1729 object *tmp; 1686 object *tmp;
1730 1687
1731 if (op->type != PLAYER) { 1688 if (op->type != PLAYER)
1689 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1690 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1691 return;
1734 } 1692 }
1735 1693
1736 /* Upgrade special prayers to normal prayers */ 1694 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1695 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1696 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1697 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1698 {
1739 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");
1740 return; 1700 return;
1741 } 1701 }
1742 return; 1702 return;
1743 } 1703 }
1744 1704
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1705 op->contr->play_sound (sound_find ("learn_spell"));
1746 tmp = get_object(); 1706
1747 copy_object(spell, tmp); 1707 tmp = spell->clone ();
1748 insert_ob_in_ob(tmp, op); 1708 insert_ob_in_ob (tmp, op);
1749 1709
1750 if (special_prayer) { 1710 if (special_prayer)
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1711 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 }
1753 1712
1754 esrv_add_spells(op->contr, tmp); 1713 esrv_add_spells (op->contr, tmp);
1755} 1714}
1756 1715
1757/** 1716/**
1758 * Erases spell from player's inventory. 1717 * Erases spell from player's inventory.
1759 */ 1718 */
1719void
1760void do_forget_spell (object *op, const char *spell) 1720do_forget_spell (object *op, const char *spell)
1761{ 1721{
1762 object *spob; 1722 object *spob;
1763 1723
1764 if (op->type != PLAYER) { 1724 if (op->type != PLAYER)
1725 {
1765 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1726 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766 return; 1727 return;
1767 } 1728 }
1768 if ( (spob=check_spell_known (op, spell)) == NULL) { 1729 if ((spob = check_spell_known (op, spell)) == NULL)
1730 {
1769 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1731 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770 return; 1732 return;
1771 }
1772 1733 }
1773 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1734
1774 "You lose knowledge of %s.", spell); 1735 op->failmsg (format ("You lose knowledge of %s.", spell));
1775 player_unready_range_ob(op->contr, spob); 1736 player_unready_range_ob (op->contr, spob);
1776 esrv_remove_spell(op->contr, spob); 1737 esrv_remove_spell (op->contr, spob);
1777 remove_ob(spob); 1738 spob->destroy ();
1778 free_object(spob);
1779} 1739}
1780 1740
1781/** 1741/**
1782 * Handles player applying a spellbook. 1742 * Handles player applying a spellbook.
1783 * 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,
1784 * stuff like that. Random learning failure too. 1744 * stuff like that. Random learning failure too.
1785 */ 1745 */
1746static void
1786static void apply_spellbook (object *op, object *tmp) 1747apply_spellbook (object *op, object *tmp)
1787{ 1748{
1788 object *skop, *spell, *spell_skill; 1749 object *skop, *spell, *spell_skill;
1789 1750
1790 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1791 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.");
1792 return; 1754 return;
1793 } 1755 }
1794 1756
1795 /* artifact_spellbooks have 'slaying' field point to a spell name, 1757 /* artifact_spellbooks have 'slaying' field point to a spell name,
1796 * instead of having their spell stored in stats.sp. These are 1758 * instead of having their spell stored in stats.sp. These are
1797 * legacy spellbooks 1759 * legacy spellbooks
1798 */ 1760 */
1799 1761 if (tmp->slaying)
1800 if(tmp->slaying != NULL) { 1762 {
1801 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1802 if (!spell) { 1764 if (!spell)
1803 new_draw_info_format(NDI_UNIQUE, 0, op, 1765 {
1804 "The book's formula for %s is incomplete", &tmp->slaying); 1766 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1805 return; 1767 return;
1806 } 1768 }
1807 else 1769 else
1808 insert_ob_in_ob(spell, tmp); 1770 insert_ob_in_ob (spell, tmp);
1771
1809 tmp->slaying=NULL; 1772 tmp->slaying = 0;
1810 } 1773 }
1811 1774
1812 skop = find_skill_by_name(op, tmp->skill); 1775 skop = find_skill_by_name (op, tmp->skill);
1813 1776
1814 /* 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
1815 * lower than the spell will make learning the spell more difficult */ 1778 * lower than the spell will make learning the spell more difficult */
1816 if ( !skop) { 1779 if (!skop)
1817 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));
1818 return; 1782 return;
1819 } 1783 }
1820 1784
1821 spell = tmp->inv; 1785 spell = tmp->inv;
1786
1822 if (!spell) { 1787 if (!spell)
1788 {
1823 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);
1824 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!");
1825 return;
1826 }
1827 if (spell->level > (skop->level+10)) {
1828 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1829 return; 1791 return;
1830 } 1792 }
1831 1793
1832 new_draw_info_format(NDI_UNIQUE, 0, op, 1794 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1833 "The spellbook contains the %s level spell %s.", 1795 {
1834 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 }
1835 1799
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801
1836 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1837 identify(tmp); 1803 identify (tmp);
1838 if (tmp->env)
1839 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1840 else
1841 op->contr->socket.update_look=1;
1842 }
1843 1804
1844 /* 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
1845 * 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
1846 * 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
1847 * they would have a special prayer mark. 1808 * they would have a special prayer mark.
1848 */ 1809 */
1849 if (check_spell_known (op, spell->name)) { 1810 if (check_spell_known (op, spell->name))
1850 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");
1851 return; 1813 return;
1852 } 1814 }
1853 1815
1854 if (spell->skill) { 1816 if (spell->skill)
1817 {
1855 spell_skill = find_skill_by_name(op, spell->skill); 1818 spell_skill = find_skill_by_name (op, spell->skill);
1819
1856 if (!spell_skill) { 1820 if (!spell_skill)
1857 new_draw_info_format(NDI_UNIQUE, 0, op, 1821 {
1858 "You lack the skill %s to use this spell", 1822 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1859 &spell->skill);
1860 return; 1823 return;
1861 } 1824 }
1825
1862 if (spell_skill->level < spell->level) { 1826 if (spell_skill->level < spell->level)
1863 new_draw_info_format(NDI_UNIQUE, 0, op, 1827 {
1864 "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));
1865 spell->level, &spell->skill);
1866 return; 1829 return;
1867 } 1830 }
1868 } 1831 }
1869 1832
1870 /* Logic as follows 1833 /* Logic as follows
1871 * 1834 *
1872 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1835 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873 * 1836 *
1874 * 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
1875 * a spell. 1838 * a spell.
1876 * 1839 *
1877 * 3 -Automatically fail to learn if you read while confused 1840 * 3 -Automatically fail to learn if you read while confused
1878 * 1841 *
1879 * 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
1880 * literacy rate very useful! -b.t. 1843 * literacy rate very useful! -b.t.
1881 */ 1844 */
1882 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1845 if (QUERY_FLAG (op, FLAG_CONFUSED))
1846 {
1883 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!");
1884 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 }
1885 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1850 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1886 (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])
1887 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1852 {
1888 1853 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1889 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1890 do_learn_spell (op, spell, 0); 1854 do_learn_spell (op, spell, 0);
1891 1855
1892 /* xp gain to literacy for spell learning */ 1856 /* xp gain to literacy for spell learning */
1893 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1857 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894 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);
1895 } else { 1859 }
1896 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1860 else
1897 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1898 } 1861 {
1899 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 ();
1900} 1867}
1901 1868
1902/** 1869/**
1903 * Handles applying a spell scroll. 1870 * Handles applying a spell scroll.
1904 */ 1871 */
1872void
1905void apply_scroll (object *op, object *tmp, int dir) 1873apply_scroll (object *op, object *tmp, int dir)
1906{ 1874{
1907 object *skop; 1875 object *skop;
1908 1876
1909 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1877 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1910 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.");
1911 return; 1880 return;
1912 } 1881 }
1913 1882
1914 if (!tmp->inv || tmp->inv->type != SPELL) { 1883 if (!tmp->inv || tmp->inv->type != SPELL)
1915 new_draw_info (NDI_UNIQUE, 0, op, 1884 {
1916 "The scroll just doesn't make sense!"); 1885 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1917 return; 1886 return;
1918 } 1887 }
1919 1888
1920 if(op->type==PLAYER) { 1889 if (op->type == PLAYER)
1890 {
1921 /* players need a literacy skill to read stuff! */ 1891 /* players need a literacy skill to read stuff! */
1922 int exp_gain=0; 1892 int exp_gain = 0;
1923 1893
1924 /* hard code literacy - tmp->skill points to where the exp 1894 /* hard code literacy - tmp->skill points to where the exp
1925 * should go for anything killed by the spell. 1895 * should go for anything killed by the spell.
1926 */ 1896 */
1927 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1897 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1928 1898
1929 if ( ! skop) { 1899 if (!skop)
1930 new_draw_info(NDI_UNIQUE, 0,op, 1900 {
1931 "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]));
1932 return; 1902 return;
1933 } 1903 }
1934 1904
1935 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1905 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1936 change_exp(op,exp_gain, skop->skill, 0); 1906 change_exp (op, exp_gain, skop->skill, 0);
1937 } 1907 }
1938 1908
1939 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1909 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1940 identify(tmp); 1910 identify (tmp);
1941 1911
1942 new_draw_info_format(NDI_BLACK, 0, op, 1912 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1943 "The scroll of %s turns to dust.", &tmp->inv->name);
1944 1913
1945
1946 cast_spell(op,tmp,dir,tmp->inv, NULL); 1914 cast_spell (op, tmp, dir, tmp->inv, NULL);
1947 decrease_ob(tmp); 1915 tmp->decrease ();
1948} 1916}
1949 1917
1950/** 1918/**
1951 * Applies a treasure object - by default, chest. op 1919 * Applies a treasure object - by default, chest. op
1952 * is the person doing the applying, tmp is the treasure 1920 * is the person doing the applying, tmp is the treasure
1953 * chest. 1921 * chest.
1954 */ 1922 */
1923static void
1955static void apply_treasure (object *op, object *tmp) 1924apply_treasure (object *op, object *tmp)
1956{ 1925{
1957 object *treas;
1958 tag_t tmp_tag = tmp->count, op_tag = op->count;
1959
1960
1961 /* 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
1962 * 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
1963 * 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
1964 * 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
1965 * treasure 1930 * treasure
1966 */ 1931 */
1967
1968 treas = tmp->inv; 1932 object *treas = tmp->inv;
1969 if(treas==NULL) { 1933
1970 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1934 if (!treas)
1971 decrease_ob(tmp); 1935 {
1936 op->statusmsg ("The chest was empty.");
1937 tmp->decrease ();
1972 return; 1938 return;
1973 } 1939 }
1940
1974 while (tmp->inv) { 1941 while (tmp->inv)
1942 {
1975 treas = tmp->inv; 1943 treas = tmp->inv;
1944 treas->remove ();
1976 1945
1977 remove_ob(treas);
1978 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979 query_name(treas));
1980
1981 treas->x=op->x; 1946 treas->x = op->x;
1982 treas->y=op->y; 1947 treas->y = op->y;
1983 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);
1984 1949
1985 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))
1986 && QUERY_FLAG (op, FLAG_ALIVE))
1987 spring_trap (treas, op); 1951 spring_trap (treas, op);
1952
1988 /* If either player or container was destroyed, no need to do 1953 /* If either player or container was destroyed, no need to do
1989 * further processing. I think this should be enclused with 1954 * further processing. I think this should be enclused with
1990 * spring trap above, as I don't think there is otherwise 1955 * spring trap above, as I don't think there is otherwise
1991 * any way for the treasure chest or player to get killed 1956 * any way for the treasure chest or player to get killed.
1992 */ 1957 */
1993 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1958 if (op->destroyed () || tmp->destroyed ())
1994 break; 1959 break;
1995 } 1960 }
1996 1961
1997 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1962 if (!tmp->destroyed () && !tmp->inv)
1998 decrease_ob (tmp); 1963 tmp->decrease (true);
1999
2000} 1964}
2001 1965
2002/** 1966/**
2003 * op eats food. 1967 * op eats food.
2004 * If player, takes care of messages and dragon special food. 1968 * If player, takes care of messages and dragon special food.
2005 */ 1969 */
1970static void
2006static void apply_food (object *op, object *tmp) 1971apply_food (object *op, object *tmp)
2007{ 1972{
2008 int capacity_remaining; 1973 int capacity_remaining;
2009 1974
2010 if(op->type!=PLAYER) 1975 if (op->type != PLAYER)
2011 op->stats.hp=op->stats.maxhp; 1976 op->stats.hp = op->stats.maxhp;
2012 else { 1977 else
1978 {
2013 /* check if this is a dragon (player), eating some flesh */ 1979 /* check if this is a dragon (player), eating some flesh */
2014 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))
2015 ; 1981 ;
2016 else { 1982 else
1983 {
2017 /* usual case - no dragon meal: */ 1984 /* usual case - no dragon meal: */
2018 if(op->stats.food+tmp->stats.food>999) { 1985 if (op->stats.food + tmp->stats.food > 999)
1986 {
2019 if(tmp->type==FOOD || tmp->type==FLESH) 1987 if (tmp->type == FOOD || tmp->type == FLESH)
2020 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!");
2021 else 1989 else
2022 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!");
2023 } 1991 }
2024 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
2025 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2026 char buf[MAX_BUF];
2027 2002 {
2003 const char *buf;
2004
2028 if (!is_dragon_pl(op)) { 2005 if (!is_dragon_pl (op))
2006 {
2029 /* eating message for normal players*/ 2007 /* eating message for normal players */
2030 if(tmp->type==DRINK) 2008 if (tmp->type == DRINK)
2031 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 }
2032 else 2013 else
2033 sprintf(buf,"The %s tasted %s",&tmp->name,
2034 tmp->type==FLESH?"terrible!":"good.");
2035 }
2036 else {
2037 /* eating message for dragon players*/ 2014 /* eating message for dragon players */
2038 sprintf(buf,"The %s tasted terrible!",&tmp->name); 2015 buf = format ("The %s tasted terrible!", &tmp->name);
2039 }
2040 2016
2041 new_draw_info(NDI_UNIQUE, 0,op,buf); 2017 op->statusmsg (buf);
2018
2042 capacity_remaining = 999 - op->stats.food; 2019 capacity_remaining = 999 - op->stats.food;
2043 op->stats.food+=tmp->stats.food; 2020 op->stats.food += tmp->stats.food;
2044 if(capacity_remaining < tmp->stats.food) 2021 if (capacity_remaining < tmp->stats.food)
2045 op->stats.hp += capacity_remaining / 50; 2022 op->stats.hp += capacity_remaining / 50;
2046 else 2023 else
2047 op->stats.hp+=tmp->stats.food/50; 2024 op->stats.hp += tmp->stats.food / 50;
2025
2048 if(op->stats.hp>op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2049 op->stats.hp=op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2050 if (op->stats.food > 999) 2028 if (op->stats.food > 999)
2051 op->stats.food = 999; 2029 op->stats.food = 999;
2052 } 2030 }
2053 2031
2054 /* special food hack -b.t. */ 2032 /* special food hack -b.t. */
2055 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2033 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2056 eat_special_food(op,tmp); 2034 eat_special_food (op, tmp);
2057 } 2035 }
2058 } 2036 }
2037
2059 handle_apply_yield(tmp); 2038 handle_apply_yield (tmp);
2060 decrease_ob(tmp); 2039 tmp->decrease ();
2061} 2040}
2062 2041
2063/** 2042/**
2064 * A dragon is eating some flesh. If the flesh contains resistances, 2043 * A dragon is eating some flesh. If the flesh contains resistances,
2065 * 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.
2068 * object *op the object (dragon player) eating the flesh 2047 * object *op the object (dragon player) eating the flesh
2069 * object *meal the flesh item, getting chewed in dragon's mouth 2048 * object *meal the flesh item, getting chewed in dragon's mouth
2070 * return: 2049 * return:
2071 * int 1 if eating successful, 0 if it doesn't work 2050 * int 1 if eating successful, 0 if it doesn't work
2072 */ 2051 */
2052int
2073int dragon_eat_flesh(object *op, object *meal) { 2053dragon_eat_flesh (object *op, object *meal)
2054{
2074 object *skin = NULL; /* pointer to dragon skin force*/ 2055 object *skin = NULL; /* pointer to dragon skin force */
2075 object *abil = NULL; /* pointer to dragon ability force*/ 2056 object *abil = NULL; /* pointer to dragon ability force */
2076 object *tmp = NULL; /* tmp. object */ 2057 object *tmp = NULL; /* tmp. object */
2077 2058
2078 char buf[MAX_BUF]; /* tmp. string buffer */
2079 double chance; /* improvement-chance of one resistance type */ 2059 double chance; /* improvement-chance of one resistance type */
2080 double totalchance=1; /* total chance of gaining one resistance */ 2060 double totalchance = 1; /* total chance of gaining one resistance */
2081 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2061 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2082 double mbonus=0; /* monster bonus */ 2062 double mbonus = 0; /* monster bonus */
2083 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2063 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084 int winners=0; /* number of winners */ 2064 int winners = 0; /* number of winners */
2085 int i; /* index */ 2065 int i; /* index */
2086 2066
2087 /* let's make sure and doublecheck the parameters */ 2067 /* let's make sure and doublecheck the parameters */
2088 if (meal->type!=FLESH || !is_dragon_pl(op)) 2068 if (meal->type != FLESH || !is_dragon_pl (op))
2089 return 0; 2069 return 0;
2090 2070
2091 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2071 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092 from the player's inventory */ 2072 from the player's inventory */
2093 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp; tmp = tmp->below)
2094 if (tmp->type == FORCE) { 2074 if (tmp->type == FORCE)
2095 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2075 if (tmp->arch->archname == shstr_dragon_skin_force)
2096 skin = tmp; 2076 skin = tmp;
2097 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2077 else if (tmp->arch->archname == shstr_dragon_ability_force)
2098 abil = tmp; 2078 abil = tmp;
2099 } 2079
2100 }
2101
2102 /* 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
2103 which is not to be considered a dragon -> bail out */ 2081 which is not to be considered a dragon -> bail out */
2104 if (skin == NULL || abil == NULL) return 0; 2082 if (skin == NULL || abil == NULL)
2105 2083 return 0;
2084
2106 /* now start by filling stomache and health, according to food-value */ 2085 /* now start by filling stomache and health, according to food-value */
2107 if((999 - op->stats.food) < meal->stats.food) 2086 if ((999 - op->stats.food) < meal->stats.food)
2108 op->stats.hp += (999 - op->stats.food) / 50; 2087 op->stats.hp += (999 - op->stats.food) / 50;
2109 else 2088 else
2110 op->stats.hp += meal->stats.food/50; 2089 op->stats.hp += meal->stats.food / 50;
2090
2111 if(op->stats.hp>op->stats.maxhp) 2091 if (op->stats.hp > op->stats.maxhp)
2112 op->stats.hp=op->stats.maxhp; 2092 op->stats.hp = op->stats.maxhp;
2113 2093
2114 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2094 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2115 2095
2116 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2096 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2117 2097
2118 /* on to the interesting part: chances for adding resistance */ 2098 /* on to the interesting part: chances for adding resistance */
2119 for (i=0; i<NROFATTACKS; i++) { 2099 for (i = 0; i < NROFATTACKS; i++)
2100 {
2120 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2101 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2102 {
2121 /* got positive resistance, now calculate improvement chance (0-100) */ 2103 /* got positive resistance, now calculate improvement chance (0-100) */
2122 2104
2123 /* this bonus makes resistance increase easier at lower levels */ 2105 /* this bonus makes resistance increase easier at lower levels */
2124 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2106 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2125 if (i == abil->stats.exp) 2107 if (i == abil->stats.exp)
2126 bonus += 5; /* additional bonus for resistance of ability-focus */ 2108 bonus += 5; /* additional bonus for resistance of ability-focus */
2127 2109
2128 /* monster bonus increases with level, because high-level 2110 /* monster bonus increases with level, because high-level
2129 flesh is too rare */ 2111 flesh is too rare */
2130 mbonus = op->level * 20. / ((double)settings.max_level); 2112 mbonus = op->level * 20. / ((double) settings.max_level);
2131 2113
2132 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2114 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2133 ((double)settings.max_level)) - skin->resist[i]; 2115 ((double) settings.max_level)) - skin->resist[i];
2134 2116
2135 if (chance >= 0.) 2117 if (chance >= 0.)
2136 chance += 1.; 2118 chance += 1.;
2137 else 2119 else
2138 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2120 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2139 2121
2140 /* chance is proportional to amount of resistance (max. 50) */ 2122 /* chance is proportional to amount of resistance (max. 50) */
2141 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2123 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2142 2124
2143 /* doubled chance for resistance of ability-focus */ 2125 /* doubled chance for resistance of ability-focus */
2144 if (i == abil->stats.exp) 2126 if (i == abil->stats.exp)
2145 chance = MIN(100., chance*2.); 2127 chance = MIN (100., chance * 2.);
2146 2128
2147 /* 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!) */
2148 if (RANDOM()%10000 < (int)(chance*100)) { 2130 if (rndm (10000) < (unsigned int) (chance * 100))
2131 {
2149 atnr_winner[winners] = i; 2132 atnr_winner[winners] = i;
2150 winners++; 2133 winners++;
2151 } 2134 }
2152 2135
2153 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2136 if (chance >= 0.01)
2154 2137 totalchance *= 1 - chance / 100;
2138
2155 /*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); */
2156 } 2140 }
2157 } 2141 }
2158 2142
2159 /* inverse totalchance as until now we have the failure-chance */ 2143 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance*100; 2144 totalchance = 100 - totalchance * 100;
2145
2161 /* print message according to totalchance */ 2146 /* print message according to totalchance */
2147 const char *buf;
2162 if (totalchance > 50.) 2148 if (totalchance > 50.)
2163 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2149 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2164 else if (totalchance > 10.) 2150 else if (totalchance > 10.)
2165 sprintf(buf, "The %s tasted very good.", &meal->name); 2151 buf = format ("The %s tasted very good.", &meal->name);
2166 else if (totalchance > 1.) 2152 else if (totalchance > 1.)
2167 sprintf(buf, "The %s tasted good.", &meal->name); 2153 buf = format ("The %s tasted good.", &meal->name);
2168 else if (totalchance > 0.1) 2154 else if (totalchance > 0.1)
2169 sprintf(buf, "The %s tasted bland.", &meal->name); 2155 buf = format ("The %s tasted bland.", &meal->name);
2170 else if (totalchance >= 0.01) 2156 else if (totalchance >= 0.01)
2171 sprintf(buf, "The %s had a boring taste.", &meal->name); 2157 buf = format ("The %s had a boring taste.", &meal->name);
2172 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))
2173 sprintf(buf, "The %s tasted strange.", &meal->name); 2159 buf = format ("The %s tasted strange.", &meal->name);
2174 else 2160 else
2175 sprintf(buf, "The %s had no taste.", &meal->name); 2161 buf = format ("The %s had no taste.", &meal->name);
2176 new_draw_info(NDI_UNIQUE, 0, op, buf); 2162
2177 2163 op->statusmsg (buf);
2164
2178 /* now choose a winner if we have any */ 2165 /* now choose a winner if we have any */
2179 i = -1; 2166 i = -1;
2180 if (winners>0) 2167 if (winners > 0)
2181 i = atnr_winner[RANDOM()%winners]; 2168 i = atnr_winner [rndm (winners)];
2182 2169
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2170 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2171 {
2184 /* resistance increased! */ 2172 /* resistance increased! */
2185 skin->resist[i]++; 2173 skin->resist[i]++;
2186 fix_player(op); 2174 op->update_stats ();
2175
2176 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2187 2177 }
2188 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2178
2189 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2190 }
2191
2192 /* if this flesh contains a new ability focus, we mark it 2179 /* if this flesh contains a new ability focus, we mark it
2193 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 */
2194 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)
2195 && meal->last_eat != abil->last_eat) { 2182 {
2196 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> */
2197 2184
2198 if (meal->last_eat != abil->stats.exp) { 2185 if (meal->last_eat != abil->stats.exp)
2186 op->statusmsg (format (
2199 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.",
2200 change_resist_msg[meal->last_eat]); 2189 change_resist_msg[meal->last_eat],
2201 new_draw_info(NDI_UNIQUE, 0, op, buf); 2190 abil->level + 1
2202 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2191 ));
2203 new_draw_info(NDI_UNIQUE, 0, op, buf);
2204 }
2205 else { 2192 else
2206 sprintf(buf, "Your metabolism will continue to focus on %s.", 2193 {
2207 change_resist_msg[meal->last_eat]); 2194 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2208 new_draw_info(NDI_UNIQUE, 0, op, buf);
2209 abil->last_eat = 0; 2195 abil->last_eat = 0;
2210 } 2196 }
2211 } 2197 }
2198
2212 return 1; 2199 return 1;
2213}
2214
2215static void apply_savebed (object *pl)
2216{
2217#ifndef COZY_SERVER
2218 if(!pl->contr->name_changed||!pl->stats.exp) {
2219 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2220 return;
2221 }
2222#endif
2223 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 /* Need to call terminate_all_pets() before we remove the player ob */
2225 terminate_all_pets(pl);
2226 remove_ob(pl);
2227 pl->direction=0;
2228 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2229 "%s leaves the game.", &pl->name);
2230
2231 /* update respawn position */
2232 strcpy(pl->contr->savebed_map, pl->map->path);
2233 pl->contr->bed_x = pl->x;
2234 pl->contr->bed_y = pl->y;
2235
2236 strcpy(pl->contr->killer,"left");
2237 check_score(pl); /* Always check score */
2238 (void)save_player(pl,0);
2239 pl->map->players--;
2240#if MAP_MAXTIMEOUT
2241 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2242#endif
2243 play_again(pl);
2244 pl->speed = 0;
2245 update_ob_speed(pl);
2246} 2200}
2247 2201
2248/** 2202/**
2249 * Handles applying an improve armor scroll. 2203 * Handles applying an improve armor scroll.
2250 * Does some sanity checks, then calls improve_armour. 2204 * Does some sanity checks, then calls improve_armour.
2251 */ 2205 */
2206static void
2252static void apply_armour_improver (object *op, object *tmp) 2207apply_armour_improver (object *op, object *tmp)
2253{ 2208{
2254 object *armor; 2209 object *armor;
2255 2210
2256 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))
2257 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2258 return;
2259 } 2212 {
2260 armor=find_marked_object(op); 2213 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2261 if ( ! armor) {
2262 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263 return; 2214 return;
2264 } 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
2265 if (armor->type != ARMOUR 2225 if (armor->type != ARMOUR
2266 && armor->type != CLOAK 2226 && armor->type != CLOAK
2267 && armor->type != BOOTS && armor->type != GLOVES 2227 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2268 && armor->type != BRACERS && armor->type != SHIELD
2269 && armor->type != HELMET)
2270 { 2228 {
2271 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2229 op->failmsg ("Your marked item is not armour!\n");
2272 return; 2230 return;
2273 } 2231 }
2274 2232
2275 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2233 op->statusmsg ("Applying armour enchantment.");
2276 improve_armour(op,tmp,armor); 2234 improve_armour (op, tmp, armor);
2277} 2235}
2278 2236
2279 2237void
2280extern void apply_poison (object *op, object *tmp) 2238apply_poison (object *op, object *tmp)
2281{ 2239{
2282 if (op->type == PLAYER) { 2240 // need to do it now when it is still on the map
2283 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2284 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2285 strcpy(op->contr->killer,"poisonous booze");
2286 }
2287 if (tmp->stats.hp > 0) {
2288 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2289 tmp->stats.hp);
2290 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2291 }
2292 op->stats.food-=op->stats.food/4;
2293 handle_apply_yield(tmp); 2241 handle_apply_yield (tmp);
2294 decrease_ob(tmp);
2295}
2296 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
2297/** 2262/**
2298 * 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.
2299 * A valid 2 way exit means: 2264 * A valid 2 way exit means:
2300 * -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)
2301 * -You are 2266 * -You are
2302 * ° the owner of the exit 2267 * ° the owner of the exit
2303 * ° or in the same party as the owner 2268 * ° or in the same party as the owner
2304 * 2269 *
2305 * 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
2306 * 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
2307 * 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).
2308 */ 2273 */
2274int
2309int is_legal_2ways_exit (object* op, object *exit) 2275is_legal_2ways_exit (object *op, object *exit)
2310 { 2276{
2311 object * tmp; 2277 if (exit->stats.exp != 1)
2312 object * exit_owner; 2278 return 1; /*This is not a 2 way, so it is legal */
2313 player * pp; 2279
2314 mapstruct * exitmap; 2280#if 0 //TODO
2315 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)
2316 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 */
2317 /* To know if an exit has a correspondant, we look at 2283#endif
2318 * all the exits in destination and try to find one with same path as 2284
2319 * the current exit's position */ 2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2320 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2286
2321 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2322 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2288
2323 if (exitmap) 2289 if (exitmap)
2324 { 2290 {
2325 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2291 exitmap->load_sync ();
2326 if (!tmp) return 0; 2292
2327 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)
2328 { 2299 {
2329 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2300 if (tmp->type != EXIT)
2330 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2301 continue; /*Not an exit */
2331 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2332 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2333 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
2334 /* 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
2335 * 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
2336 * town portals to prevent strangers from visiting your appartments 2314 * town portals to prevent strangers from visiting your appartments
2337 */ 2315 */
2316 if (!exit->race)
2338 if (!exit->race) return 1; /*No owner, free for all!*/ 2317 return 1; /*No owner, free for all! */
2339 exit_owner=NULL; 2318
2340 for (pp=first_player;pp;pp=pp->next) 2319 object *exit_owner = 0;
2320
2321 for_all_players (pp)
2341 { 2322 {
2342 if (!pp->ob) continue; 2323 if (!pp->ob)
2324 continue;
2325
2343 if (pp->ob->name!=exit->race) continue; 2326 if (pp->ob->name != exit->race)
2327 continue;
2328
2344 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 */
2345 break; 2330 break;
2346 } 2331 }
2347 if (!exit_owner) return 0; /* No more owner*/ 2332
2348 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
2349 if ( exit_owner && /*There is a owner*/ 2339 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */ 2340 (op->contr) && /*A player tries to pass */
2351 ( (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 */
2352 (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 */
2353 return 0; 2343 return 0;
2344
2354 return 1; 2345 return 1;
2355 } 2346 }
2356 } 2347 }
2348
2357 return 0; 2349 return 0;
2358 } 2350}
2359
2360 2351
2361/** 2352/**
2362 * Main apply handler. 2353 * Main apply handler.
2363 * 2354 *
2364 * Checks for unpaid items before applying. 2355 * Checks for unpaid items before applying.
2372 * being applied. 2363 * being applied.
2373 * 2364 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2365 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2366 * them in this function - they are passed to apply_special
2376 */ 2367 */
2377 2368int
2378int manual_apply (object *op, object *tmp, int aflag) 2369manual_apply (object *op, object *tmp, int aflag)
2379{ 2370{
2380 if (tmp->head) tmp=tmp->head; 2371 tmp = tmp->head_ ();
2381 2372
2382 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:
2383 if (op->type == PLAYER) { 2436 if (op->type == PLAYER)
2384 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2437 {
2438 apply_book (op, tmp);
2385 return 1; 2439 return 1;
2386 } else {
2387 return 0; /* monsters just skip unpaid items */
2388 } 2440 }
2389 } 2441 else
2442 return 0;
2390 2443
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2444 case SKILLSCROLL:
2392 return RESULT_INT (0); 2445 if (op->type == PLAYER)
2393 2446 {
2394 switch (tmp->type) { 2447 apply_skillscroll (op, tmp);
2395
2396 case CF_HANDLE:
2397 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2398 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399 tmp->value=tmp->value?0:1;
2400 SET_ANIMATION(tmp, tmp->value);
2401 update_object(tmp,UP_OBJ_FACE);
2402 push_button(tmp);
2403 return 1; 2448 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op)) {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2409 } else {
2410 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411 } 2449 }
2450 else
2451 return 0;
2452
2453 case SPELLBOOK:
2454 if (op->type == PLAYER)
2455 {
2456 apply_spellbook (op, tmp);
2412 return 1; 2457 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2418 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2419 query_name(tmp));
2420 } else {
2421 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2423 strncmp(EXIT_PATH(tmp), "/random/", 8))
2424 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425 enter_exit(op,tmp);
2426 } 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);
2427 return 1; 2484 return 1;
2485 }
2486 else
2487 return 0;
2428 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:
2429 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:
2430 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);
2431 return 1; 2531 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER) {
2435 apply_book (op, tmp);
2436 return 1;
2437 } else {
2438 return 0;
2439 } 2532 }
2440 2533 else
2441 case SKILLSCROLL:
2442 if (op->type == PLAYER) {
2443 apply_skillscroll (op, tmp);
2444 return 1;
2445 }
2446 return 0; 2534 return 0;
2447 2535
2536 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp);
2538 return 1;
2539
2448 case SPELLBOOK: 2540 case CLOCK:
2449 if (op->type == PLAYER) { 2541 if (op->type == PLAYER)
2450 apply_spellbook (op, tmp); 2542 {
2451 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")
2452 } 2552 ));
2453 return 0;
2454
2455 case SCROLL:
2456 apply_scroll (op, tmp, 0);
2457 return 1; 2553 return 1;
2554 }
2555 else
2556 return 0;
2458 2557
2459 case POTION: 2558 case MENU:
2460 (void) apply_potion(op, tmp); 2559 if (op->type == PLAYER)
2560 {
2561 shop_listing (tmp, op);
2461 return 1; 2562 return 1;
2563 }
2564 else
2565 return 0;
2462 2566
2463 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2567 case POWER_CRYSTAL:
2464 case CLOSE_CON: 2568 apply_power_crystal (op, tmp); /* see egoitem.c */
2569 return 1;
2570
2571 case LIGHTER: /* for lighting torches/lanterns/etc */
2465 if (op->type==PLAYER) 2572 if (op->type == PLAYER)
2466 (void) esrv_apply_container (op, tmp->env); 2573 {
2467 else 2574 apply_lighter (op, tmp);
2468 (void) apply_container (op, tmp->env);
2469 return 1; 2575 return 1;
2470
2471 case CONTAINER:
2472 if (op->type==PLAYER)
2473 (void) esrv_apply_container (op, tmp);
2474 else
2475 (void) apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER) {
2480 apply_treasure (op, tmp);
2481 return 1;
2482 } else {
2483 return 0;
2484 } 2576 }
2485 2577 else
2486 case WEAPON:
2487 case ARMOUR:
2488 case BOOTS:
2489 case GLOVES:
2490 case AMULET:
2491 case GIRDLE:
2492 case BRACERS:
2493 case SHIELD:
2494 case HELMET:
2495 case RING:
2496 case CLOAK:
2497 case WAND:
2498 case ROD:
2499 case HORN:
2500 case SKILL:
2501 case BOW:
2502 case LAMP:
2503 case BUILDER:
2504 case SKILL_TOOL:
2505 if (tmp->env != op)
2506 return 2; /* not in inventory */
2507 (void) apply_special (op, tmp, aflag);
2508 return 1; 2578 return 0;
2509 2579
2510 case DRINK:
2511 case FOOD:
2512 case FLESH:
2513 apply_food (op, tmp);
2514 return 1;
2515
2516 case POISON:
2517 apply_poison (op, tmp);
2518 return 1;
2519
2520 case SAVEBED:
2521 if (op->type == PLAYER) {
2522 apply_savebed (op);
2523 return 1;
2524 } else {
2525 return 0;
2526 }
2527
2528 case ARMOUR_IMPROVER:
2529 if (op->type == PLAYER) {
2530 apply_armour_improver (op, tmp);
2531 return 1;
2532 } else {
2533 return 0;
2534 }
2535
2536 case WEAPON_IMPROVER:
2537 (void) check_improve_weapon(op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2541 if (op->type == PLAYER) {
2542 char buf[MAX_BUF];
2543 timeofday_t tod;
2544
2545 get_tod(&tod);
2546 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2547 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2548 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2549 ((tod.hour >= 14) ? "pm" : "am"));
2550 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2551 new_draw_info(NDI_UNIQUE, 0,op, buf);
2552 return 1;
2553 } else {
2554 return 0;
2555 }
2556
2557 case MENU:
2558 if (op->type == PLAYER) {
2559 shop_listing (op);
2560 return 1;
2561 } else {
2562 return 0;
2563 }
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal(op,tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) {
2571 apply_lighter(op,tmp);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case ITEM_TRANSFORMER: 2580 case ITEM_TRANSFORMER:
2578 apply_item_transformer( op, tmp ); 2581 apply_item_transformer (op, tmp);
2579 return 1; 2582 return 1;
2580 2583
2581 default: 2584 default:
2582 return 0; 2585 return 0;
2583 } 2586 }
2584} 2587}
2585
2586 2588
2587/* 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"
2588 * 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
2589 * "but you are floating high above the ground" messages. 2591 * "but you are floating high above the ground" messages.
2590 * 2592 *
2591 * Same return value as apply() function. 2593 * Same return value as apply() function.
2592 */ 2594 */
2595int
2593int player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2594{ 2597{
2595 int tmp;
2596
2597 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2598 if (!op->env && (pl->move_type & MOVE_FLYING))
2599 {
2598 /* player is flying and applying object not in inventory */ 2600 /* player is flying and applying object not in inventory */
2599 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2600 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2602 {
2601 "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.>");
2602 return 0; 2606 return 0;
2603 } 2607 }
2604 }
2605
2606 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2607 * applied.
2608 */
2609 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2610 { 2608 }
2611 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2612 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2613 "of smoke!");
2614 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2615 remove_ob (op);
2616 free_object (op);
2617 return 1;
2618 }
2619 2609
2620 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2621 pl->contr->last_used_id = op->count;
2622 2611
2623 tmp = manual_apply (pl, op, aflag); 2612 int tmp = manual_apply (pl, op, aflag);
2613
2624 if ( ! quiet) { 2614 if (!quiet)
2615 {
2625 if (tmp == 0) 2616 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl, 2617 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2627 "I don't know how to apply the %s.",
2628 query_name (op));
2629 else if (tmp == 2) 2618 else if (tmp == 2)
2630 new_draw_info_format (NDI_UNIQUE, 0, pl, 2619 pl->failmsg ("You must get it first!\n");
2631 "You must get it first!\n");
2632 } 2620 }
2621
2633 return tmp; 2622 return tmp;
2634} 2623}
2635 2624
2636/** 2625/**
2637 * player_apply_below attempts to apply the object 'below' the player. 2626 * player_apply_below attempts to apply the object 'below' the player.
2638 * 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
2639 * we use the ground. 2628 * we use the ground.
2640 */ 2629 */
2641 2630void
2642void player_apply_below (object *pl) 2631player_apply_below (object *pl)
2643{ 2632{
2644 object *tmp, *next;
2645 int floors; 2633 int floors = 0;
2646 2634
2647 /* 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
2648 * item in the container. Otherwise, use the map. 2636 * item in the container. Otherwise, use the map.
2649 */
2650 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651
2652 /* 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
2653 * 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
2654 * 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
2655 * 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
2656 * not return a proper value. 2641 * not return a proper value.
2657 */ 2642 */
2658 for (floors = 0; tmp!=NULL; tmp=next) { 2643 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2644 {
2659 next = tmp->below; 2645 next = tmp->below;
2646
2660 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2647 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661 floors++; 2648 floors++;
2662 else if (floors > 0) 2649 else if (floors > 0)
2663 return; /* process only floor objects after first floor object */ 2650 return; /* process only floor objects after first floor object */
2664 2651
2665 /* 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
2666 * person moving on it, also activate. Added code to make it 2653 * person moving on it, also activate. Added code to make it
2667 * 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
2668 * the item needs. 2655 * the item needs.
2669 */ 2656 */
2670 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2671 if (player_apply (pl, tmp, 0, 1) == 1) 2658 if (player_apply (pl, tmp, 0, 1) == 1)
2672 return; 2659 return;
2673 } 2660
2674 if (floors >= 2) 2661 if (floors >= 2)
2675 return; /* process at most two floor objects */ 2662 return; /* process at most two floor objects */
2676 } 2663 }
2677} 2664}
2678 2665
2679/** 2666/**
2680 * Unapplies specified item. 2667 * Unapplies specified item.
2681 * No check done on cursed/damned. 2668 * No check done on cursed/damned.
2682 * Break this out of apply_special - this is just done 2669 * Break this out of apply_special - this is just done
2683 * 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.
2684 */ 2671 */
2672static int
2685static int unapply_special (object *who, object *op, int aflags) 2673unapply_special (object *who, object *op, int aflags)
2686{ 2674{
2687 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))
2688 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689 return RESULT_INT (0); 2677 return RESULT_INT (0);
2690 2678
2691 object *tmp2;
2692
2693 CLEAR_FLAG(op, FLAG_APPLIED); 2679 CLEAR_FLAG (op, FLAG_APPLIED);
2680
2694 switch(op->type) { 2681 switch (op->type)
2695 case WEAPON: 2682 {
2696 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2697
2698 (void) change_abil (who,op);
2699 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2700 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2701 clear_skill(who);
2702 break;
2703
2704 case SKILL: /* allows objects to impart skills */
2705 case SKILL_TOOL: 2683 case SKILL_TOOL:
2706 if (op != who->chosen_skill) { 2684 // unapplying a skill tool should also unapply the skill it governs
2707 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);
2708 } 2703 }
2709 if (who->type==PLAYER) { 2704
2710 if (who->contr->shoottype == range_skill) 2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2711 who->contr->shoottype = range_none; 2706
2712 if ( ! op->invisible) {
2713 new_draw_info_format (NDI_UNIQUE, 0, who,
2714 "You stop using the %s.", query_name(op));
2715 } else {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You can no longer use the skill: %s.",
2718 &op->skill);
2719 }
2720 }
2721 (void) change_abil (who, op); 2707 change_abil (who, op);
2722 who->chosen_skill = NULL;
2723 CLEAR_FLAG (who, FLAG_READY_SKILL); 2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2724 break;
2725
2726 case ARMOUR:
2727 case HELMET:
2728 case SHIELD:
2729 case RING:
2730 case BOOTS:
2731 case GLOVES:
2732 case AMULET:
2733 case GIRDLE:
2734 case BRACERS:
2735 case CLOAK:
2736 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2737 (void) change_abil (who,op);
2738 break;
2739 case LAMP:
2740 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2741 &op->name);
2742 tmp2 = arch_to_object(op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2750 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2751 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2752 if (who->type == PLAYER)
2753 esrv_del_item(who->contr, (tag_t)op->count);
2754 remove_ob(op);
2755 free_object(op);
2756 insert_ob_in_ob(tmp2, who);
2757 fix_player(who);
2758 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759 if (who->type == PLAYER) {
2760 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2761 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764 if(who->type==PLAYER)
2765 esrv_send_item(who, tmp2);
2766 return 1; /* otherwise, an attempt to drop causes problems */
2767 break;
2768 case BOW:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 clear_skill(who);
2773 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2774 if(who->type==PLAYER) {
2775 who->contr->shoottype = range_none;
2776 } else {
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG(who, FLAG_READY_RANGE);
2781 }
2782 break;
2783
2784 case BUILDER:
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 who->contr->shoottype = range_none;
2787 who->contr->ranges[ range_builder ] = NULL;
2788 break; 2709 break;
2789 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
2790 default: 2804 default:
2791 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2805 who->statusmsg (format ("You unapply %s.", query_name (op)));
2792 break; 2806 break;
2793 } 2807 }
2794 2808
2795 fix_player(who); 2809 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2796 2810 if (object *pl = op->visible_to ())
2797 if ( ! (aflags & AP_NO_MERGE)) {
2798 object *tmp;
2799
2800 tag_t del_tag = op->count;
2801 tmp = merge_ob (op, NULL);
2802 if (who->type == PLAYER) {
2803 if (tmp) { /* it was merged */
2804 esrv_del_item (who->contr, del_tag);
2805 op = tmp;
2806 }
2807 esrv_send_item (who, op); 2811 esrv_send_item (pl, op);
2808 } 2812
2809 } 2813 who->update_stats ();
2814
2810 return 0; 2815 return 0;
2811} 2816}
2812 2817
2813/** 2818/**
2814 * Returns the object that is using location 'loc'. 2819 * Returns the object that is using location 'loc'.
2815 * Note that 'start' is the first object to start examing - we 2820 * Note that 'start' is the first object to start examing - we
2816 * 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
2817 * something like: 2822 * something like:
2818 * tmp = get_item_from_body_location(who->inv, 1); 2823 * tmp = get_next_item_from_body_location(who->inv, 1);
2819 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2824 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2820 * to find the second object that may use this location, etc. 2825 * to find the second object that may use this location, etc.
2821 * Returns NULL if no match is found. 2826 * Returns NULL if no match is found.
2822 * 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.
2823 * don't return invisible objects unless they are skill objects 2828 * don't return invisible objects unless they are skill objects
2824 * invisible other objects that use 2829 * invisible other objects that use
2825 * up body locations can be used as restrictions. 2830 * up body locations can be used as restrictions.
2826 */ 2831 */
2827object *get_item_from_body_location(object *start, int loc) 2832static object *
2833get_next_item_from_body_location (int loc, object *start)
2828{ 2834{
2829 object *tmp;
2830
2831 if (!start) return NULL;
2832
2833 for (tmp=start; tmp; tmp=tmp->below) 2835 for (object *tmp = start; tmp; tmp = tmp->below)
2834 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2836 if (tmp->flag [FLAG_APPLIED]
2837 && tmp->slot[loc].info
2835 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2838 && (!tmp->invisible || tmp->type == SKILL))
2839 return tmp;
2836 2840
2837 return NULL; 2841 return 0;
2838} 2842}
2839
2840
2841 2843
2842/** 2844/**
2843 * '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.
2844 * This should only be called when it is known 2846 * This should only be called when it is known
2845 * that there are objects to unapply. This makes pretty heavy 2847 * that there are objects to unapply. This makes pretty heavy
2848 * Returns 0 on success, returns 1 if there is some problem. 2850 * Returns 0 on success, returns 1 if there is some problem.
2849 * 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
2850 * 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
2851 * another function that does just that. 2853 * another function that does just that.
2852 */ 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
2853int unapply_for_ob(object *who, object *op, int aflags) 2862unapply_for_ob (object *who, object *op, int aflags)
2854{ 2863{
2855 int i; 2864 if (op->is_range ())
2856 object *tmp=NULL, *last;
2857
2858 /* If we are applying a shield or weapon, unapply any equipped shield
2859 * or weapons first - only allowed to use one weapon/shield at a time.
2860 */
2861 if (op->type == WEAPON || op->type == SHIELD) {
2862 for (tmp=who->inv; tmp; tmp=tmp->below) { 2865 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2863 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2864 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)))
2865 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2868 {
2866 if (aflags & AP_PRINT) 2869 if (aflags & AP_PRINT)
2867 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2870 who->failmsg (query_name (tmp));
2868 else 2871 else
2869 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;
2870 } 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));
2871 else { 2914 else
2872 /* In this case, we want to try and remove a cursed item. 2915 unapply_special (who, tmp, aflags);
2873 * While we know it won't work, we want unapply_special to
2874 * at least generate the message.
2875 */
2876 new_draw_info_format(NDI_UNIQUE, 0, who,
2877 "No matter how hard you try, you just can't\nremove %s.",
2878 query_name(tmp));
2879 return 1;
2880 } 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 }
2881 2926
2927 last = tmp->below;
2882 } 2928 }
2883 }
2884 }
2885
2886 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2887 /* this used up a slot that we need to free */
2888 if (op->body_info[i]) {
2889 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->body_used[i] + op->body_info[i]) < 0) {
2895 tmp = get_item_from_body_location(last, i);
2896 if (!tmp) {
2897#if 0
2898 /* Not a bug - we'll get this if the player has cursed items
2899 * equipped.
2900 */
2901 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2902 i, body_locations[i].save_name, who->name);
2903#endif
2904 return 1;
2905 }
2906 /* If we are just printing, we don't care about cursed status */
2907 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2908 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2909 if (aflags & AP_PRINT)
2910 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2911 else
2912 unapply_special(who, tmp, aflags);
2913 }
2914 else {
2915 /* Cursed item that we can't unequip - tell the player.
2916 * Note this could be annoying if this is just one of a few,
2917 * so it may not be critical (eg, putting on a ring and you have
2918 * one cursed ring.)
2919 */
2920 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2921 }
2922 last = tmp->below;
2923 }
2924 /* 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
2925 * return in the !tmp would have kicked in. 2930 * return in the !tmp would have kicked in.
2926 */ 2931 */
2927 } /* if op is using this body location */ 2932 } /* if op is using this body location */
2928 } /* for body lcoations */ 2933 } /* for body lcoations */
2934
2929 return 0; 2935 return 0;
2930} 2936}
2931 2937
2932/** 2938/**
2933 * Checks to see if 'who' can apply object 'op'. 2939 * Checks to see if 'who' can apply object 'op'.
2934 * Returns 0 if apply can be done without anything special. 2940 * Returns 0 if apply can be done without anything special.
2935 * Otherwise returns a bitmask - potentially several of these may be 2941 * Otherwise returns a bitmask - potentially several of these may be
2936 * set, but largely depends on circumstance - in the future, processing 2942 * set, but largely depends on circumstance - in the future, processing
2937 * 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
2938 * 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?)
2939 * 2945 *
2940 * See include/define.h for detailed description of the meaning of 2946 * See include/define.h for detailed description of the meaning of
2941 * these return values. 2947 * these return values.
2942 */ 2948 */
2949int
2943int can_apply_object(object *who, object *op) 2950can_apply_object (object *who, object *op)
2944{ 2951{
2945 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)))
2946 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 return RESULT_INT (0); 2953 return RESULT_INT (0);
2948 2954
2949 int i, retval=0; 2955 int retval = 0;
2950 object *tmp=NULL, *ws=NULL; 2956 object *tmp = 0, *ws = 0;
2951 2957
2952 /* Players have 2 'arm's, so they could in theory equip 2 shields or 2958 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2953 * 2 weapons, but we don't want to let them do that. So if they are 2959 {
2954 * trying to equip a weapon or shield, see if they already have one 2960 if (op->slot[i].info)
2955 * in place and store that way. 2961 {
2956 */ 2962 /* Item uses more slots than we have */
2957 if (op->type == WEAPON || op->type == SHIELD) { 2963 if (who->slot[i].info + op->slot [i].info < 0)
2958 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 2964 {
2959 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 */
2960 retval = CAN_APPLY_UNAPPLY; 2968 retval |= CAN_APPLY_NEVER;
2961 ws = tmp;
2962 } 2969 }
2963 } 2970 else if (who->slot[i].used + op->slot[i].info < 0)
2964 }
2965 2971 {
2966
2967 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2968 if (op->body_info[i]) {
2969 /* Item uses more slots than we have */
2970 if (FABS(op->body_info[i]) > who->body_info[i]) {
2971 /* Could return now for efficiently - rest of info below isn'
2972 * really needed.
2973 */
2974 retval |= CAN_APPLY_NEVER;
2975 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2976 /* in this case, equipping this would use more free spots than 2972 /* in this case, equipping this would use more free spots than
2977 * we have. 2973 * we have.
2978 */ 2974 */
2979 object *tmp1;
2980 2975
2981
2982 /* 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
2983 * enough slots to equip the new item, then just set this can 2977 * enough slots to equip the new item, then just set "can
2984 * 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
2985 * shield equipped and try to equip another shield, there is only 2979 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations 2980 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied 2981 * does take into the account cases where what is being applied
2988 * may be two handed for example. 2982 * may be two handed for example.
2989 */ 2983 */
2990 if (ws) { 2984 if (ws)
2991 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 {
2992 retval |= CAN_APPLY_UNAPPLY; 2987 retval |= CAN_APPLY_UNAPPLY;
2993 continue; 2988 continue;
2994 } 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;
2995 } 3001 }
2996
2997 tmp1 = get_item_from_body_location(who->inv, i);
2998 if (!tmp1) {
2999#if 0
3000 /* This is sort of an error, but happens a lot when old players
3001 * join in with more stuff equipped than they are now allowed.
3002 */
3003 LOG(llevError,"Can't find object using location %d on %s\n",
3004 i, who->name);
3005#endif
3006 retval |= CAN_APPLY_NEVER;
3007 } else { 3002 else
3003 {
3008 /* need to unapply something. However, if this something 3004 /* need to unapply something. However, if this something
3009 * is different than we had found before, it means they need 3005 * is different than we had found before, it means they need
3010 * to apply multiple objects 3006 * to apply multiple objects
3011 */ 3007 */
3012 retval |= CAN_APPLY_UNAPPLY; 3008 retval |= CAN_APPLY_UNAPPLY;
3009
3010 if (!tmp)
3013 if (!tmp) tmp = tmp1; 3011 tmp = tmp1;
3014 else if (tmp != tmp1) { 3012 else if (tmp != tmp1)
3015 retval |= CAN_APPLY_UNAPPLY_MULT; 3013 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 } 3014
3017 /* 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
3018 * 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
3019 * the slots, the player then has a choice. 3017 * the slots, the player then has a choice.
3020 */ 3018 */
3021 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)
3022 (FABS(op->body_info[i]) < who->body_info[i])) 3020 && abs (op->slot[i].info) < who->slot[i].info)
3023 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3021 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024 3022
3025 /* Does unequippint 'tmp1' free up enough slots for this to be 3023 /* Does unequippint 'tmp1' free up enough slots for this to be
3026 * equipped? If not, there must be something else to unapply. 3024 * equipped? If not, there must be something else to unapply.
3027 */ 3025 */
3028 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)
3029 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3030
3031 } 3028 }
3032 } /* if not enough free slots */ 3029 } /* if not enough free slots */
3033 } /* if this object uses location i */ 3030 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */ 3031 } /* for i -> num_body_locations loop */
3035 3032
3036 /* 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
3037 * really be controlled by use of body locations. We do have 3034 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters, 3035 * the weapon/shield checks, and the range checks for monsters,
3039 * 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,
3040 * 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
3041 * all use the same location. 3038 * all use the same location.
3042 */ 3039 */
3043 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))
3044 retval |= CAN_APPLY_RESTRICTION; 3049 retval |= CAN_APPLY_RESTRICTION;
3050
3045 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 retval |= CAN_APPLY_RESTRICTION; 3052 retval |= CAN_APPLY_RESTRICTION;
3047 3053
3048
3049 if (who->type != PLAYER) {
3050 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054 retval |= CAN_APPLY_RESTRICTION;
3055 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3054 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3056 retval |= CAN_APPLY_RESTRICTION; 3055 retval |= CAN_APPLY_RESTRICTION;
3056
3057 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3057 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3058 retval |= CAN_APPLY_RESTRICTION;
3059 } 3059 }
3060
3060 return retval; 3061 return retval;
3061} 3062}
3062
3063
3064 3063
3065/** 3064/**
3066 * 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.
3067 * 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,
3068 * 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
3077 * AP_UNAPPLY=always unapply). 3076 * AP_UNAPPLY=always unapply).
3078 * 3077 *
3079 * Optional flags: 3078 * Optional flags:
3080 * 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
3081 * 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
3082 * 3082 *
3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084 * 3084 *
3085 * apply_special() doesn't check for unpaid items. 3085 * apply_special() doesn't check for unpaid items.
3086 */ 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
3087int apply_special (object *who, object *op, int aflags) 3092apply_special (object *who, object *op, int aflags)
3088{ 3093{
3089 int basic_flag = aflags & AP_BASIC_FLAGS; 3094 int basic_flag = aflags & AP_BASIC_FLAGS;
3090 object *tmp, *tmp2, *skop=NULL; 3095 object *tmp, *tmp2, *skop = NULL;
3091 int i;
3092 3096
3093 if(who==NULL) { 3097 if (who == NULL)
3098 {
3094 LOG(llevError,"apply_special() from object without environment.\n"); 3099 LOG (llevError, "apply_special() from object without environment.\n");
3095 return 1; 3100 return 1;
3096 } 3101 }
3097 3102
3098 if(op->env!=who) 3103 if (op->env != who)
3099 return 1; /* op is not in inventory */ 3104 return 1; /* op is not in inventory */
3100 3105
3101 /* trying to unequip op */ 3106 /* trying to unequip op */
3102 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3107 if (QUERY_FLAG (op, FLAG_APPLIED))
3108 {
3103 /* always apply, so no reason to unapply */ 3109 /* always apply, so no reason to unapply */
3104 if (basic_flag == AP_APPLY) return 0; 3110 if (basic_flag == AP_APPLY)
3111 return 0;
3105 3112
3106 if ( ! (aflags & AP_IGNORE_CURSE)
3107 && (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)))
3108 new_draw_info_format(NDI_UNIQUE, 0, who, 3114 {
3109 "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)));
3110 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))
3111 return 1; 3157 return 1;
3112 } 3158 }
3113 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)
3114 } 3174 {
3175 skop = find_skill_by_name (who, op->skill);
3115 3176
3116 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 }
3117 3188
3118 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 }
3119 3196
3120 /* 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.
3121 if (i) { 3198 * Note that we don't have the checks for can_use_...
3122 if (i & CAN_APPLY_NEVER) { 3199 * below - that is already taken care of by can_apply_object.
3123 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
3124 return 1; 3216 return 1;
3125 } else if (i & CAN_APPLY_RESTRICTION) { 3217 }
3126 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
3127 return 1; 3230 return 1;
3128 } 3231 }
3129 if (who->type != PLAYER) { 3232
3130 /* Some error, so don't try to equip something more */ 3233 if (!skop)
3131 if (unapply_for_ob(who, op, aflags)) return 1; 3234 {
3132 } else { 3235 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3133 if (who->contr->unapply == unapply_never ||
3134 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3135 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3136 unapply_for_ob(who, op, AP_PRINT);
3137 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);
3138 } 3302 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3303
3140 i = unapply_for_ob(who, op, aflags);
3141 if (i) return 1;
3142 }
3143 }
3144 }
3145 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3146 skop=find_skill_by_name(who, op->skill);
3147 if (!skop) {
3148 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3149 return 1;
3150 } else {
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */
3154 change_skill(who, skop, 0);
3155 }
3156 }
3157
3158 if (who->type == PLAYER && op->item_power &&
3159 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3160 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161 return 1; 3304 return 0;
3162 }
3163
3164 3305
3165 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object.
3168 */
3169
3170
3171 if(op->nrof > 1)
3172 tmp = get_split_ob(op,op->nrof - 1);
3173 else
3174 tmp = NULL;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3177 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178 return RESULT_INT (0);
3179
3180 switch(op->type) {
3181 case WEAPON:
3182 if (!check_weapon_power(who, op->last_eat)) {
3183 new_draw_info(NDI_UNIQUE, 0,who,
3184 "That weapon is too powerful for you to use.");
3185 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if(tmp!=NULL)
3187 (void) insert_ob_in_ob(tmp,who);
3188 return 1;
3189 }
3190 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3191 /* if the weapon does not have the name as the character, can't use it. */
3192 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3193 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3194 if(tmp!=NULL)
3195 (void) insert_ob_in_ob(tmp,who);
3196 return 1;
3197 }
3198 SET_FLAG(op, FLAG_APPLIED);
3199
3200 if (skop) change_skill(who, skop, 1);
3201 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3202 SET_FLAG(who, FLAG_READY_WEAPON);
3203
3204 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3205
3206 (void) change_abil (who,op);
3207 break;
3208
3209 case ARMOUR:
3210 case HELMET:
3211 case SHIELD:
3212 case BOOTS:
3213 case GLOVES:
3214 case GIRDLE:
3215 case BRACERS:
3216 case CLOAK:
3217 case RING:
3218 case AMULET:
3219 SET_FLAG(op, FLAG_APPLIED);
3220 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3221 (void) change_abil (who,op);
3222 break;
3223 case LAMP:
3224 if (op->stats.food < 1) {
3225 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3226 " fuel!", &op->name);
3227 return 1;
3228 }
3229 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3230 &op->name);
3231 tmp2 = arch_to_object(op->other_arch);
3232 tmp2->stats.food = op->stats.food;
3233 SET_FLAG(tmp2, FLAG_APPLIED);
3234 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3235 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3236 insert_ob_in_ob(tmp2, who);
3237
3238 /* Remove the old lantern */
3239 if (who->type == PLAYER)
3240 esrv_del_item(who->contr, (tag_t)op->count);
3241 remove_ob(op);
3242 free_object(op);
3243
3244 /* insert the portion that was split off */
3245 if(tmp!=NULL) {
3246 (void) insert_ob_in_ob(tmp,who);
3247 if(who->type==PLAYER)
3248 esrv_send_item(who, tmp);
3249 }
3250 fix_player(who);
3251 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3252 if (who->type == PLAYER) {
3253 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3254 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3255 }
3256 }
3257 if(who->type==PLAYER)
3258 esrv_send_item(who, tmp2);
3259 return 0;
3260 break;
3261
3262 /* this part is needed for skill-tools */
3263 case SKILL:
3264 case SKILL_TOOL: 3306 case SKILL_TOOL:
3265 if (who->chosen_skill) { 3307 // applying a skill tool also readies the skill
3266 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 ));
3267 return 1; 3340 return 1;
3268 } 3341
3269 if (who->type == PLAYER) { 3342 found_weapon:;
3270 who->contr->shoottype = range_skill;
3271 who->contr->ranges[range_skill] = op;
3272 if ( ! op->invisible) {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3274 query_name (op));
3275 new_draw_info_format (NDI_UNIQUE, 0, who,
3276 "You can now use the skill: %s.",
3277 &op->skill);
3278 } else {
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3280 op->skill ? &op->skill : &op->name);
3281 } 3343 }
3344 else
3345 who->change_weapon (pl->combat_ob = op);
3282 } 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 {
3283 SET_FLAG (op, FLAG_APPLIED); 3385 SET_FLAG (op, FLAG_APPLIED);
3284 (void) change_abil (who, op); 3386 change_abil (who, op);
3285 who->chosen_skill = op; 3387 who->chosen_skill = op;
3286 SET_FLAG (who, FLAG_READY_SKILL); 3388 SET_FLAG (who, FLAG_READY_SKILL);
3287 break;
3288
3289 case BOW:
3290 if (!check_weapon_power(who, op->last_eat)) {
3291 new_draw_info(NDI_UNIQUE, 0, who,
3292 "That item is too powerful for you to use.");
3293 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294 if(tmp != NULL)
3295 (void)insert_ob_in_ob(tmp,who);
3296 return 1;
3297 } 3389 }
3298 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3299 new_draw_info(NDI_UNIQUE, 0, who,
3300 "The weapon does not recognize you as its owner.");
3301 if(tmp != NULL)
3302 (void)insert_ob_in_ob(tmp,who);
3303 return 1;
3304 }
3305 /*FALLTHROUGH*/
3306 case WAND:
3307 case ROD:
3308 case HORN:
3309 /* check for skill, alter player status */
3310 SET_FLAG(op, FLAG_APPLIED);
3311 if (skop) change_skill(who, skop, 0);
3312 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3313 3390
3314 if(who->type==PLAYER) {
3315 if (op->type == BOW) {
3316 (void)change_abil(who, op);
3317 new_draw_info_format (NDI_UNIQUE, 0, who,
3318 "You will now fire %s with %s.",
3319 op->race ? &op->race : "nothing", query_name(op));
3320 who->contr->shoottype = range_bow;
3321 } else {
3322 who->contr->shoottype = range_misc;
3323 }
3324 } else {
3325 if (op->type == BOW)
3326 SET_FLAG (who, FLAG_READY_BOW);
3327 else
3328 SET_FLAG (who, FLAG_READY_RANGE);
3329 }
3330 break;
3331
3332 case BUILDER:
3333 if ( who->contr->ranges[ range_builder ] )
3334 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3335 who->contr->shoottype = range_builder;
3336 who->contr->ranges[ range_builder ] = op;
3337 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3338 break; 3391 break;
3339 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
3340 default: 3465 default:
3341 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3466 who->statusmsg (format ("You apply %s.", query_name (op)));
3342 } /* end of switch op->type */ 3467 }
3343 3468
3344 SET_FLAG(op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3345 3470
3346 if(tmp!=NULL) 3471 if (tmp)
3347 tmp = insert_ob_in_ob(tmp,who); 3472 who->insert (tmp);
3348 3473
3349 fix_player(who); 3474 who->update_stats ();
3350 3475
3351 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3352 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3353 * you don't know anything about them. 3478 * you don't know anything about them.
3354 */ 3479 */
3355 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3480 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3356 op->type!=ROD)
3357 SET_FLAG(op,FLAG_BEEN_APPLIED); 3481 SET_FLAG (op, FLAG_BEEN_APPLIED);
3358 3482
3359 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3360 if (who->type == PLAYER) { 3484 if (who->type == PLAYER)
3361 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 );
3362 SET_FLAG(op,FLAG_KNOWN_CURSED); 3490 SET_FLAG (op, FLAG_KNOWN_CURSED);
3363 } 3491 }
3364 } 3492
3365 if(who->type==PLAYER) { 3493 if (object *pl = op->visible_to ())
3366 /* if multiple objects were applied, update both slots */
3367 if (tmp)
3368 esrv_send_item(who, tmp);
3369 esrv_send_item(who, op); 3494 esrv_send_item (pl, op);
3370 } 3495
3371 return 0; 3496 return 0;
3372} 3497}
3373 3498
3374 3499int
3375int monster_apply_special (object *who, object *op, int aflags) 3500monster_apply_special (object *who, object *op, int aflags)
3376{ 3501{
3377 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3502 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3378 return 1; 3503 return 1;
3504
3379 return apply_special (who, op, aflags); 3505 return apply_special (who, op, aflags);
3380} 3506}
3381 3507
3382/** 3508/**
3383 * Map was just loaded, handle op's initialisation. 3509 * Map was just loaded, handle op's initialisation.
3384 * 3510 *
3385 * Generates shop floor's item, and treasures. 3511 * Generates shop floor's item, and treasures.
3386 */ 3512 */
3513int
3387int auto_apply (object *op) { 3514auto_apply (object *op)
3515{
3388 object *tmp = NULL, *tmp2; 3516 object *tmp = NULL, *tmp2;
3389 int i; 3517 int i;
3390 3518
3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3520
3391 switch(op->type) { 3521 switch (op->type)
3522 {
3392 case SHOP_FLOOR: 3523 case SHOP_FLOOR:
3393 if (!HAS_RANDOM_ITEMS(op)) return 0; 3524 if (!op->has_random_items ())
3525 return 0;
3526
3527 do
3394 do { 3528 {
3395 i=10; /* let's give it 10 tries */ 3529 i = 10; /* let's give it 10 tries */
3396 while((tmp=generate_treasure(op->randomitems, 3530 while ((tmp = generate_treasure (op->randomitems,
3397 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
3398 if(tmp==NULL) 3536 if (tmp == NULL)
3399 return 0;
3400 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3401 free_object(tmp);
3402 tmp = NULL;
3403 }
3404 } while(!tmp);
3405 tmp->x=op->x;
3406 tmp->y=op->y;
3407 SET_FLAG(tmp,FLAG_UNPAID);
3408 insert_ob_in_map(tmp,op->map,NULL,0);
3409 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3410 identify(tmp);
3411 break;
3412
3413 case TREASURE:
3414 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3415 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
3416 while ((op->stats.hp--)>0) 3558 while (op->stats.hp-- > 0)
3417 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3559 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3418 op->stats.exp ? (int)op->stats.exp :
3419 op->map == NULL ? 14: op->map->difficulty,0); 3560 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3420 3561
3421 /* 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,
3422 * 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
3423 * to disappear. An example of this item is the random_* stuff 3564 * to disappear. An example of this item is the random_* stuff
3424 * that is put inside other objects. 3565 * that is put inside other objects.
3425 */ 3566 */
3426 for (tmp=op->inv; tmp; tmp=tmp2) { 3567 if (op->env)
3427 tmp2 = tmp->below; 3568 while (op->inv)
3428 remove_ob(tmp); 3569 op->env->insert (op->inv);
3429 if (op->env) insert_ob_in_ob(tmp, op->env); 3570
3430 else free_object(tmp); 3571 op->destroy ();
3431 }
3432 remove_ob(op);
3433 free_object(op);
3434 break; 3572 break;
3435 } 3573 }
3436 return tmp ? 1 : 0;
3437}
3438 3574
3575 return !!tmp;
3576}
3577
3439/** 3578/**
3440 * 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
3441 * when an original map is loaded) and performs special actions for 3580 * is loaded or swapped in and performs special actions for
3442 * certain objects (most initialization of chests and creation of 3581 * certain objects (most initialization of chests and creation of
3443 * treasures and stuff). Calls auto_apply if appropriate. 3582 * treasures and stuff). Calls auto_apply if appropriate.
3444 */ 3583 */
3445void 3584void
3446fix_auto_apply (mapstruct * m) 3585maptile::fix_auto_apply ()
3447{ 3586{
3448 object *tmp, *above = NULL; 3587 if (!spaces)
3449 int x, y;
3450
3451 if (m == NULL)
3452 return; 3588 return;
3453 3589
3454 for (x = 0; x < MAP_WIDTH (m); x++) 3590 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3455 for (y = 0; y < MAP_HEIGHT (m); y++) 3591 for (object *tmp = ms->bot; tmp; )
3456 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3457 { 3592 {
3458 above = tmp->above; 3593 object *above = tmp->above;
3459 3594
3460 if (tmp->inv) 3595 if (tmp->inv)
3461 { 3596 {
3462 object *invtmp, *invnext; 3597 object *invtmp, *invnext;
3463 3598
3464 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3465 { 3600 {
3466 invnext = invtmp->below; 3601 invnext = invtmp->below;
3467 3602
3468 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3469 auto_apply (invtmp); 3604 auto_apply (invtmp);
3470 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3471 { 3606 {
3472 while ((invtmp->stats.hp--) > 0) 3607 while (invtmp->stats.hp-- > 0)
3473 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3474 3609
3475 invtmp->randomitems = NULL; 3610 invtmp->randomitems = NULL;
3476 } 3611 }
3477 else if (invtmp && invtmp->arch 3612 else if (invtmp && invtmp->arch
3478 && invtmp->type != TREASURE 3613 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3479 && invtmp->type != SPELL
3480 && invtmp->type != CLASS
3481 && HAS_RANDOM_ITEMS (invtmp))
3482 { 3614 {
3483 create_treasure (invtmp->randomitems, invtmp, 0, 3615 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3484 m->difficulty, 0);
3485 /* Need to clear this so that we never try to create 3616 /* Need to clear this so that we never try to create
3486 * treasure again for this object 3617 * treasure again for this object
3487 */ 3618 */
3488 invtmp->randomitems = NULL; 3619 invtmp->randomitems = NULL;
3489 } 3620 }
3490 } 3621 }
3491 /* This is really temporary - the code at the bottom will 3622 /* This is really temporary - the code at the bottom will
3492 * also set randomitems to null. The problem is there are bunches 3623 * also set randomitems to null. The problem is there are bunches
3493 * of maps/players already out there with items that have spells 3624 * of maps/players already out there with items that have spells
3494 * which haven't had the randomitems set to null yet. 3625 * which haven't had the randomitems set to null yet.
3495 * MSW 2004-05-13 3626 * MSW 2004-05-13
3496 * 3627 *
3497 * And if it's a spellbook, it's better to set randomitems to NULL too, 3628 * And if it's a spellbook, it's better to set randomitems to NULL too,
3498 * else you get two spells in the book ^_- 3629 * else you get two spells in the book ^_-
3499 * Ryo 2004-08-16 3630 * Ryo 2004-08-16
3500 */ 3631 */
3501 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3632 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502 || tmp->type == HORN || tmp->type == FIREWALL 3633 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3503 || tmp->type == POTION || tmp->type == ALTAR
3504 || tmp->type == SPELLBOOK)
3505 tmp->randomitems = NULL;
3506
3507 }
3508
3509 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510 auto_apply (tmp);
3511 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3512 && HAS_RANDOM_ITEMS (tmp))
3513 {
3514 while ((tmp->stats.hp--) > 0)
3515 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516 tmp->randomitems = NULL; 3634 tmp->randomitems = NULL;
3635
3517 } 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 }
3518 else if (tmp->type == TIMED_GATE) 3646 else if (tmp->type == TIMED_GATE)
3519 { 3647 {
3520 object *head = tmp->head != NULL ? tmp->head : tmp; 3648 object *head = tmp->head != NULL ? tmp->head : tmp;
3649
3521 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3650 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522 {
3523 tmp->speed = 0; 3651 tmp->set_speed (0);
3524 update_ob_speed (tmp);
3525 }
3526 } 3652 }
3527 /* 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
3528 * 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
3529 * 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
3530 * 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.
3531 * 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
3532 * which say how many times to make the treasure. 3658 * which say how many times to make the treasure.
3533 */ 3659 */
3534 else if (tmp && tmp->arch && tmp->type != PLAYER 3660 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 && tmp->type != TREASURE && tmp->type != SPELL 3661 && tmp->type != TREASURE && tmp->type != SPELL
3536 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3662 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3537 && HAS_RANDOM_ITEMS (tmp))
3538 { 3663 {
3539 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3664 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3540 m->difficulty, 0);
3541 tmp->randomitems = NULL; 3665 tmp->randomitems = NULL;
3542 } 3666 }
3667
3668 // close all containers
3669 else if (tmp->type == CONTAINER)
3670 tmp->flag [FLAG_APPLIED] = 0;
3671
3672 tmp = above;
3543 } 3673 }
3544 3674
3545 for (x = 0; x < MAP_WIDTH (m); x++) 3675 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3546 for (y = 0; y < MAP_HEIGHT (m); y++) 3676 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3547 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3548 if (tmp->above &&
3549 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3677 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550 check_trigger (tmp, tmp->above); 3678 check_trigger (tmp, tmp->above);
3551} 3679}
3552 3680
3553/** 3681/**
3554 * Handles player eating food that temporarily changes status (resistances, stats). 3682 * Handles player eating food that temporarily changes status (resistances, stats).
3555 * This used to call cast_change_attr(), but 3683 * This used to call cast_change_attr(), but
3556 * 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
3557 * the food changes, just grab a force and use that instead. 3685 * the food changes, just grab a force and use that instead.
3558 */ 3686 */
3559 3687void
3560void eat_special_food(object *who, object *food) { 3688eat_special_food (object *who, object *food)
3689{
3561 object *force; 3690 object *force;
3562 int i, did_one=0; 3691 int i, did_one = 0;
3563 sint8 k;
3564 3692
3565 force = get_archetype(FORCE_NAME); 3693 force = get_archetype (FORCE_NAME);
3566 3694
3567 for (i=0; i < NUM_STATS; i++) { 3695 for (i = 0; i < NUM_STATS; i++)
3568 k = get_attr_value(&food->stats, i); 3696 if (sint8 k = food->stats.stat (i))
3569 if (k) { 3697 {
3570 set_attr_value(&force->stats, i, k); 3698 force->stats.stat (i) = k;
3571 did_one = 1; 3699 did_one = 1;
3572 } 3700 }
3573 }
3574 3701
3575 /* check if we can protect the eater */ 3702 /* check if we can protect the eater */
3576 for (i=0; i<NROFATTACKS; i++) { 3703 for (i = 0; i < NROFATTACKS; i++)
3704 {
3577 if (food->resist[i]>0) { 3705 if (food->resist[i] > 0)
3706 {
3578 force->resist[i] = food->resist[i] / 2; 3707 force->resist[i] = food->resist[i] / 2;
3579 did_one = 1; 3708 did_one = 1;
3580 } 3709 }
3581 } 3710 }
3711
3582 if (did_one) { 3712 if (did_one)
3713 {
3583 force->speed = 0.1; 3714 force->set_speed (0.1);
3584 update_ob_speed(force);
3585 /* bigger morsel of food = longer effect time */ 3715 /* bigger morsel of food = longer effect time */
3586 force->stats.food = food->stats.food / 5; 3716 force->duration = food->stats.food / 5;
3587 SET_FLAG(force, FLAG_IS_USED_UP);
3588 SET_FLAG(force, FLAG_APPLIED); 3717 SET_FLAG (force, FLAG_APPLIED);
3589 change_abil(who, force); 3718 change_abil (who, force);
3590 insert_ob_in_ob(force, who); 3719 insert_ob_in_ob (force, who);
3591 } else {
3592 free_object(force);
3593 } 3720 }
3721 else
3722 force->destroy ();
3594 3723
3595 /* check for hp, sp change */ 3724 /* check for hp, sp change */
3596 if(food->stats.hp!=0) { 3725 if (food->stats.hp != 0)
3726 {
3597 if(QUERY_FLAG(food, FLAG_CURSED)) { 3727 if (QUERY_FLAG (food, FLAG_CURSED))
3728 {
3598 strcpy(who->contr->killer,food->name); 3729 who->contr->killer = food;
3599 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3730 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3600 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3731 who->failmsg ("Eck!...that was poisonous!");
3601 } else { 3732 }
3733 else
3734 {
3602 if(food->stats.hp>0) 3735 if (food->stats.hp > 0)
3603 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3736 who->statusmsg ("You begin to feel better.");
3604 else 3737 else
3605 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3738 who->failmsg ("Eck!...that was poisonous!");
3739
3606 who->stats.hp += food->stats.hp; 3740 who->stats.hp += food->stats.hp;
3607 } 3741 }
3608 } 3742 }
3743
3609 if(food->stats.sp!=0) { 3744 if (food->stats.sp != 0)
3745 {
3610 if(QUERY_FLAG(food, FLAG_CURSED)) { 3746 if (QUERY_FLAG (food, FLAG_CURSED))
3611 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3747 {
3748 who->failmsg ("You are drained of mana!");
3612 who->stats.sp -= food->stats.sp; 3749 who->stats.sp -= food->stats.sp;
3613 if(who->stats.sp<0) who->stats.sp=0; 3750 if (who->stats.sp < 0)
3614 } else { 3751 who->stats.sp = 0;
3615 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!");
3616 who->stats.sp += food->stats.sp; 3756 who->stats.sp += food->stats.sp;
3617 /* place limit on max sp from food? */ 3757 /* place limit on max sp from food? */
3618 } 3758 }
3619 } 3759 }
3620 fix_player(who);
3621}
3622 3760
3761 who->update_stats ();
3762}
3623 3763
3624/** 3764/**
3625 * Designed primarily to light torches/lanterns/etc. 3765 * Designed primarily to light torches/lanterns/etc.
3626 * 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
3627 * the selected object to "burn". -b.t. 3767 * the selected object to "burn". -b.t.
3628 */ 3768 */
3629 3769void
3630void apply_lighter(object *who, object *lighter) { 3770apply_lighter (object *who, object *lighter)
3771{
3631 object *item; 3772 object *item;
3632 int is_player_env=0; 3773 int is_player_env = 0;
3633 uint32 nrof;
3634 tag_t count;
3635 char item_name[MAX_BUF];
3636 3774
3637 item=find_marked_object(who); 3775 item = find_marked_object (who);
3638 if(item) { 3776 if (item)
3777 {
3639 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3778 if (lighter->last_eat && lighter->stats.food)
3640 /* Split multiple lighters if they're being used up. Otherwise * 3779 { /* lighter gets used up */
3641 * one charge from each would be used up. --DAMN */
3642 if(lighter->nrof > 1) {
3643 object *oneLighter = get_object(); 3780 object *oneLighter = lighter->split ();
3644 copy_object(lighter, oneLighter);
3645 lighter->nrof -= 1;
3646 oneLighter->nrof = 1;
3647 oneLighter->stats.food--; 3781 oneLighter->stats.food--;
3648 esrv_send_item(who, lighter); 3782 who->insert (oneLighter);
3649 oneLighter=insert_ob_in_ob(oneLighter, who);
3650 esrv_send_item(who, oneLighter);
3651 } else {
3652 lighter->stats.food--;
3653 } 3783 }
3654 3784 else if (lighter->last_eat)
3655 } else if(lighter->last_eat) { /* no charges left in lighter */ 3785 {
3656 new_draw_info_format(NDI_UNIQUE, 0,who, 3786 /* no charges left in lighter */
3657 "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));
3658 &item->name, &lighter->name);
3659 return; 3788 return;
3660 } 3789 }
3790
3661 /* 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?
3662 * 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
3663 * objects at once. 3793 * objects at once.
3664 */ 3794 */
3665 nrof=item->nrof;
3666 count=item->count;
3667 /* If the item is destroyed, we don't have a valid pointer to the
3668 * name object, so make a copy so the message we print out makes
3669 * some sense.
3670 */
3671 strcpy(item_name, item->name);
3672 if (who == is_player_inv(item)) is_player_env=1;
3673 3795
3796 if (who == item->in_player ())
3797 is_player_env = 1;
3798
3674 save_throw_object(item,AT_FIRE,who); 3799 save_throw_object (item, AT_FIRE, who);
3675 /* Change to check count and not freed, since the object pointer 3800
3676 * may have gotten recycled 3801 if (item->destroyed ())
3677 */ 3802 {
3678 if ((nrof != item->nrof ) || (count != item->count)) {
3679 new_draw_info_format(NDI_UNIQUE, 0,who,
3680 "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));
3681 /* Need to update the player so that the players glow radius 3804 /* Need to update the player so that the players glow radius
3682 * gets changed. 3805 * gets changed.
3683 */ 3806 */
3684 if (is_player_env) fix_player(who); 3807 if (is_player_env)
3808 who->update_stats ();
3809 }
3685 } else { 3810 else
3686 new_draw_info_format(NDI_UNIQUE, 0,who,
3687 "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));
3688 } 3812 }
3689 3813 else
3690 } else /* nothing to light */ 3814 who->failmsg ("You need to mark a lightable object.");
3691 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3692
3693} 3815}
3694 3816
3695/** 3817/**
3696 * 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.
3697 * scroll_failure()- hacked directly from spell_failure 3819 * scroll_failure()- hacked directly from spell_failure
3698 */ 3820 */
3821void
3699void scroll_failure(object *op, int failure, int power) 3822scroll_failure (object *op, int failure, int power)
3700{ 3823{
3701 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 */
3702 3826
3703 if(failure<= -1&&failure > -15) {/* wonder */ 3827 if (failure <= -1 && failure > -15)
3828 { /* wonder */
3704 object *tmp; 3829 object *tmp;
3705 3830
3706 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3831 op->failmsg ("Your spell warps!");
3707 tmp=get_archetype(SPELL_WONDER); 3832 tmp = get_archetype (SPELL_WONDER);
3708 cast_wonder(op, op, 0, tmp); 3833 cast_wonder (op, op, 0, tmp);
3709 free_object(tmp); 3834 tmp->destroy ();
3835 }
3710 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3836 else if (failure <= -15 && failure > -35)
3711 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3837 { /* drain mana */
3838 op->failmsg ("Your mana is drained!");
3712 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3839 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3713 if(op->stats.sp<0) op->stats.sp = 0; 3840 if (op->stats.sp < 0)
3841 op->stats.sp = 0;
3842 }
3714 } else if (settings.spell_failure_effects == TRUE) { 3843 else if (settings.spell_failure_effects == TRUE)
3844 {
3715 if (failure <= -35&&failure > -60) { /* confusion */ 3845 if (failure <= -35 && failure > -60)
3716 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3846 { /* confusion */
3847 op->failmsg ("The magic recoils on you!");
3717 confuse_player(op,op,power); 3848 confuse_player (op, op, power);
3849 }
3718 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3850 else if (failure <= -60 && failure > -70)
3719 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3851 { /* paralysis */
3720 "you!"); 3852 op->failmsg ("The magic recoils and paralyzes you!");
3721 paralyze_player(op,op,power); 3853 paralyze_player (op, op, power);
3854 }
3722 } else if (failure <= -70&&failure> -80) {/* blind */ 3855 else if (failure <= -70 && failure > -80)
3723 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3856 { /* blind */
3857 op->failmsg ("The magic recoils on you!");
3724 blind_player(op,op,power); 3858 blind_player (op, op, power);
3725 } else if (failure <= -80) {/* blast the immediate area */ 3859 }
3726 object *tmp; 3860 else if (failure <= -80)
3861 { /* blast the immediate area */
3727 tmp=get_archetype(LOOSE_MANA); 3862 object *tmp = get_archetype (LOOSE_MANA);
3728 cast_magic_storm(op,tmp, power); 3863 cast_magic_storm (op, tmp, power);
3729 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3864 op->failmsg ("You unleash uncontrolled mana!");
3730 free_object(tmp); 3865 tmp->destroy ();
3731 } 3866 }
3732 } 3867 }
3733} 3868}
3734 3869
3870void
3735void apply_changes_to_player(object *pl, object *change) { 3871apply_changes_to_player (object *pl, object *change)
3872{
3736 int excess_stat=0; /* if the stat goes over the maximum 3873 int excess_stat = 0; /* if the stat goes over the maximum
3737 for the race, put the excess stat some 3874 for the race, put the excess stat some
3738 where else. */ 3875 where else. */
3739 3876
3740 switch (change->type) { 3877 switch (change->type)
3878 {
3741 case CLASS: { 3879 case CLASS:
3880 {
3742 living *stats = &(pl->contr->orig_stats); 3881 living *stats = &(pl->contr->orig_stats);
3743 living *ns = &(change->stats); 3882 living *ns = &(change->stats);
3744 object *walk; 3883 object *walk;
3745 int flag_change_face=1; 3884 int flag_change_face = 1;
3746 3885
3747 /* the following code assigns stats up to the stat max 3886 /* the following code assigns stats up to the stat max
3748 * for the race, and if the stat max is exceeded, 3887 * for the race, and if the stat max is exceeded,
3749 * tries to randomly reassign the excess stat 3888 * tries to randomly reassign the excess stat
3750 */ 3889 */
3751 int i,j; 3890 int i, j;
3891
3752 for(i=0;i<NUM_STATS;i++) { 3892 for (i = 0; i < NUM_STATS; i++)
3753 sint8 stat=get_attr_value(stats,i); 3893 {
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3894 int race_bonus = pl->arch->stats.stat (i);
3755 stat += get_attr_value(ns,i); 3895 sint8 stat = stats->stat (i) + ns->stat (i);
3896
3756 if(stat > 20 + race_bonus) { 3897 if (stat > 20 + race_bonus)
3898 {
3757 excess_stat++; 3899 excess_stat++;
3758 stat = 20+race_bonus; 3900 stat = 20 + race_bonus;
3759 } 3901 }
3760 set_attr_value(stats,i,stat); 3902
3903 stats->stat (i) = stat;
3761 } 3904 }
3762 3905
3763 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 */
3764 int i = rndm(0, 6); 3908 int i = rndm (0, 6);
3765 int stat=get_attr_value(stats,i); 3909
3766 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3910 if (i == CHA)
3767 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);
3768 if( stat < 20 + race_bonus) { 3915 if (stat < 20 + race_bonus)
3916 {
3769 change_attr_value(stats,i,1); 3917 change_attr_value (stats, i, 1);
3770 excess_stat--; 3918 excess_stat--;
3771 } 3919 }
3772 } 3920 }
3773 3921
3774 /* insert the randomitems from the change's treasurelist into 3922 /* insert the randomitems from the change's treasurelist into
3775 * the player ref: player.c 3923 * the player ref: player.c
3776 */ 3924 */
3777 if(change->randomitems!=NULL) 3925 if (change->randomitems != NULL)
3778 give_initial_items(pl,change->randomitems); 3926 give_initial_items (pl, change->randomitems);
3779 3927
3780
3781 /* set up the face, for some races. */ 3928 /* set up the face, for some races. */
3782 3929
3783 /* first, look for the force object banning 3930 /* first, look for the force object banning
3784 * changing the face. Certain races never change face with class. 3931 * changing the face. Certain races never change face with class.
3785 */ 3932 */
3786 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3933 for (walk = pl->inv; walk != NULL; walk = walk->below)
3787 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3935 flag_change_face = 0;
3788 3936
3789 if(flag_change_face) { 3937 if (flag_change_face)
3790 pl->animation_id = GET_ANIM_ID(change); 3938 {
3791 pl->face = change->face; 3939 pl->face = change->face;
3792 3940 pl->animation_id = change->animation_id;
3793 if(QUERY_FLAG(change,FLAG_ANIMATE)) 3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3794 SET_FLAG(pl,FLAG_ANIMATE);
3795 else
3796 CLEAR_FLAG(pl,FLAG_ANIMATE);
3797 } 3942 }
3798 3943
3799 /* check the special case of can't use weapons */ 3944 /* check the special case of can't use weapons */
3800 /*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); */
3801 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3946 if (!strcmp (change->name, "monk"))
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3802 3948
3803 break; 3949 break;
3804 } 3950 }
3805 } 3951 }
3806} 3952}
3807 3953
3808/** 3954/**
3813 * 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.
3814 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3960 * The format is as follow: transformer:[number ]yield[;transformer:...].
3815 * 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.
3816 * 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.
3817 */ 3963 */
3964void
3818void apply_item_transformer( object* pl, object* transformer ) 3965apply_item_transformer (object *pl, object *transformer)
3819 { 3966{
3820 object* marked; 3967 object *marked;
3821 object* new_item; 3968 object *new_item;
3822 char* find; 3969 char *find;
3823 char* separator; 3970 char *separator;
3824 int yield; 3971 int yield;
3825 char got[ MAX_BUF ]; 3972 char got[MAX_BUF];
3826 int len; 3973 int len;
3827 3974
3828 if ( !pl || !transformer ) 3975 if (!pl || !transformer)
3829 return; 3976 return;
3977
3830 marked = find_marked_object( pl ); 3978 marked = find_marked_object (pl);
3979
3831 if ( !marked ) 3980 if (!marked)
3832 { 3981 {
3833 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)));
3834 return; 3983 return;
3835 } 3984 }
3985
3836 if ( !marked->slaying ) 3986 if (!marked->slaying)
3837 { 3987 {
3838 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)));
3839 return; 3989 return;
3840 } 3990 }
3991
3841 /* check whether they are compatible or not */ 3992 /* check whether they are compatible or not */
3842 find = strstr( marked->slaying, transformer->arch->name ); 3993 find = strstr (marked->slaying, transformer->arch->archname);
3843 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3844 { 3995 {
3845 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)));
3846 return; 3997 return;
3847 } 3998 }
3999
3848 find += strlen( transformer->arch->name ) + 1; 4000 find += strlen (transformer->arch->archname) + 1;
3849 /* 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 */
3850 if ( isdigit( *( find ) ) ) 4002 if (isdigit (*(find)))
3851 { 4003 {
3852 yield = atoi( find ); 4004 yield = atoi (find);
3853 if ( yield < 1 ) 4005 if (yield < 1)
3854 { 4006 {
3855 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);
3856 yield = 1; 4008 yield = 1;
3857 } 4009 }
3858 } 4010 }
3859 else 4011 else
3860 yield = 1; 4012 yield = 1;
3861 4013
3862 while ( isdigit( *find ) ) 4014 while (isdigit (*find))
3863 find++; 4015 find++;
4016
3864 while ( *find == ' ' ) 4017 while (*find == ' ')
3865 find++; 4018 find++;
4019
3866 memset( got, 0, MAX_BUF ); 4020 memset (got, 0, MAX_BUF);
4021
3867 if ( (separator = strchr( find, ';' ))!=NULL) 4022 if ((separator = strchr (find, ';')) != NULL)
3868 {
3869 len = separator - find; 4023 len = separator - find;
3870 }
3871 else 4024 else
3872 {
3873 len = strlen(find); 4025 len = strlen (find);
3874 } 4026
3875 if ( len > MAX_BUF-1) 4027 if (len > MAX_BUF - 1)
3876 len = MAX_BUF-1; 4028 len = MAX_BUF - 1;
4029
3877 strcpy( got, find ); 4030 strcpy (got, find);
3878 got[len] = '\0'; 4031 got[len] = '\0';
3879 4032
3880 /* Now create new item, remove used ones when required. */ 4033 /* Now create new item, remove used ones when required. */
3881 new_item = get_archetype( got ); 4034 new_item = get_archetype (got);
3882 if ( !new_item ) 4035 if (!new_item)
3883 { 4036 {
3884 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)));
3885 return; 4038 return;
3886 } 4039 }
4040
3887 new_item->nrof = yield; 4041 new_item->nrof = yield;
3888 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) ); 4042
3889 insert_ob_in_ob( new_item, pl ); 4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3890 esrv_send_inventory( pl, pl ); 4044
4045 pl->insert (new_item);
3891 /* Eat up one item */ 4046 /* Eat up one item */
3892 decrease_ob_nr( marked, 1 ); 4047 marked->decrease ();
4048
3893 /* Eat one transformer if needed */ 4049 /* Eat one transformer if needed */
3894 if ( transformer->stats.food ) 4050 if (transformer->stats.food)
3895 if ( --transformer->stats.food == 0 ) 4051 if (--transformer->stats.food == 0)
3896 decrease_ob_nr( transformer, 1 ); 4052 transformer->decrease ();
3897 } 4053}
4054

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