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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.6 by root, Thu Aug 17 20:23:31 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 1.6 2006/08/17 20:23:31 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24 21 * The authors can be reached via e-mail to <support@deliantra.net>
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193
194/** 37/**
195 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
196 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
197 */ 40 */
41int
198int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
199{ 43{
200 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
201 /* Get flags to determine what of arch, name, and race should be checked. 46 /* Get flags to determine what of arch, name, and race should be checked.
202 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
203 * the next is the name flag, and the last is the race flag. Also note, 48 * the next is the name flag, and the last is the race flag. Also note,
204 * if subtype is set to zero, that also goes to defaults of all affecting 49 * if subtype is set to zero, that also goes to defaults of all affecting
205 * it. Examples: 50 * it. Examples:
206 * subtype 1: only arch 51 * subtype 1: only arch
207 * subtype 3: arch or name 52 * subtype 3: arch or name
208 * subtype 5: arch or race 53 * subtype 5: arch or race
209 * subtype 7: all three 54 * subtype 7: all three
210 */ 55 */
211 if (op->subtype) 56 if (op->subtype)
212 { 57 {
213 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
214 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
215 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
216 } else { 61 }
62 else
63 {
217 arch_flag = 1; 64 arch_flag = 1;
218 name_flag = 1; 65 name_flag = 1;
219 race_flag = 1; 66 race_flag = 1;
220 } 67 }
68
221 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
222 * name or race that matches. 70 * name or race that matches.
223 */ 71 */
224 if ( (op->race) && 72 if ((op->race) &&
225 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
228 return 1; 76 return 1;
229 } 77
230 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 79 * of arch, name, or race match.
232 */ 80 */
233 if ( (op->slaying) && (
234 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
237 return 1; 84 return 1;
238 } 85
239 return 0; 86 return 0;
240} 87}
241 88
242/** 89/**
243 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
244 * It'll identify marked item, if none all items up to dropped money. 91 * It'll identify marked item, if none all items up to dropped money.
245 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
246 */ 93 */
94static int
247static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
248{ 96{
249 object *id, *marked; 97 dynbuf_text buf;
250 int success=0;
251 98
252 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
253 return 0; 100 return 0;
254 101
255 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
256 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
257 */ 104 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
259 return 0; 106 return 0;
260 107
261 marked = find_marked_object (pl);
262 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
263 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
264 */ 110 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
266 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
267 { 113 {
268 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
269 identify (marked); 116 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
271 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
272 if (marked->msg) { 119 if (marked->msg)
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
275 } 122 return !money;
276 return money == NULL; 123 }
277 }
278 } 124 }
279 125
280 for (id=pl->inv; id; id=id->below) { 126 for (object *id = pl->inv; id; id = id->below)
127 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 129 {
283 if (operate_altar(altar,&money)) { 130 if (operate_altar (altar, &money))
284 identify(id); 131 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 132 identify (id);
286 "You have %s.", long_desc(id, pl)); 133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
287 if (id->msg) { 135 if (id->msg)
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 136 buf << "The item has a story:\r" << id->msg << "\n\n";
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 137
290 }
291 success=1;
292 /* If no more money, might as well quit now */ 138 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 139 if (!money || !check_altar_sacrifice (altar, money))
294 break; 140 break;
295 } 141 }
296 else { 142 else
143 {
297 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
298 break; 145 break;
299 } 146 }
300 } 147 }
301 } 148 }
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
303 return money == NULL; 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
304} 156}
305 157
306/** 158/**
307 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
308 * matching item. 160 * matching item.
309 **/ 161 **/
162void
310static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
311{ 164{
312 const char* yield; 165 if (shstr yield = tmp->kv (shstr_on_use_yield))
313 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
314 yield = get_ob_key_value(tmp,"on_use_yield");
315 if (yield != NULL)
316 {
317 object* drop = get_archetype(yield);
318 if (tmp->env)
319 {
320 drop = insert_ob_in_ob(drop,tmp->env);
321 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop);
323 }
324 else
325 {
326 drop->x = tmp->x;
327 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
329 }
330 }
331} 167}
332 168
333/** 169/**
334 * Handles applying a potion. 170 * Handles applying a potion.
335 */ 171 */
172int
336int apply_potion (object * op, object * tmp) 173apply_potion (object *op, object *tmp)
337{ 174{
338 int got_one = 0, i; 175 int got_one = 0, i;
339 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
340 177
341 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
342 179
343 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)
344 { 181 {
345 if (op->type == PLAYER)
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "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!");
348 ); 183
349 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
350 return 0; 185 return 0;
351 } 186 }
352 187
353 if (op->type == PLAYER) 188 if (op->type == PLAYER)
354 {
355 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356 identify (tmp); 190 identify (tmp);
357 }
358 191
359 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
360 193
361 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
362 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
364 object *depl; 197 object *depl;
365 archetype *at; 198 archetype *at;
366 199
367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368 { 201 {
369 drain_stat (op); 202 op->drain_stat ();
370 fix_player (op); 203 op->update_stats ();
371 decrease_ob (tmp); 204 tmp->decrease ();
372 return 1; 205 return 1;
373 } 206 }
207
374 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
375 { 209 {
376 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
377 return 0; 211 return 0;
378 } 212 }
213
379 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
380 if (depl != NULL) 216 if (depl)
381 { 217 {
382 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
383 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
384 { 220 op->statusmsg (restore_msg[i]);
385 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
386 } 222 depl->destroy ();
387 remove_ob (depl); 223 op->update_stats ();
388 free_object (depl);
389 fix_player (op);
390 } 224 }
391 else 225 else
392 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
393 227
394 decrease_ob (tmp); 228 tmp->decrease ();
395 return 1; 229 return 1;
396 } 230 }
397 231
398 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
399 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
400 { 234 {
401
402 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
403 { 236 {
404 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 { 238 {
406 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
407 { 240 {
408 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
409 break; 242 break;
410 } 243 }
244
411 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
412 { 246 {
413 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
414 break; 248 break;
415 } 249 }
250
416 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
417 { 252 {
418 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
419 break; 254 break;
420 } 255 }
424 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
425 { 260 {
426 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
427 break; 262 break;
428 } 263 }
264
429 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
430 { 266 {
431 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
432 break; 268 break;
433 } 269 }
270
434 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
435 { 272 {
436 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
437 break; 274 break;
438 } 275 }
439 } 276 }
440 } 277 }
278
441 /* Just makes checking easier */ 279 /* Just makes checking easier */
442 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
443 got_one = 1; 281 got_one = 1;
282
444 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 { 284 {
446 if (got_one) 285 if (got_one)
447 { 286 {
448 fix_player (op); 287 op->update_stats ();
449 new_draw_info (NDI_UNIQUE, 0, op,
450 "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
451 new_draw_info (NDI_UNIQUE, 0, op,
452 "a little more in their image."); 289 "a little more in their image. "
453 new_draw_info (NDI_UNIQUE, 0, op,
454 "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
455 } 291 }
456 else 292 else
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
459 } 294 }
460 else 295 else
461 { /* cursed potion */ 296 { /* cursed potion */
462 if (got_one) 297 if (got_one)
463 { 298 {
464 fix_player (op); 299 op->update_stats ();
465 new_draw_info (NDI_UNIQUE, 0, op,
466 "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
467 } 301 }
468 else 302 else
469 new_draw_info (NDI_UNIQUE, 0, op, 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
470 "You are fortunate that you are so pathetic.");
471 } 304 }
305
472 decrease_ob (tmp); 306 tmp->decrease ();
473 return 1; 307 return 1;
474 } 308 }
475 309
476 310
477 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
483 { 317 {
484 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
485 { 319 {
486 object *fball; 320 object *fball;
487 321
488 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!"); 322 op->failmsg ("Yech! Your lungs are on fire!");
323
489 /* Explodes a fireball centered at player */ 324 /* Explodes a fireball centered at player */
490 fball = get_archetype (EXPLODING_FIREBALL); 325 fball = get_archetype (EXPLODING_FIREBALL);
491 fball->dam_modifier =
492 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1; 326 fball->dam_modifier = random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493 fball->stats.maxhp =
494 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2; 327 fball->stats.maxhp = random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495 fball->x = op->x; 328 fball->x = op->x;
496 fball->y = op->y; 329 fball->y = op->y;
497 insert_ob_in_map (fball, op->map, NULL, 0); 330 insert_ob_in_map (fball, op->map, NULL, 0);
498 } 331 }
499 else 332 else
500 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 333 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501 334
502 decrease_ob (tmp); 335 tmp->decrease ();
336
503 /* if youre dead, no point in doing this... */ 337 /* if youre dead, no point in doing this... */
504 if (!QUERY_FLAG (op, FLAG_REMOVED)) 338 if (!QUERY_FLAG (op, FLAG_REMOVED))
505 fix_player (op); 339 op->update_stats ();
340
506 return 1; 341 return 1;
507 } 342 }
508 343
509 /* Deal with protection potions */ 344 /* Deal with protection potions */
510 force = NULL; 345 force = NULL;
512 { 347 {
513 if (tmp->resist[i]) 348 if (tmp->resist[i])
514 { 349 {
515 if (!force) 350 if (!force)
516 force = get_archetype (FORCE_NAME); 351 force = get_archetype (FORCE_NAME);
352
517 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 353 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
518 force->type = POTION_EFFECT; 354 force->type = POTION_EFFECT;
519 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 */
520 } 356 }
521 } 357 }
358
522 /* This is a protection potion */ 359 /* This is a protection potion */
523 if (force) 360 if (force)
524 { 361 {
525 /* cursed items last longer */ 362 /* cursed items last longer */
526 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 363 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
528 force->stats.food *= 10; 365 force->stats.food *= 10;
529 for (i = 0; i < NROFATTACKS; i++) 366 for (i = 0; i < NROFATTACKS; i++)
530 if (force->resist[i] > 0) 367 if (force->resist[i] > 0)
531 force->resist[i] = -force->resist[i]; /* prot => vuln */ 368 force->resist[i] = -force->resist[i]; /* prot => vuln */
532 } 369 }
370
533 force->speed_left = -1; 371 force->speed_left = -1;
534 force = insert_ob_in_ob (force, op); 372 force = insert_ob_in_ob (force, op);
535 CLEAR_FLAG (tmp, FLAG_APPLIED); 373 CLEAR_FLAG (tmp, FLAG_APPLIED);
536 SET_FLAG (force, FLAG_APPLIED); 374 SET_FLAG (force, FLAG_APPLIED);
537 change_abil (op, force); 375 change_abil (op, force);
538 decrease_ob (tmp); 376 tmp->decrease ();
539 return 1; 377 return 1;
540 } 378 }
541 379
542 /* Only thing left are the stat potions */ 380 /* Only thing left are the stat potions */
543 if (op->type == PLAYER) 381 if (op->type == PLAYER)
544 { /* only for players */ 382 { /* only for players */
545 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)
546 && tmp->value != 0)
547 CLEAR_FLAG (tmp, FLAG_APPLIED); 384 CLEAR_FLAG (tmp, FLAG_APPLIED);
548 else 385 else
549 SET_FLAG (tmp, FLAG_APPLIED); 386 SET_FLAG (tmp, FLAG_APPLIED);
387
550 if (!change_abil (op, tmp)) 388 if (!change_abil (op, tmp))
551 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 389 op->statusmsg ("Nothing happened.");
552 } 390 }
553 391
554 /* CLEAR_FLAG is so that if the character has other potions 392 /* CLEAR_FLAG is so that if the character has other potions
555 * that were grouped with the one consumed, his 393 * that were grouped with the one consumed, his
556 * stat will not be raised by them. fix_player just clears 394 * stat will not be raised by them. fix_player just clears
557 * up all the stats. 395 * up all the stats.
558 */ 396 */
559 CLEAR_FLAG (tmp, FLAG_APPLIED); 397 CLEAR_FLAG (tmp, FLAG_APPLIED);
560 fix_player (op); 398 op->update_stats ();
561 decrease_ob (tmp); 399 tmp->decrease ();
562 return 1; 400 return 1;
563} 401}
564 402
565/**************************************************************************** 403/****************************************************************************
566 * Weapon improvement code follows 404 * Weapon improvement code follows
567 ****************************************************************************/ 405 ****************************************************************************/
568 406
569/** 407/**
570 * This returns the sum of nrof of item (arch name). 408 * This returns the sum of nrof of item (arch name).
571 */ 409 */
410static int
572static int check_item(object *op, const char *item) 411check_item (object *op, const char *item)
573{ 412{
574 int count=0; 413 int count = 0;
575 414
415 if (!item)
416 return 0;
576 417
577 if (item==NULL) return 0; 418 for (op = op->below; op; op = op->below)
578 op=op->below; 419 {
579 while(op!=NULL) {
580 if (strcmp(op->arch->name,item)==0){ 420 if (strcmp (op->arch->archname, item) == 0)
421 {
581 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 422 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 423 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID))
583 { 424 {
584 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 425 if (op->nrof == 0) /* this is necessary for artifact sacrifices --FD-- */
585 count++; 426 count++;
586 else 427 else
587 count += op->nrof; 428 count += op->nrof;
429 }
430 }
588 } 431 }
589 } 432
590 op=op->below;
591 }
592 return count; 433 return count;
593} 434}
594 435
595/** 436/**
596 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
597 * op is typically the player, which is only 438 * op is typically the player, which is only
598 * really used to determine what space to look at. 439 * really used to determine what space to look at.
599 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
600 */ 441 */
442static void
601static void eat_item(object *op,const char *item, uint32 nrof) 443eat_item (object *op, const char *item, uint32 nrof)
602{ 444{
603 object *prev; 445 object *prev;
604 446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (strcmp (op->arch->archname, item) == 0)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
605 prev = op; 468 prev = op;
606 op=op->below; 469 op = op->below;
607
608 while(op!=NULL) {
609 if (strcmp(op->arch->name,item)==0) {
610 if (op->nrof >= nrof) {
611 decrease_ob_nr(op,nrof);
612 return;
613 } else {
614 decrease_ob_nr(op,op->nrof);
615 nrof -= op->nrof;
616 }
617 op=prev;
618 }
619 prev = op;
620 op=op->below;
621 } 470 }
622} 471}
623 472
624/** 473/**
625 * 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
626 * with improvs improvements (typically last_eat). We take an int here 475 * with improvs improvements (typically last_eat). We take an int here
627 * 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
628 * increased value to see if the object is usuable. 477 * increased value to see if the object is usuable.
629 * we return 1 (true) if the player can use the weapon. 478 * we return 1 (true) if the player can use the weapon.
630 */ 479 */
480static int
631static int check_weapon_power(const object *who, int improvs) 481check_weapon_power (const object *who, int improvs)
632{ 482{
633/* 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
634 * 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
635 * 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.
636 */ 486 */
637#if 1 487#if 1
638 if (((who->level/5)+5) >= improvs) return 1; 488 if (((who->level / 5) + 5) >= improvs)
489 return 1;
490 else
639 else return 0; 491 return 0;
640 492
641#else 493#else
642 int level=0; 494 int level = 0;
643 495
644 /* The skill system hands out wc and dam bonuses to fighters 496 /* The skill system hands out wc and dam bonuses to fighters
645 * more generously than the old system (see fix_player). Thus 497 * more generously than the old system (see fix_player). Thus
646 * we need to curtail the power of player enchanted weapons. 498 * we need to curtail the power of player enchanted weapons.
647 * 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.
648 * 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
649 * using normal level - it is just a matter of play balance. 501 * using normal level - it is just a matter of play balance.
650 */ 502 */
651 if(who->type==PLAYER) { 503 if (who->type == PLAYER)
504 {
652 object *wc_obj=NULL; 505 object *wc_obj = NULL;
653 506
654 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)
655 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)
656 level = wc_obj->level; 509 level = wc_obj->level;
657 510
658 if (!level ) { 511 if (!level)
512 {
659 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 513 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
514 level = who->level;
515 }
516 }
517 else
660 level = who->level; 518 level = who->level;
661 }
662 }
663 else
664 level=who->level;
665 519
666 return (improvs <= ((level/5)+5)); 520 return (improvs <= ((level / 5) + 5));
667#endif 521#endif
668} 522}
669 523
670/** 524/**
671 * 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.
672 * 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.
673 */ 527 */
528static int
674static int check_sacrifice(object *op, const object *improver) 529check_sacrifice (object *op, const object *improver)
675{ 530{
676 int count=0; 531 int count = 0;
677 532
678 if (improver->slaying!=NULL) { 533 if (improver->slaying)
534 {
679 count = check_item(op,improver->slaying); 535 count = check_item (op, improver->slaying);
680 if (count<1) { 536 if (count < 1)
681 char buf[200]; 537 {
682 sprintf(buf,"The gods want more %ss",improver->slaying); 538 op->failmsg (format ("The gods want more %ss", &improver->slaying));
683 new_draw_info(NDI_UNIQUE,0,op,buf);
684 return 0; 539 return 0;
685 } 540 }
686 } 541 }
687 else 542 else
688 count=1; 543 count = 1;
689 544
690 return count; 545 return count;
691} 546}
692 547
693/** 548/**
694 * Actually improves the weapon, and tells user. 549 * Actually improves the weapon, and tells user.
695 */ 550 */
696int improve_weapon_stat(object *op,object *improver,object *weapon, 551static int
697 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)
698{ 553{
699
700 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
701 *stat += sacrifice_count; 554 stat += sacrifice_count;
702 weapon->last_eat++; 555 weapon->last_eat++;
703 new_draw_info_format(NDI_UNIQUE,0,op, 556 improver->decrease ();
704 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705 decrease_ob(improver);
706 557
707 /* So it updates the players stats and the window */ 558 /* So it updates the players stats and the window */
708 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
709 return 1; 567 return 1;
710} 568}
711 569
712/* Types of improvements, hidden in the sp field. */ 570/* Types of improvements, hidden in the sp field. */
713#define IMPROVE_PREPARE 1 571#define IMPROVE_PREPARE 1
714#define IMPROVE_DAMAGE 2 572#define IMPROVE_DAMAGE 2
715#define IMPROVE_WEIGHT 3 573#define IMPROVE_WEIGHT 3
716#define IMPROVE_ENCHANT 4 574#define IMPROVE_ENCHANT 4
717#define IMPROVE_STR 5 575#define IMPROVE_STR 5
718#define IMPROVE_DEX 6 576#define IMPROVE_DEX 6
719#define IMPROVE_CON 7 577#define IMPROVE_CON 7
720#define IMPROVE_WIS 8 578#define IMPROVE_WIS 8
721#define IMPROVE_CHA 9 579#define IMPROVE_CHA 9
722#define IMPROVE_INT 10 580#define IMPROVE_INT 10
723#define IMPROVE_POW 11 581#define IMPROVE_POW 11
724
725 582
726/** 583/**
727 * This does the prepare weapon scroll. 584 * This does the prepare weapon scroll.
728 * Checks for sacrifice, and so on. 585 * Checks for sacrifice, and so on.
729 */ 586 */
730 587int
731int prepare_weapon(object *op, object *improver, object *weapon) 588prepare_weapon (object *op, object *improver, object *weapon)
732{ 589{
733 int sacrifice_count,i; 590 int sacrifice_count, i;
734 char buf[MAX_BUF]; 591 char buf[MAX_BUF];
735 592
736 if (weapon->level!=0) { 593 if (weapon->level != 0)
737 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 594 {
595 op->failmsg ("Weapon is already prepared!");
738 return 0; 596 return 0;
739 } 597 }
598
740 for (i=0; i<NROFATTACKS; i++) 599 for (i = 0; i < NROFATTACKS; i++)
741 if (weapon->resist[i]) break; 600 if (weapon->resist[i])
601 break;
742 602
743 /* If we break out, i will be less than nrofattacks, preventing 603 /* If we break out, i will be less than nrofattacks, preventing
744 * improvement of items that already have protections. 604 * improvement of items that already have protections.
745 */ 605 */
746 if (i<NROFATTACKS || 606 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
747 weapon->stats.hp || /* regeneration */
748 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 607 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749 weapon->stats.exp || /* speed */ 608 weapon->stats.exp || /* speed */
750 weapon->stats.ac) /* AC - only taifu's I think */ 609 weapon->stats.ac) /* AC - only taifu's I think */
751 { 610 {
752 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.>");
753 return 0; 614 return 0;
754 } 615 }
616
755 sacrifice_count=check_sacrifice(op,improver); 617 sacrifice_count = check_sacrifice (op, improver);
756 if (sacrifice_count<=0) 618 if (sacrifice_count <= 0)
757 return 0; 619 return 0;
620
758 weapon->level=isqrt(sacrifice_count); 621 weapon->level = isqrt (sacrifice_count);
759 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
760 eat_item(op, improver->slaying, sacrifice_count); 622 eat_item (op, improver->slaying, sacrifice_count);
761 623
762 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.",
763 weapon->name,weapon->level); 627 &weapon->name, weapon->level
628 ));
764 629
765 sprintf(buf,"%s's %s",op->name,weapon->name); 630 sprintf (buf, "%s's %s", &op->name, &weapon->name);
766 FREE_AND_COPY(weapon->name, buf); 631 weapon->name = weapon->name_pl = buf;
767 FREE_AND_COPY(weapon->name_pl, buf);
768 weapon->nrof=0; /* prevents preparing n weapons in the same 632 weapon->nrof = 0; /* prevents preparing n weapons in the same
769 slot at once! */ 633 slot at once! */
770 decrease_ob(improver); 634 improver->decrease ();
771 weapon->last_eat=0; 635 weapon->last_eat = 0;
772 return 1; 636 return 1;
773} 637}
774
775 638
776/** 639/**
777 * 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.
778 * This is the new improve weapon code. 641 * This is the new improve weapon code.
779 * 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.
782 * 645 *
783 * 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
784 * 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 ??
785 * level == max improve last_eat == current improve 648 * level == max improve last_eat == current improve
786 */ 649 */
650int
787int improve_weapon(object *op,object *improver,object *weapon) 651improve_weapon (object *op, object *improver, object *weapon)
788{ 652{
789 int sacrifice_count, sacrifice_needed=0; 653 int sacrifice_count, sacrifice_needed = 0;
790 654
791 if(improver->stats.sp==IMPROVE_PREPARE) { 655 if (improver->stats.sp == IMPROVE_PREPARE)
792 return prepare_weapon(op, improver, weapon); 656 return prepare_weapon (op, improver, weapon);
793 } 657
794 if (weapon->level==0) { 658 if (weapon->level == 0)
795 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.>");
796 return 0; 661 return 0;
797 } 662 }
663
798 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 664 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
799 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 665 {
666 op->failmsg ("This weapon cannot be improved any more.");
800 return 0; 667 return 0;
801 } 668 }
802 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 669
803 !check_weapon_power(op, weapon->last_eat+1)) { 670 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
804 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 671 {
805 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 672 op->failmsg ("Improving the weapon will make it too "
806 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 673 "powerful for you to use. Unready it if you "
807 return 0; 674 "really want to improve it.");
675 return 0;
808 } 676 }
677
809 /* 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
810 * 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,
811 * 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
812 * weapon can be improved. 681 * weapon can be improved.
813 */ 682 */
814 if (improver->stats.sp==IMPROVE_DAMAGE) { 683 if (improver->stats.sp == IMPROVE_DAMAGE)
684 {
815 weapon->stats.dam += 5; 685 weapon->stats.dam += 5;
816 weapon->weight += 5000; /* 5 KG's */ 686 weapon->weight += 5000; /* 5 KG's */
817 new_draw_info_format(NDI_UNIQUE, 0, op,
818 "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));
819 weapon->last_eat++; 688 weapon->last_eat++;
820 689
821 weapon->item_power++; 690 weapon->item_power++;
822 decrease_ob(improver); 691 improver->decrease ();
823 return 1; 692 return 1;
824 } 693 }
694
825 if (improver->stats.sp == IMPROVE_WEIGHT) { 695 if (improver->stats.sp == IMPROVE_WEIGHT)
696 {
826 /* Reduce weight by 20% */ 697 /* Reduce weight by 20% */
827 weapon->weight = (weapon->weight * 8)/10; 698 weapon->weight = (weapon->weight * 8) / 10;
828 if (weapon->weight < 1) weapon->weight = 1; 699 if (weapon->weight < 1)
829 new_draw_info_format(NDI_UNIQUE, 0, op, 700 weapon->weight = 1;
830 "Weapon weight reduced to %6.1f kg", 701
831 (float)weapon->weight/1000.0); 702 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
832 weapon->last_eat++; 703 weapon->last_eat++;
833 weapon->item_power++; 704 weapon->item_power++;
834 decrease_ob(improver); 705 improver->decrease ();
835 return 1; 706 return 1;
836 } 707 }
708
837 if (improver->stats.sp == IMPROVE_ENCHANT) { 709 if (improver->stats.sp == IMPROVE_ENCHANT)
710 {
838 weapon->magic++; 711 weapon->magic++;
839 weapon->last_eat++; 712 weapon->last_eat++;
840 new_draw_info_format(NDI_UNIQUE, 0, op 713 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
841 ,"Weapon magic increased to %d",weapon->magic); 714 improver->decrease ();
842 decrease_ob(improver);
843 weapon->item_power++; 715 weapon->item_power++;
844 return 1; 716 return 1;
845 } 717 }
846 718
847 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 719 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
848 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 720 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
849 weapon->stats.Wis;
850 721
851 if (sacrifice_needed<1) 722 if (sacrifice_needed < 1)
852 sacrifice_needed =1; 723 sacrifice_needed = 1;
853 sacrifice_needed *=2; 724 sacrifice_needed *= 2;
854 725
855 sacrifice_count = check_sacrifice(op,improver); 726 sacrifice_count = check_sacrifice (op, improver);
856 if (sacrifice_count < sacrifice_needed) { 727 if (sacrifice_count < sacrifice_needed)
857 new_draw_info_format(NDI_UNIQUE, 0, op, 728 {
858 "You need at least %d %s", sacrifice_needed, improver->slaying); 729 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
859 return 0; 730 return 0;
860 } 731 }
732
861 eat_item(op,improver->slaying, sacrifice_needed); 733 eat_item (op, improver->slaying, sacrifice_needed);
862 weapon->item_power++; 734 weapon->item_power++;
863 735
864 switch (improver->stats.sp) { 736 switch (improver->stats.sp)
865 case IMPROVE_STR: 737 {
866 return improve_weapon_stat(op,improver,weapon, 738 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
867 (signed char *) &(weapon->stats.Str), 739 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
868 1, "strength"); 740 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
869 case IMPROVE_DEX: 741 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
870 return improve_weapon_stat(op,improver,weapon, 742 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
871 (signed char *) &(weapon->stats.Dex), 743 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
872 1, "dexterity"); 744 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
873 case IMPROVE_CON:
874 return improve_weapon_stat(op,improver,weapon,
875 (signed char *) &(weapon->stats.Con),
876 1, "constitution");
877 case IMPROVE_WIS:
878 return improve_weapon_stat(op,improver,weapon,
879 (signed char *) &(weapon->stats.Wis),
880 1, "wisdom");
881 case IMPROVE_CHA:
882 return improve_weapon_stat(op,improver,weapon,
883 (signed char *) &(weapon->stats.Cha),
884 1, "charisma");
885 case IMPROVE_INT:
886 return improve_weapon_stat(op,improver,weapon,
887 (signed char *) &(weapon->stats.Int),
888 1, "intelligence");
889 case IMPROVE_POW:
890 return improve_weapon_stat(op,improver,weapon,
891 (signed char *) &(weapon->stats.Pow),
892 1, "power");
893 default: 745 default:
894 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 746 op->failmsg ("Unknown improvement type.");
895 } 747 }
748
896 LOG(llevError,"improve_weapon: Got to end of function\n"); 749 LOG (llevError, "improve_weapon: Got to end of function\n");
897 return 0; 750 return 0;
898} 751}
899 752
900/** 753/**
901 * Handles the applying of improve/prepare/enchant weapon scroll. 754 * Handles the applying of improve/prepare/enchant weapon scroll.
902 * 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, ...),
903 * then calls improve_weapon to do the dirty work. 756 * then calls improve_weapon to do the dirty work.
904 */ 757 */
758int
905int check_improve_weapon (object *op, object *tmp) 759check_improve_weapon (object *op, object *tmp)
906{ 760{
907 object *otmp; 761 object *otmp;
908 762
909 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!");
910 return 0; 769 return 0;
911 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913 return 0;
914 } 770 }
771
915 otmp=find_marked_object(op); 772 otmp = find_marked_object (op);
773
916 if(!otmp) { 774 if (!otmp)
917 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.>");
918 return 0; 777 return 0;
919 } 778 }
779
920 if (otmp->type != WEAPON && otmp->type != BOW) { 780 if (otmp->type != WEAPON && otmp->type != BOW)
921 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!");
922 return 0; 783 return 0;
923 } 784 }
924 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 785
786 op->statusmsg ("Applied weapon builder.");
787
925 improve_weapon(op,tmp,otmp); 788 improve_weapon (op, tmp, otmp);
926 esrv_send_item(op, otmp); 789 esrv_send_item (op, otmp);
927 return 1; 790 return 1;
928} 791}
929 792
930/** 793/**
931 * This code deals with the armour improvment scrolls. 794 * This code deals with the armour improvment scrolls.
932 * Change limits on improvement - let players go up to 795 * Change limits on improvement - let players go up to
947 * the armour value of the piece of equipment exceed either 810 * the armour value of the piece of equipment exceed either
948 * the users level or 90) 811 * the users level or 90)
949 * Modified by MSW for partial resistance. Only support 812 * Modified by MSW for partial resistance. Only support
950 * changing of physical area right now. 813 * changing of physical area right now.
951 */ 814 */
815int
952int improve_armour(object *op, object *improver, object *armour) 816improve_armour (object *op, object *improver, object *armour)
953{ 817{
954 object *tmp; 818 object *tmp;
955 819
956 if (armour->magic >= settings.armor_max_enchant) { 820 if (armour->magic >= settings.armor_max_enchant)
957 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
958 return 0;
959 } 821 {
822 op->failmsg ("This armour can not be enchanted any further!");
823 return 0;
824 }
825
960 /* 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,
961 * 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.
962 * 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
963 * of gnarg and what not?) 829 * of gnarg and what not?)
964 */ 830 */
965 if (armour->title) { 831 if (armour->title)
966 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
967 return 0;
968 } 832 {
969 833 op->failmsg ("This armour will not accept further enchantment.");
834 return 0;
835 }
836
970 /* Split objects if needed. Can't insert tmp until the 837 /* Split objects if needed. Can't insert tmp until the
971 * end of this function - otherwise it will just re-merge. 838 * end of this function - otherwise it will just re-merge.
972 */ 839 */
973 if(armour->nrof > 1) 840 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
974 tmp = get_split_ob(armour,armour->nrof - 1);
975 else
976 tmp = NULL;
977 841
978 armour->magic++; 842 armour->magic++;
979 843
980 if ( !settings.armor_speed_linear ) 844 if (!settings.armor_speed_linear)
981 { 845 {
982 int base = 100; 846 int base = 100;
983 int pow = 0; 847 int pow = 0;
848
984 while ( pow < armour->magic ) 849 while (pow < armour->magic)
985 { 850 {
986 base = base - ( base * settings.armor_speed_improvement ) / 100; 851 base = base - (base * settings.armor_speed_improvement) / 100;
987 pow++; 852 pow++;
988 } 853 }
989 854
990 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 855 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
991 } 856 }
992 else 857 else
993 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;
994 859
995 if ( !settings.armor_weight_linear ) 860 if (!settings.armor_weight_linear)
996 { 861 {
997 int base = 100; 862 int base = 100;
998 int pow = 0; 863 int pow = 0;
864
999 while ( pow < armour->magic ) 865 while (pow < armour->magic)
1000 { 866 {
1001 base = base - ( base * settings.armor_weight_reduction ) / 100; 867 base = base - (base * settings.armor_weight_reduction) / 100;
1002 pow++; 868 pow++;
1003 } 869 }
1004 870
1005 armour->weight = ( armour->arch->clone.weight * base ) / 100; 871 armour->weight = (armour->arch->weight * base) / 100;
1006 } 872 }
1007 else 873 else
1008 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;
1009 875
1010 if ( armour->weight <= 0 ) 876 if (armour->weight <= 0)
1011 { 877 {
1012 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 878 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1013 armour->weight = 1; 879 armour->weight = 1;
1014 } 880 }
1015 881
1016 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);
1017 883
1018 if (op->type == PLAYER) { 884 if (op->type == PLAYER)
885 {
1019 esrv_send_item(op, armour); 886 esrv_send_item (op, armour);
887
1020 if(QUERY_FLAG(armour, FLAG_APPLIED)) 888 if (QUERY_FLAG (armour, FLAG_APPLIED))
1021 fix_player(op); 889 op->update_stats ();
1022 } 890 }
1023 decrease_ob(improver); 891
892 improver->decrease ();
893
1024 if (tmp) { 894 if (tmp)
1025 insert_ob_in_ob(tmp, op); 895 op->insert (tmp);
1026 esrv_send_item(op, tmp); 896
1027 }
1028 return 1; 897 return 1;
1029} 898}
1030
1031 899
1032/* 900/*
1033 * 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
1034 * what the converter wants, -1 if the converter is broken. 902 * what the converter wants, -1 if the converter is broken.
1035 */ 903 *
1036#define CONV_FROM(xyz) xyz->slaying
1037#define CONV_TO(xyz) xyz->other_arch
1038#define CONV_NR(xyz) xyz->stats.sp
1039#define CONV_NEED(xyz) xyz->stats.food
1040
1041/* Takes one items and makes another. 904 * Takes one type of items and makes another.
1042 * converter is the object that is doing the conversion. 905 * converter is the object that is doing the conversion.
1043 * 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
1044 * what the converter wants, this will not do anything. 907 * what the converter wants, this will not do anything.
1045 */ 908 */
909static int
1046int convert_item(object *item, object *converter) { 910convert_item (object *item, object *converter)
1047 int nr=0; 911{
1048 object *tmp; 912 sint64 nr, price_in;
1049 int is_in_shop;
1050 uint32 price_in;
1051 913
1052 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 914 if (item->flag [FLAG_UNPAID])
1053 tmp != NULL;
1054 tmp = tmp->above) {
1055 if(tmp->type == SHOP_FLOOR)
1056 break;
1057 }
1058 is_in_shop = (tmp != NULL);
1059
1060 /* We make some assumptions - we assume if it takes money as it type,
1061 * it wants some amount. We don't make change (ie, if something costs
1062 * 3 gp and player drops a platinum, tough luck)
1063 */
1064 if (!strcmp(CONV_FROM(converter),"money")) {
1065 int cost;
1066
1067 if(item->type!=MONEY)
1068 return 0; 915 return 0;
1069
1070 nr=(item->nrof*item->value)/CONV_NEED(converter);
1071 if (!nr) return 0;
1072 cost=nr*CONV_NEED(converter)/item->value;
1073 /* take into account rounding errors */
1074 if (nr*CONV_NEED(converter)%item->value) cost++;
1075 decrease_ob_nr(item, cost);
1076
1077 price_in = cost*item->value;
1078 }
1079 else {
1080 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1081 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1082 return 0;
1083
1084 if(CONV_NEED(converter)) {
1085 nr=item->nrof/CONV_NEED(converter);
1086 decrease_ob_nr(item,nr*CONV_NEED(converter));
1087 price_in = nr*CONV_NEED(converter)*item->value;
1088 } else {
1089 price_in = item->value;
1090 remove_ob(item);
1091 free_object(item);
1092 }
1093 }
1094
1095 if (converter->inv != NULL) {
1096 object *ob;
1097 int i;
1098 object *ob_to_copy;
1099
1100 /* select random object from inventory to copy */
1101 ob_to_copy = converter->inv;
1102 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1103 if (rndm(0, i) == 0) {
1104 ob_to_copy = ob;
1105 }
1106 }
1107 item = object_create_clone(ob_to_copy);
1108 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1109 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1110 } else {
1111 if (converter->other_arch == NULL) {
1112 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1113 return -1;
1114 }
1115
1116 item = object_create_arch(converter->other_arch);
1117 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1118 }
1119
1120 if(CONV_NR(converter))
1121 item->nrof=CONV_NR(converter);
1122 if(nr)
1123 item->nrof*=nr;
1124 if(is_in_shop)
1125 SET_FLAG(item,FLAG_UNPAID);
1126 else if(price_in < item->nrof*item->value) {
1127 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1128 converter->name, converter->map->path, converter->x, converter->y, price_in,
1129 item->nrof*item->value, item->name);
1130 /**
1131 * elmex: we are going to let the game continue, as the mapcreator
1132 * propably had something in mind when doing this
1133 */
1134 }
1135 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1136 return 1;
1137}
1138 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
1139/** 1030/**
1140 * Handle apply on containers. 1031 * Handle apply on containers.
1141 * By Eneq(@csd.uu.se). 1032 * By Eneq(@csd.uu.se).
1142 * 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]
1143 * added the alchemical cauldron to the code -b.t. 1034 * added the alchemical cauldron to the code -b.t.
1144 */ 1035 */
1145 1036int
1146int apply_container (object *op, object *sack) 1037apply_container (object *op, object *sack)
1147{ 1038{
1148 char buf[MAX_BUF]; 1039 if (op->type != PLAYER || !op->contr->ns)
1149 object *tmp; 1040 return 0; /* This might change */
1150 1041
1151 if(op->type!=PLAYER)
1152 return 0; /* This might change */
1153
1154 if (sack==NULL || sack->type != CONTAINER) { 1042 if (!sack || sack->type != CONTAINER)
1043 {
1155 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1044 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1156 return 0; 1045 return 0;
1157 } 1046 }
1158 op->contr->last_used = NULL; 1047
1159 op->contr->last_used_id = 0; 1048 op->contr->last_used = 0;
1160 1049
1161 if (sack->env!=op) { 1050 if (sack->env && sack->env != op)
1162 if (sack->other_arch == NULL || sack->env != NULL) {
1163 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1164 return 1;
1165 }
1166 /* It's on the ground, the problems begin */
1167 if (op->container != sack) {
1168 /* it's closed OR some player has opened it */
1169 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1170 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1171 tmp && tmp->container != sack; tmp=tmp->above);
1172 if (tmp) {
1173 /* some other player have opened it */
1174 new_draw_info_format(NDI_UNIQUE, 0, op,
1175 "%s is already occupied.", query_name(sack));
1176 return 1;
1177 }
1178 }
1179 }
1180 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181 if (op->container == NULL) {
1182 tmp = arch_to_object (sack->other_arch);
1183 /* not good, but insert_ob_in_ob() is too smart */
1184 CLEAR_FLAG (tmp, FLAG_REMOVED);
1185 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186 tmp->map = NULL;
1187 tmp->env = sack;
1188 if (sack->inv)
1189 sack->inv->above = tmp;
1190 tmp->below = sack->inv;
1191 tmp->above = NULL;
1192 sack->inv = tmp;
1193 sack->move_off = MOVE_ALL; /* trying force closing it */
1194 } else {
1195 sack->move_off = 0;
1196 tmp = sack->inv;
1197 if (tmp && tmp->type == CLOSE_CON) {
1198 remove_ob(tmp);
1199 free_object (tmp);
1200 }
1201 }
1202 }
1203 } 1051 {
1204 1052 op->failmsg ("You must put it onto the floor or into your inventory first.");
1205 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1206 if (op->container) {
1207 if (op->container != sack) {
1208 tmp = op->container;
1209 apply_container (op, tmp);
1210 sprintf (buf, "You close %s and open ", query_name(tmp));
1211 op->container = sack;
1212 strcat (buf, query_name(sack));
1213 strcat (buf, ".");
1214 } else {
1215 CLEAR_FLAG (sack, FLAG_APPLIED);
1216 op->container = NULL;
1217 sprintf (buf, "You close %s.", query_name(sack));
1218 }
1219 } else {
1220 CLEAR_FLAG (sack, FLAG_APPLIED);
1221 sprintf (buf, "You open %s.", query_name(sack));
1222 SET_FLAG (sack, FLAG_APPLIED);
1223 op->container = sack;
1224 }
1225 } else { /* not applied */
1226 if (sack->slaying) { /* it's locked */
1227 tmp = find_key(op, op, sack);
1228 if (tmp) {
1229 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1230 SET_FLAG (sack, FLAG_APPLIED);
1231 if (sack->env == NULL) { /* if it's on ground,open it also */
1232 new_draw_info (NDI_UNIQUE,0,op, buf);
1233 apply_container (op, sack);
1234 return 1; 1053 return 1;
1235 } 1054 }
1236 } else { 1055
1237 sprintf (buf, "You don't have the key to unlock %s.", 1056 // already applied == open on ground, or open in inv, or active in inv
1238 query_name(sack)); 1057 if (sack->flag [FLAG_APPLIED])
1239 }
1240 } else {
1241 sprintf (buf, "You readied %s.", query_name(sack));
1242 SET_FLAG (sack, FLAG_APPLIED);
1243 if (sack->env == NULL) { /* if it's on ground,open it also */
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 apply_container (op, sack);
1246 return 1;
1247 }
1248 }
1249 } 1058 {
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1059 if (op->container == sack)
1251 if (op->contr) op->contr->socket.update_look=1; 1060 {
1252 return 1; 1061 // open on ground or inv, so close
1253} 1062 op->close_container ();
1254
1255/**
1256 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1257 * the player has in their inventory, eg, sacks, luggages, etc.
1258 *
1259 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1260 * This version is for client/server mode.
1261 * op is the player, sack is the container the player is opening or closing.
1262 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1263 *
1264 * Reminder - there are three states for any container - closed (non applied),
1265 * applied (not open, but objects that match get tossed into it), and open
1266 * (applied flag set, and op->container points to the open container)
1267 */
1268
1269int esrv_apply_container (object *op, object *sack)
1270{
1271 object *tmp=op->container;
1272 if(op->type!=PLAYER)
1273 return 0; /* This might change */
1274
1275 if (sack==NULL || sack->type != CONTAINER) {
1276 LOG (llevError,
1277 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278 return 0;
1279 }
1280
1281 /* If we have a currently open container, then it needs to be closed in all cases
1282 * if we are opening this one up. We then fall through if appropriate for
1283 * openening the new container.
1284 */
1285
1286 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1287 if (op->container->env != op) { /* if container is on the ground */
1288 op->container->move_off = 0;
1289 }
1290 /* Lauwenmark: Handle for plugin close event */
1291 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1292 return 1; 1063 return 1;
1293
1294 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1295 query_name(op->container));
1296 CLEAR_FLAG(op->container, FLAG_APPLIED);
1297 op->container=NULL;
1298 esrv_update_item (UPD_FLAGS, op, tmp);
1299 if (tmp == sack) return 1;
1300 }
1301
1302
1303 /* If the player is trying to open it (which he must be doing if we got here),
1304 * and it is locked, check to see if player has the equipment to open it.
1305 */
1306
1307 if (sack->slaying) { /* it's locked */
1308 tmp=find_key(op, op, sack);
1309 if (tmp) {
1310 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1311 } else {
1312 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313 query_name(sack));
1314 return 0;
1315 } 1064 }
1065 else if (!sack->env)
1066 {
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)));
1069 return 1;
1070 }
1071
1072 // fall through to opening it (active in inv)
1073 }
1074 else if (sack->env)
1316 } 1075 {
1317 1076 // it is in our env, so activate it, do not open yet
1318 /* By the time we get here, we have made sure any other container has been closed and 1077 op->close_container ();
1319 * if this is a locked container, the player they key to open it. 1078 sack->flag [FLAG_APPLIED] = 1;
1320 */
1321
1322 /* There are really two cases - the sack is either on the ground, or the sack is
1323 * part of the players inventory. If on the ground, we assume that the player is
1324 * opening it, since if it was being closed, that would have been taken care of above.
1325 */
1326
1327
1328 if (sack->env != op) {
1329 /* Hypothetical case - the player is trying to open a sack that belong to someone
1330 * else. This normally should not happen, but a misbehaving client/player could
1331 * try to do it, so lets handle it gracefully.
1332 */
1333 if (sack->env) {
1334 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1335 query_name(sack));
1336 return 0;
1337 }
1338 /* set these so when the player walks off, we can unapply the sack */
1339 sack->move_off = MOVE_ALL; /* trying force closing it */
1340
1341 CLEAR_FLAG (sack, FLAG_APPLIED);
1342 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343 SET_FLAG (sack, FLAG_APPLIED);
1344 op->container = sack;
1345 esrv_update_item (UPD_FLAGS, op, sack);
1346 esrv_send_inventory (op, sack);
1347
1348 } else { /* sack is in players inventory */
1349 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350 CLEAR_FLAG (sack, FLAG_APPLIED);
1351 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1352 SET_FLAG (sack, FLAG_APPLIED);
1353 op->container = sack;
1354 esrv_update_item (UPD_FLAGS, op, sack); 1079 esrv_update_item (UPD_FLAGS, op, sack);
1355 esrv_send_inventory (op, sack); 1080 op->statusmsg (format ("You ready %s.", query_name (sack)));
1356 }
1357 else {
1358 CLEAR_FLAG (sack, FLAG_APPLIED);
1359 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1360 SET_FLAG (sack, FLAG_APPLIED);
1361 esrv_update_item (UPD_FLAGS, op, sack);
1362 }
1363 }
1364 return 1; 1081 return 1;
1365} 1082 }
1366 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}
1367 1100
1368/** 1101/**
1369 * Handles dropping things on altar. 1102 * Handles dropping things on altar.
1370 * Returns true if sacrifice was accepted. 1103 * Returns true if sacrifice was accepted.
1371 */ 1104 */
1105static int
1372static int apply_altar (object *altar, object *sacrifice, object *originator) 1106apply_altar (object *altar, object *sacrifice, object *originator)
1373{ 1107{
1374 /* Only players can make sacrifices on spell casting altars. */ 1108 /* Only players can make sacrifices on spell casting altars. */
1375 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1109 if (altar->inv && (!originator || originator->type != PLAYER))
1376 return 0; 1110 return 0;
1377 1111
1378 if (operate_altar (altar, &sacrifice)) { 1112 if (operate_altar (altar, &sacrifice))
1113 {
1379 /* Simple check. Unfortunately, it means you can't cast magic bullet 1114 /* Simple check. Unfortunately, it means you can't cast magic bullet
1380 * 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
1381 * is up to map designers to use them properly. 1116 * is up to map designers to use them properly.
1382 */ 1117 */
1383 if (altar->inv && altar->inv->type==SPELL) { 1118 if (altar->inv && altar->inv->type == SPELL)
1384 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1119 {
1385 altar->inv->name); 1120 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1386 cast_spell (originator, altar, 0, altar->inv, NULL); 1121 cast_spell (originator, altar, 0, altar->inv, NULL);
1387 /* If it is connected, push the button. Fixes some problems with 1122 /* If it is connected, push the button. Fixes some problems with
1388 * old maps. 1123 * old maps.
1389 */ 1124 */
1125
1390/* push_button (altar);*/ 1126/* push_button (altar);*/
1391 } else { 1127 }
1128 else
1129 {
1392 altar->value = 1; /* works only once */ 1130 altar->value = 1; /* works only once */
1393 push_button (altar); 1131 push_button (altar);
1394 } 1132 }
1395 return sacrifice == NULL; 1133
1396 } else { 1134 return !sacrifice;
1135 }
1136 else
1397 return 0; 1137 return 0;
1398 }
1399} 1138}
1400
1401 1139
1402/** 1140/**
1403 * Handles 'movement' of shop mats. 1141 * Handles 'movement' of shop mats.
1404 * Returns 1 if 'op' was destroyed, 0 if not. 1142 * Returns 1 if 'op' was destroyed, 0 if not.
1405 * Largely re-written to not use nearly as many gotos, plus 1143 * Largely re-written to not use nearly as many gotos, plus
1406 * some of this code just looked plain out of date. 1144 * some of this code just looked plain out of date.
1407 * MSW 2001-08-29 1145 * MSW 2001-08-29
1408 */ 1146 */
1147int
1409int apply_shop_mat (object *shop_mat, object *op) 1148apply_shop_mat (object *shop_mat, object *op)
1410{ 1149{
1411 int rv = 0; 1150 int rv = 0;
1412 double opinion; 1151 double opinion;
1413 object *tmp, *next; 1152 object *tmp, *next;
1414 1153
1415 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1154 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1416 1155
1417 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 ())
1168 {
1418 /* Remove all the unpaid objects that may be carried here. 1169 /* Remove all the unpaid objects that may be carried here.
1419 * This could be pets or monsters that are somehow in 1170 * This could be pets or monsters that are somehow in
1420 * the shop. 1171 * the shop.
1421 */ 1172 */
1422 for (tmp=op->inv; tmp; tmp=next) { 1173 for (tmp = op->inv; tmp; tmp = next)
1174 {
1423 next = tmp->below; 1175 next = tmp->below;
1176
1424 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1177 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1178 {
1425 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);
1426 1180
1427 remove_ob(tmp); 1181 if (i >= 0)
1428 if (i==-1) i=0; 1182 tmp->move (i);
1429 tmp->map = op->map; 1183 }
1430 tmp->x = op->x + freearr_x[i]; 1184 }
1431 tmp->y = op->y + freearr_y[i];
1432 insert_ob_in_map(tmp, op->map, op, 0);
1433 }
1434 }
1435 1185
1436 /* Don't teleport things like spell effects */ 1186 /* Don't teleport things like spell effects */
1437 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1187 if (QUERY_FLAG (op, FLAG_NO_PICK))
1188 return 0;
1438 1189
1439 /* unpaid objects, or non living objects, can't transfer by 1190 /* unpaid objects, or non living objects, can't transfer by
1440 * shop mats. Instead, put it on a nearby space. 1191 * shop mats. Instead, put it on a nearby space.
1441 */ 1192 */
1442 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1193 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1443 1194 {
1444 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1195 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1196 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1197
1198 if (i != -1)
1199 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1200
1201 return 0;
1202 }
1203
1204 /* Removed code that checked for multipart objects - it appears that
1205 * the teleport function should be able to handle this just fine.
1206 */
1207 rv = teleport (shop_mat, SHOP_MAT, op);
1208 }
1209 else if (can_pay (op) && get_payment (op))
1210 {
1211 /* this is only used for players */
1212 rv = teleport (shop_mat, SHOP_MAT, op);
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
1221 if (shop_mat->msg)
1222 op->statusmsg (shop_mat->msg);
1223 /* This check below is a bit simplistic - generally it should be correct,
1224 * but there is never a guarantee that the bottom space on the map is
1225 * actually the shop floor.
1226 */
1227 else if (!rv && !is_in_shop (op))
1228 {
1229 opinion = shopkeeper_approval (op->map, op);
1230
1231 op->statusmsg (
1232 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1233 : opinion >= 0.75 ? "The shopkeeper waves to you."
1234 : opinion >= 0.50 ? "The shopkeeper ignores you."
1235 : "The shopkeeper glares at you with contempt."
1236 );
1237 }
1238 }
1239 else
1240 {
1241 /* if we get here, a player tried to leave a shop but was not able
1242 * to afford the items he has. We try to move the player so that
1243 * they are not on the mat anymore
1244 */
1445 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
1446 if (i != -1) { 1247 if (i == -1)
1447 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1448 shop_mat);
1449 }
1450 return 0;
1451 }
1452 /* Removed code that checked for multipart objects - it appears that
1453 * the teleport function should be able to handle this just fine.
1454 */
1455 rv = teleport (shop_mat, SHOP_MAT, op);
1456 }
1457 /* immediate block below is only used for players */
1458 else if (can_pay(op)) {
1459 get_payment (op, op->inv);
1460 rv = teleport (shop_mat, SHOP_MAT, op);
1461 if (shop_mat->msg) {
1462 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463 }
1464 /* This check below is a bit simplistic - generally it should be correct,
1465 * but there is never a guarantee that the bottom space on the map is
1466 * actually the shop floor.
1467 */
1468 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469 && tmp->type != SHOP_FLOOR) {
1470 opinion = shopkeeper_approval(op->map, op);
1471 if ( opinion > 0.9)
1472 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473 else if ( opinion > 0.75)
1474 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475 else if ( opinion > 0.5)
1476 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477 else
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479 }
1480 }
1481 else {
1482 /* if we get here, a player tried to leave a shop but was not able
1483 * to afford the items he has. We try to move the player so that
1484 * they are not on the mat anymore
1485 */
1486
1487 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488 if(i == -1) {
1489 LOG (llevError, "Internal shop-mat problem.\n"); 1248 LOG (llevError, "Internal shop-mat problem.\n");
1490 } else { 1249 else
1491 remove_ob (op); 1250 {
1251 op->remove ();
1492 op->x += freearr_x[i]; 1252 op->x += freearr_x[i];
1493 op->y += freearr_y[i]; 1253 op->y += freearr_y[i];
1494 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;
1495 } 1255 }
1496 } 1256 }
1257
1497 CLEAR_FLAG (op, FLAG_NO_APPLY); 1258 CLEAR_FLAG (op, FLAG_NO_APPLY);
1498 return rv; 1259 return rv;
1499} 1260}
1500 1261
1501/** 1262/**
1502 * Handles applying a sign. 1263 * Handles applying a sign.
1503 */ 1264 */
1265static void
1504static void apply_sign (object *op, object *sign, int autoapply) 1266apply_sign (object *op, object *sign, int autoapply)
1505{ 1267{
1506 readable_message_type* msgType; 1268 if (sign->has_dialogue ())
1507 char newbuf[HUGE_BUF]; 1269 {
1508 if (sign->msg == NULL) { 1270 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1509 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1271 return;
1272 }
1273
1274 if (!sign->msg)
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 }
1282
1283 if (sign->stats.food)
1284 {
1285 if (sign->last_eat >= sign->stats.food)
1286 {
1287 if (!sign->move_on)
1288 op->failmsg ("You cannot read it anymore.");
1289
1510 return; 1290 return;
1511 } 1291 }
1512 1292
1513 if (sign->stats.food) {
1514 if (sign->last_eat >= sign->stats.food) {
1515 if (!sign->move_on)
1516 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1517 return;
1518 }
1519
1520 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1293 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1521 sign->last_eat++; 1294 sign->last_eat++;
1522 } 1295 }
1523 1296
1524 /* 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?
1525 * 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
1526 * 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
1527 * to us). 1300 * to us).
1528 */ 1301 */
1529 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)
1530 new_draw_info (NDI_UNIQUE, 0, op, 1303 {
1531 "You are unable to read while blind."); 1304 op->failmsg ("You are unable to read while blind!");
1532 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));
1533 } 1317 }
1534 msgType=get_readable_message_type(sign);
1535 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1536 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1537} 1318}
1538 1319
1320static void
1321move_apply_hole (object *trap, object *victim)
1322{
1323 /* Hole not open? */
1324 if (trap->stats.wc > 0)
1325 return;
1326
1327 /* Is this a multipart monster and not the head? If so, return.
1328 * Processing will happen if the head runs into the pit
1329 */
1330 if (victim->head)
1331 return;
1332
1333 // now find all possible locations and randomly pick one
1334 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1335 trap->range >= 3 ? SIZEOFFREE3 + 1
1336 : trap->range >= 2 ? SIZEOFFREE2 + 1
1337 : trap->range >= 1 ? SIZEOFFREE1 + 1
1338 : SIZEOFFREE0 + 1);
1339
1340 if (dir < 0)
1341 return;
1342
1343 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1344 victim->statusmsg ("You fall through the hole!", NDI_RED);
1345
1346 transfer_ob (victim,
1347 EXIT_X (trap) + freearr_x[dir],
1348 EXIT_Y (trap) + freearr_y[dir],
1349 0, victim);
1350}
1539 1351
1540/** 1352/**
1541 * 'victim' moves onto 'trap' 1353 * 'victim' moves onto 'trap'
1542 * 'victim' leaves 'trap' 1354 * 'victim' leaves 'trap'
1543 * effect is determined by move_on/move_off of trap and move_type of victime. 1355 * effect is determined by move_on/move_off of trap and move_type of victime.
1544 * 1356 *
1545 * originator: Player, monster or other object that caused 'victim' to move 1357 * originator: Player, monster or other object that caused 'victim' to move
1546 * 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.
1547 * However, some types of traps require an originator to function. 1359 * However, some types of traps require an originator to function.
1548 */ 1360 */
1361void
1549void move_apply (object *trap, object *victim, object *originator) 1362move_apply (object *trap, object *victim, object *originator)
1550{ 1363{
1551 static int recursion_depth = 0; 1364 static int recursion_depth = 0;
1552 1365
1553 /* Only exits affect DMs. */ 1366 /* Only exits affect DMs. */
1554 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)
1555 return; 1368 return;
1556 1369
1557 /* move_apply() is the most likely candidate for causing unwanted and 1370 /* move_apply() is the most likely candidate for causing unwanted and
1558 * possibly unlimited recursion. 1371 * possibly unlimited recursion.
1559 */ 1372 */
1561 * maps to fail. 1) it's not an error to recurse: 1374 * maps to fail. 1) it's not an error to recurse:
1562 * rune detonates, summoning monster. monster lands on nearby rune. 1375 * rune detonates, summoning monster. monster lands on nearby rune.
1563 * nearby rune detonates. This sort of recursion is expected and 1376 * nearby rune detonates. This sort of recursion is expected and
1564 * proper. This code was causing needless crashes. 1377 * proper. This code was causing needless crashes.
1565 */ 1378 */
1566 if (recursion_depth >= 500) { 1379 if (recursion_depth >= 500)
1380 {
1567 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1381 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1568 "[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);
1569 trap->arch->name, trap->name, victim->arch->name, victim->name); 1383 return;
1570 return;
1571 } 1384 }
1385
1572 recursion_depth++; 1386 recursion_depth++;
1573 if (trap->head) trap=trap->head; 1387 if (trap->head)
1388 trap = trap->head;
1574 1389
1575 /* Lauwenmark: Handle for plugin trigger event */ 1390 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1576 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 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 }
1577 goto leave; 1414 goto leave;
1578 1415
1579 switch (trap->type) {
1580 case PLAYERMOVER:
1581 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1582 !should_director_abort(trap, victim)) {
1583 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1584
1585 /* Is this correct? From the docs, it doesn't look like it
1586 * should be divided by trap->speed
1587 */
1588 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1589
1590 /* Just put in some sanity check. I think there is a bug in the
1591 * above with some objects have zero speed, and thus the player
1592 * getting permanently paralyzed.
1593 */
1594 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1595 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1596 }
1597 goto leave;
1598
1599 case SPINNER: 1416 case SPINNER:
1600 if(victim->direction) { 1417 if (victim->direction)
1418 {
1601 victim->direction=absdir(victim->direction-trap->stats.sp); 1419 victim->direction = absdir (victim->direction - trap->stats.sp);
1602 update_turn_face(victim); 1420 update_turn_face (victim);
1603 } 1421 }
1604 goto leave; 1422 goto leave;
1605 1423
1606 case DIRECTOR: 1424 case DIRECTOR:
1607 if(victim->direction && !should_director_abort(trap, victim)) { 1425 if (victim->direction && !should_director_abort (trap, victim))
1426 {
1608 victim->direction=trap->stats.sp; 1427 victim->direction = trap->stats.sp;
1609 update_turn_face(victim); 1428 update_turn_face (victim);
1610 } 1429 }
1611 goto leave; 1430 goto leave;
1612 1431
1613 case BUTTON: 1432 case BUTTON:
1614 case PEDESTAL: 1433 case PEDESTAL:
1615 update_button(trap); 1434 update_button (trap);
1616 goto leave; 1435 goto leave;
1617 1436
1618 case ALTAR: 1437 case ALTAR:
1619 /* sacrifice victim on trap */ 1438 /* sacrifice victim on trap */
1620 apply_altar (trap, victim, originator); 1439 apply_altar (trap, victim, originator);
1621 goto leave; 1440 goto leave;
1622 1441
1623 case THROWN_OBJ: 1442 case THROWN_OBJ:
1624 if (trap->inv == NULL) 1443 if (trap->inv == NULL)
1625 goto leave; 1444 goto leave;
1626 /* fallthrough */ 1445 /* fallthrough */
1627 1446
1628 case ARROW: 1447 case ARROW:
1629
1630 /* bad bug: monster throw a object, make a step forwards, step on object , 1448 /* bad bug: monster throw a object, make a step forwards, step on object ,
1631 * trigger this here and get hit by own missile - and will be own enemy. 1449 * trigger this here and get hit by own missile - and will be own enemy.
1632 * Victim then is his own enemy and will start to kill herself (this is 1450 * Victim then is his own enemy and will start to kill herself (this is
1633 * removed) but we have not synced victim and his missile. To avoid senseless 1451 * removed) but we have not synced victim and his missile. To avoid senseless
1634 * action, we avoid hits here 1452 * action, we avoid hits here
1635 */ 1453 */
1636 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1454 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1637 hit_with_arrow (trap, victim); 1455 hit_with_arrow (trap, victim);
1638 goto leave; 1456 goto leave;
1639 1457
1640 case SPELL_EFFECT: 1458 case SPELL_EFFECT:
1641 apply_spell_effect(trap, victim); 1459 apply_spell_effect (trap, victim);
1642 goto leave; 1460 goto leave;
1643 1461
1644 case TRAPDOOR: 1462 case TRAPDOOR:
1645 { 1463 {
1646 int max, sound_was_played; 1464 int max, sound_was_played;
1647 object *ab, *ab_next; 1465 object *ab, *ab_next;
1466
1648 if(!trap->value) { 1467 if (!trap->value)
1649 int tot; 1468 {
1650 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1469 int tot;
1470
1471 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1651 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1472 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1652 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1473 tot += ab->head_ ()->total_weight ();
1653 1474
1654 if(!(trap->value=(tot>trap->weight)?1:0)) 1475 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1655 goto leave; 1476 goto leave;
1656 1477
1657 SET_ANIMATION(trap, trap->value); 1478 SET_ANIMATION (trap, trap->value);
1658 update_object(trap,UP_OBJ_FACE); 1479 update_object (trap, UP_OBJ_FACE);
1659 } 1480 }
1660 1481
1661 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 {
1662 /* 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,
1663 * ab->above would be bogus 1485 * ab->above would be bogus
1664 */ 1486 */
1665 ab_next = ab->above; 1487 ab_next = ab->above;
1666 1488
1667 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1489 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1668 if ( ! sound_was_played) { 1490 {
1669 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1491 if (!sound_was_played)
1670 sound_was_played = 1; 1492 {
1671 } 1493 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1672 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1494 sound_was_played = 1;
1495 }
1496
1497 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1673 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);
1674 } 1499 }
1675 } 1500 }
1676 goto leave; 1501 goto leave;
1677 } 1502 }
1678 1503
1679
1680 case CONVERTER: 1504 case CONVERTER:
1681 if (convert_item (victim, trap) < 0) { 1505 if (convert_item (victim, trap) < 0)
1682 object *op; 1506 {
1507 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1508 archetype::get (shstr_burnout)->insert_at (trap, trap);
1509 }
1683 1510
1684 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1685
1686 op = get_archetype("burnout");
1687 if (op != NULL) {
1688 op->x = trap->x;
1689 op->y = trap->y;
1690 insert_ob_in_map(op, trap->map, trap, 0);
1691 }
1692 }
1693 goto leave; 1511 goto leave;
1694 1512
1695 case TRIGGER_BUTTON: 1513 case TRIGGER_BUTTON:
1696 case TRIGGER_PEDESTAL: 1514 case TRIGGER_PEDESTAL:
1697 case TRIGGER_ALTAR: 1515 case TRIGGER_ALTAR:
1698 check_trigger (trap, victim); 1516 check_trigger (trap, victim);
1699 goto leave; 1517 goto leave;
1700 1518
1701 case DEEP_SWAMP: 1519 case DEEP_SWAMP:
1702 walk_on_deep_swamp (trap, victim); 1520 walk_on_deep_swamp (trap, victim);
1703 goto leave; 1521 goto leave;
1704 1522
1705 case CHECK_INV: 1523 case CHECK_INV:
1706 check_inv (victim, trap); 1524 check_inv (victim, trap);
1707 goto leave; 1525 goto leave;
1708 1526
1709 case HOLE: 1527 case HOLE:
1710 /* Hole not open? */ 1528 move_apply_hole (trap, victim);
1711 if(trap->stats.wc > 0)
1712 goto leave;
1713
1714 /* Is this a multipart monster and not the head? If so, return.
1715 * Processing will happen if the head runs into the pit
1716 */
1717 if (victim->head)
1718 goto leave;
1719
1720 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1721 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1722 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1723 goto leave; 1529 goto leave;
1724 1530
1725 case EXIT: 1531 case EXIT:
1726 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1532 if (victim->type == PLAYER && EXIT_PATH (trap))
1533 {
1727 /* Basically, don't show exits leading to random maps the 1534 /* Basically, don't show exits leading to random maps the
1728 * players output. 1535 * players output.
1729 */ 1536 */
1730 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1537 if (trap->msg && strncmp (EXIT_PATH (trap), "/!", 2))
1731 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1538 victim->statusmsg (trap->msg, NDI_NAVY);
1732 enter_exit (victim, trap); 1539
1733 } 1540 trap->play_sound (trap->sound);
1541 victim->enter_exit (trap);
1542 }
1734 goto leave; 1543 goto leave;
1735 1544
1736 case ENCOUNTER: 1545 case ENCOUNTER:
1737 /* may be some leftovers on this */ 1546 /* may be some leftovers on this */
1738 goto leave; 1547 goto leave;
1739 1548
1740 case SHOP_MAT: 1549 case SHOP_MAT:
1741 apply_shop_mat (trap, victim); 1550 apply_shop_mat (trap, victim);
1742 goto leave; 1551 goto leave;
1743 1552
1744 /* Drop a certain amount of gold, and have one item identified */ 1553 /* Drop a certain amount of gold, and have one item identified */
1745 case IDENTIFY_ALTAR: 1554 case IDENTIFY_ALTAR:
1746 apply_id_altar (victim, trap, originator); 1555 apply_id_altar (victim, trap, originator);
1747 goto leave; 1556 goto leave;
1748 1557
1749 case SIGN: 1558 case SIGN:
1750 if (victim->type != PLAYER && trap->stats.food > 0) 1559 if (victim->type != PLAYER && trap->stats.food > 0)
1751 goto leave; /* monsters musn't apply magic_mouths with counters */ 1560 goto leave; /* monsters musn't apply magic_mouths with counters */
1752 1561
1753 apply_sign (victim, trap, 1); 1562 apply_sign (victim, trap, 1);
1754 goto leave; 1563 goto leave;
1755 1564
1756 case CONTAINER: 1565 case CONTAINER:
1757 if (victim->type==PLAYER)
1758 (void) esrv_apply_container (victim, trap);
1759 else
1760 (void) apply_container (victim, trap); 1566 apply_container (victim, trap);
1761 goto leave; 1567 goto leave;
1762 1568
1763 case RUNE: 1569 case RUNE:
1764 case TRAP: 1570 case TRAP:
1765 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1571 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1766 spring_trap(trap, victim); 1572 spring_trap (trap, victim);
1767 }
1768 goto leave; 1573 goto leave;
1769 1574
1770 default: 1575 default:
1771 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 "
1772 "handled in move_apply()\n", trap->name, trap->arch->name, 1577 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1773 trap->type);
1774 goto leave; 1578 goto leave;
1775 } 1579 }
1776 1580
1777 leave: 1581leave:
1778 recursion_depth--; 1582 recursion_depth--;
1779} 1583}
1780 1584
1781/** 1585/**
1782 * Handles reading a regular (ie not containing a spell) book. 1586 * Handles reading a regular (ie not containing a spell) book.
1783 */ 1587 */
1588static void
1784static void apply_book (object *op, object *tmp) 1589apply_book (object *op, object *tmp)
1785{ 1590{
1786 int lev_diff; 1591 int lev_diff;
1787 object *skill_ob; 1592 object *skill_ob;
1788 1593
1789 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1594 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1790 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!");
1791 return; 1597 return;
1792 } 1598 }
1793 if(tmp->msg==NULL) { 1599
1794 new_draw_info_format(NDI_UNIQUE, 0, op, 1600 if (!tmp->msg)
1601 {
1795 "You open the %s and find it empty.", tmp->name); 1602 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1796 return; 1603 return;
1797 } 1604 }
1798 1605
1799 /* need a literacy skill to read stuff! */ 1606 /* need a literacy skill to read stuff! */
1800 skill_ob = find_skill_by_name(op, tmp->skill); 1607 skill_ob = find_skill_by_name (op, tmp->skill);
1801 if ( ! skill_ob) { 1608 if (!skill_ob)
1802 new_draw_info(NDI_UNIQUE, 0,op,
1803 "You are unable to decipher the strange symbols.");
1804 return;
1805 } 1609 {
1610 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1611 return;
1612 }
1613
1806 lev_diff = tmp->level - (skill_ob->level + 5); 1614 lev_diff = tmp->level - (skill_ob->level + 5);
1807 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1615 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1808 if (lev_diff < 2)
1809 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1810 else if (lev_diff < 3)
1811 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1812 else if (lev_diff < 5)
1813 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1814 else if (lev_diff < 8)
1815 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1816 else if (lev_diff < 15)
1817 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1818 else
1819 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1820 return;
1821 } 1616 {
1822 1617 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1823 1618 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1824 /* Lauwenmark: Handle for plugin book event */ 1619 : lev_diff < 5 ? "This book is beyond your comprehension."
1825 /*printf("Book apply: %s\n", tmp->name); 1620 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1826 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); 1621 : lev_diff < 15 ? "This book is way beyond your comprehension."
1827 printf("Book applied: %s\n", tmp->name);*/ 1622 : "This book is totally beyond your comprehension.");
1828 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) 1623 return;
1829 { 1624 }
1830 CFParm CFP; 1625
1831 int k, l, m;
1832 uint32 n;
1833 new_draw_info_format (NDI_UNIQUE, 0, op,
1834 "You open the %s and start reading.", tmp->name);
1835 k = EVENT_APPLY;
1836 l = SCRIPT_FIX_ALL;
1837 m = 0;
1838 n = 0;
1839 CFP.Value[0] = &k;
1840 CFP.Value[1] = op;
1841 CFP.Value[2] = tmp;
1842 CFP.Value[3] = NULL;
1843 CFP.Value[4] = NULL;
1844 CFP.Value[5] = &n;
1845 CFP.Value[6] = &m;
1846 CFP.Value[7] = &m;
1847 CFP.Value[8] = &l;
1848 CFP.Value[9] = (void*)evt->hook;
1849 CFP.Value[10]= (void*)evt->options;
1850 if (findPlugin(evt->plugin)>=0)
1851 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1852 }
1853 else*/{
1854 readable_message_type* msgType = get_readable_message_type(tmp); 1626 readable_message_type *msgType = get_readable_message_type (tmp);
1855 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1856 msgType->message_type, msgType->message_subtype,
1857 "You open the %s and start reading.\n%s",
1858 "%s\n%s",
1859 long_desc(tmp,op), tmp->msg);
1860 }
1861 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
1862 /* gain xp from reading */ 1632 /* gain xp from reading */
1863 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 */
1864 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1635 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1636
1865 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1637 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1638 {
1866 /*exp_gain *= 2; because they just identified it too */ 1639 /*exp_gain *= 2; because they just identified it too */
1867 SET_FLAG(tmp,FLAG_IDENTIFIED); 1640 SET_FLAG (tmp, FLAG_IDENTIFIED);
1868 /* If in a container, update how it looks */ 1641
1642 if (object *pl = tmp->visible_to ())
1869 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1643 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1870 else op->contr->socket.update_look=1;
1871 } 1644 }
1645
1872 change_exp(op,exp_gain, skill_ob->skill, 0); 1646 change_exp (op, exp_gain, skill_ob->skill, 0);
1873 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 */
1874 } 1648 }
1875} 1649}
1876 1650
1877/** 1651/**
1878 * Handles the applying of a skill scroll, calling learn_skill straight. 1652 * Handles the applying of a skill scroll, calling learn_skill straight.
1879 * 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
1880 */ 1654 */
1655static void
1881static void apply_skillscroll (object *op, object *tmp) 1656apply_skillscroll (object *op, object *tmp)
1882{ 1657{
1883 switch ((int) learn_skill (op, tmp)) { 1658 switch (learn_skill (op, tmp))
1884 case 0: 1659 {
1885 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1660 case 0:
1886 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1661 op->play_sound (sound_find ("generic_fail"));
1887 return; 1662 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1663 break;
1888 1664
1889 case 1: 1665 case 1:
1890 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1666 tmp->decrease ();
1891 tmp->skill); 1667 op->play_sound (sound_find ("skill_learn"));
1892 new_draw_info_format(NDI_UNIQUE, 0, op, 1668 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1893 "Type 'bind ready_skill %s",tmp->skill); 1669 break;
1894 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1895 decrease_ob(tmp);
1896 return;
1897 1670
1898 default: 1671 default:
1899 new_draw_info_format(NDI_UNIQUE,0,op, 1672 tmp->decrease ();
1673 op->play_sound (sound_find ("generic_fail"));
1900 "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)));
1901 decrease_ob(tmp); 1675 break;
1902 return;
1903 } 1676 }
1904} 1677}
1905 1678
1906/** 1679/**
1907 * Actually makes op learn spell. 1680 * Actually makes op learn spell.
1908 * Informs player of what happens. 1681 * Informs player of what happens.
1909 */ 1682 */
1683void
1910void do_learn_spell (object *op, object *spell, int special_prayer) 1684do_learn_spell (object *op, object *spell, int special_prayer)
1911{ 1685{
1912 object *tmp; 1686 object *tmp;
1913 1687
1914 if (op->type != PLAYER) { 1688 if (op->type != PLAYER)
1689 {
1915 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1690 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1916 return; 1691 return;
1917 } 1692 }
1918 1693
1919 /* Upgrade special prayers to normal prayers */ 1694 /* Upgrade special prayers to normal prayers */
1920 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1695 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1696 {
1921 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1697 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1698 {
1922 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");
1923 return; 1700 return;
1924 } 1701 }
1925 return; 1702 return;
1926 } 1703 }
1927 1704
1928 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1705 op->contr->play_sound (sound_find ("learn_spell"));
1929 tmp = get_object(); 1706
1930 copy_object(spell, tmp); 1707 tmp = spell->clone ();
1931 insert_ob_in_ob(tmp, op); 1708 insert_ob_in_ob (tmp, op);
1932 1709
1933 if (special_prayer) { 1710 if (special_prayer)
1934 SET_FLAG(tmp, FLAG_STARTEQUIP); 1711 SET_FLAG (tmp, FLAG_STARTEQUIP);
1935 }
1936 1712
1937 new_draw_info_format (NDI_UNIQUE, 0, op,
1938 "Type 'bind cast %s", spell->name);
1939 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1940 esrv_add_spells(op->contr, tmp); 1713 esrv_add_spells (op->contr, tmp);
1941} 1714}
1942 1715
1943/** 1716/**
1944 * Erases spell from player's inventory. 1717 * Erases spell from player's inventory.
1945 */ 1718 */
1719void
1946void do_forget_spell (object *op, const char *spell) 1720do_forget_spell (object *op, const char *spell)
1947{ 1721{
1948 object *spob; 1722 object *spob;
1949 1723
1950 if (op->type != PLAYER) { 1724 if (op->type != PLAYER)
1725 {
1951 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1726 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1952 return; 1727 return;
1953 } 1728 }
1954 if ( (spob=check_spell_known (op, spell)) == NULL) { 1729 if ((spob = check_spell_known (op, spell)) == NULL)
1730 {
1955 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1731 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1956 return; 1732 return;
1957 }
1958 1733 }
1959 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1734
1960 "You lose knowledge of %s.", spell); 1735 op->failmsg (format ("You lose knowledge of %s.", spell));
1961 player_unready_range_ob(op->contr, spob); 1736 player_unready_range_ob (op->contr, spob);
1962 esrv_remove_spell(op->contr, spob); 1737 esrv_remove_spell (op->contr, spob);
1963 remove_ob(spob); 1738 spob->destroy ();
1964 free_object(spob);
1965} 1739}
1966 1740
1967/** 1741/**
1968 * Handles player applying a spellbook. 1742 * Handles player applying a spellbook.
1969 * 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,
1970 * stuff like that. Random learning failure too. 1744 * stuff like that. Random learning failure too.
1971 */ 1745 */
1746static void
1972static void apply_spellbook (object *op, object *tmp) 1747apply_spellbook (object *op, object *tmp)
1973{ 1748{
1974 object *skop, *spell, *spell_skill; 1749 object *skop, *spell, *spell_skill;
1975 1750
1976 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1751 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1977 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1978 return;
1979 } 1752 {
1753 op->failmsg ("You are unable to read while blind.");
1754 return;
1755 }
1980 1756
1981 /* artifact_spellbooks have 'slaying' field point to a spell name, 1757 /* artifact_spellbooks have 'slaying' field point to a spell name,
1982 * instead of having their spell stored in stats.sp. These are 1758 * instead of having their spell stored in stats.sp. These are
1983 * legacy spellbooks 1759 * legacy spellbooks
1984 */ 1760 */
1985 1761 if (tmp->slaying)
1986 if(tmp->slaying != NULL) { 1762 {
1987 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1763 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1988 if (!spell) { 1764 if (!spell)
1989 new_draw_info_format(NDI_UNIQUE, 0, op, 1765 {
1990 "The book's formula for %s is incomplete", tmp->slaying); 1766 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1991 return; 1767 return;
1992 } 1768 }
1993 else 1769 else
1994 insert_ob_in_ob(spell, tmp); 1770 insert_ob_in_ob (spell, tmp);
1995 free_string(tmp->slaying); 1771
1996 tmp->slaying=NULL; 1772 tmp->slaying = 0;
1997 } 1773 }
1998 1774
1999 skop = find_skill_by_name(op, tmp->skill); 1775 skop = find_skill_by_name (op, tmp->skill);
2000 1776
2001 /* 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
2002 * lower than the spell will make learning the spell more difficult */ 1778 * lower than the spell will make learning the spell more difficult */
2003 if ( !skop) { 1779 if (!skop)
2004 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2005 return;
2006 } 1780 {
1781 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1782 return;
1783 }
2007 1784
2008 spell = tmp->inv; 1785 spell = tmp->inv;
1786
2009 if (!spell) { 1787 if (!spell)
1788 {
2010 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);
2011 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!");
2012 return; 1791 return;
2013 }
2014 if (spell->level > (skop->level+10)) {
2015 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2016 return;
2017 } 1792 }
2018 1793
2019 new_draw_info_format(NDI_UNIQUE, 0, op, 1794 if (skop->level < int (sqrtf (spell->level) * 1.5f))
2020 "The spellbook contains the %s level spell %s.", 1795 {
2021 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 }
2022 1799
1800 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1801
2023 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1802 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2024 identify(tmp); 1803 identify (tmp);
2025 if (tmp->env)
2026 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2027 else
2028 op->contr->socket.update_look=1;
2029 }
2030 1804
2031 /* 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
2032 * 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
2033 * 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
2034 * they would have a special prayer mark. 1808 * they would have a special prayer mark.
2035 */ 1809 */
2036 if (check_spell_known (op, spell->name)) { 1810 if (check_spell_known (op, spell->name))
2037 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2038 return;
2039 } 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");
1813 return;
1814 }
2040 1815
2041 if (spell->skill) { 1816 if (spell->skill)
1817 {
2042 spell_skill = find_skill_by_name(op, spell->skill); 1818 spell_skill = find_skill_by_name (op, spell->skill);
1819
2043 if (!spell_skill) { 1820 if (!spell_skill)
2044 new_draw_info_format(NDI_UNIQUE, 0, op, 1821 {
2045 "You lack the skill %s to use this spell", 1822 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2046 spell->skill);
2047 return; 1823 return;
2048 } 1824 }
1825
2049 if (spell_skill->level < spell->level) { 1826 if (spell_skill->level < spell->level)
2050 new_draw_info_format(NDI_UNIQUE, 0, op, 1827 {
2051 "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));
2052 spell->level, spell->skill);
2053 return; 1829 return;
2054 } 1830 }
2055 } 1831 }
2056 1832
2057 /* Logic as follows 1833 /* Logic as follows
2058 * 1834 *
2059 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1835 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2060 * 1836 *
2061 * 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
2062 * a spell. 1838 * a spell.
2063 * 1839 *
2064 * 3 -Automatically fail to learn if you read while confused 1840 * 3 -Automatically fail to learn if you read while confused
2065 * 1841 *
2066 * 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
2067 * literacy rate very useful! -b.t. 1843 * literacy rate very useful! -b.t.
2068 */ 1844 */
2069 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1845 if (QUERY_FLAG (op, FLAG_CONFUSED))
2070 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1846 {
1847 op->failmsg ("In your confused state you flub the wording of the text!");
2071 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 }
2072 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1850 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2073 (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])
2074 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1852 {
2075 1853 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2076 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2077 do_learn_spell (op, spell, 0); 1854 do_learn_spell (op, spell, 0);
2078 1855
2079 /* xp gain to literacy for spell learning */ 1856 /* xp gain to literacy for spell learning */
2080 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1857 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2081 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);
2082 } else { 1859 }
2083 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1860 else
2084 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2085 } 1861 {
2086 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 ();
2087} 1867}
2088 1868
2089/** 1869/**
2090 * Handles applying a spell scroll. 1870 * Handles applying a spell scroll.
2091 */ 1871 */
1872void
2092void apply_scroll (object *op, object *tmp, int dir) 1873apply_scroll (object *op, object *tmp, int dir)
2093{ 1874{
2094 object *skop; 1875 object *skop;
2095 1876
2096 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1877 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2097 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2098 return;
2099 } 1878 {
1879 op->failmsg ("You are unable to read while blind.");
1880 return;
1881 }
2100 1882
2101 if (!tmp->inv || tmp->inv->type != SPELL) { 1883 if (!tmp->inv || tmp->inv->type != SPELL)
2102 new_draw_info (NDI_UNIQUE, 0, op, 1884 {
2103 "The scroll just doesn't make sense!"); 1885 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2104 return; 1886 return;
2105 } 1887 }
2106 1888
2107 if(op->type==PLAYER) { 1889 if (op->type == PLAYER)
1890 {
2108 /* players need a literacy skill to read stuff! */ 1891 /* players need a literacy skill to read stuff! */
2109 int exp_gain=0; 1892 int exp_gain = 0;
2110 1893
2111 /* hard code literacy - tmp->skill points to where the exp 1894 /* hard code literacy - tmp->skill points to where the exp
2112 * should go for anything killed by the spell. 1895 * should go for anything killed by the spell.
2113 */ 1896 */
2114 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1897 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2115 1898
2116 if ( ! skop) { 1899 if (!skop)
2117 new_draw_info(NDI_UNIQUE, 0,op, 1900 {
2118 "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]));
2119 return; 1902 return;
2120 } 1903 }
2121 1904
2122 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1905 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2123 change_exp(op,exp_gain, skop->skill, 0); 1906 change_exp (op, exp_gain, skop->skill, 0);
2124 } 1907 }
2125 1908
2126 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1909 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2127 identify(tmp); 1910 identify (tmp);
2128 1911
2129 new_draw_info_format(NDI_BLACK, 0, op,
2130 "The scroll of %s turns to dust.", tmp->inv->name); 1912 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2131 1913
2132
2133 cast_spell(op,tmp,dir,tmp->inv, NULL); 1914 cast_spell (op, tmp, dir, tmp->inv, NULL);
2134 decrease_ob(tmp); 1915 tmp->decrease ();
2135} 1916}
2136 1917
2137/** 1918/**
2138 * Applies a treasure object - by default, chest. op 1919 * Applies a treasure object - by default, chest. op
2139 * is the person doing the applying, tmp is the treasure 1920 * is the person doing the applying, tmp is the treasure
2140 * chest. 1921 * chest.
2141 */ 1922 */
1923static void
2142static void apply_treasure (object *op, object *tmp) 1924apply_treasure (object *op, object *tmp)
2143{ 1925{
2144 object *treas;
2145 tag_t tmp_tag = tmp->count, op_tag = op->count;
2146
2147
2148 /* 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
2149 * 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
2150 * 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
2151 * 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
2152 * treasure 1930 * treasure
2153 */ 1931 */
1932 object *treas = tmp->inv;
2154 1933
1934 if (!treas)
1935 {
1936 op->statusmsg ("The chest was empty.");
1937 tmp->decrease ();
1938 return;
1939 }
1940
1941 while (tmp->inv)
1942 {
2155 treas = tmp->inv; 1943 treas = tmp->inv;
2156 if(treas==NULL) { 1944 treas->remove ();
2157 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2158 decrease_ob(tmp);
2159 return;
2160 }
2161 while (tmp->inv) {
2162 treas = tmp->inv;
2163 1945
2164 remove_ob(treas);
2165 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2166 query_name(treas));
2167
2168 treas->x=op->x; 1946 treas->x = op->x;
2169 treas->y=op->y; 1947 treas->y = op->y;
2170 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);
2171 1949
2172 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))
2173 && QUERY_FLAG (op, FLAG_ALIVE))
2174 spring_trap (treas, op); 1951 spring_trap (treas, op);
1952
2175 /* If either player or container was destroyed, no need to do 1953 /* If either player or container was destroyed, no need to do
2176 * further processing. I think this should be enclused with 1954 * further processing. I think this should be enclused with
2177 * spring trap above, as I don't think there is otherwise 1955 * spring trap above, as I don't think there is otherwise
2178 * any way for the treasure chest or player to get killed 1956 * any way for the treasure chest or player to get killed.
2179 */ 1957 */
2180 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1958 if (op->destroyed () || tmp->destroyed ())
2181 break; 1959 break;
2182 } 1960 }
2183 1961
2184 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1962 if (!tmp->destroyed () && !tmp->inv)
2185 decrease_ob (tmp); 1963 tmp->decrease (true);
2186
2187} 1964}
2188 1965
2189/** 1966/**
2190 * op eats food. 1967 * op eats food.
2191 * If player, takes care of messages and dragon special food. 1968 * If player, takes care of messages and dragon special food.
2192 */ 1969 */
1970static void
2193static void apply_food (object *op, object *tmp) 1971apply_food (object *op, object *tmp)
2194{ 1972{
2195 int capacity_remaining; 1973 int capacity_remaining;
2196 1974
2197 if(op->type!=PLAYER) 1975 if (op->type != PLAYER)
2198 op->stats.hp=op->stats.maxhp; 1976 op->stats.hp = op->stats.maxhp;
2199 else { 1977 else
1978 {
2200 /* check if this is a dragon (player), eating some flesh */ 1979 /* check if this is a dragon (player), eating some flesh */
2201 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))
2202 ; 1981 ;
2203 else { 1982 else
1983 {
2204 /* usual case - no dragon meal: */ 1984 /* usual case - no dragon meal: */
2205 if(op->stats.food+tmp->stats.food>999) { 1985 if (op->stats.food + tmp->stats.food > 999)
1986 {
2206 if(tmp->type==FOOD || tmp->type==FLESH) 1987 if (tmp->type == FOOD || tmp->type == FLESH)
2207 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!");
2208 else 1989 else
2209 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!");
2210 } 1991 }
2211 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
2212 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 2001 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2213 char buf[MAX_BUF]; 2002 {
2214 2003 const char *buf;
2004
2215 if (!is_dragon_pl(op)) { 2005 if (!is_dragon_pl (op))
2006 {
2216 /* eating message for normal players*/ 2007 /* eating message for normal players */
2217 if(tmp->type==DRINK) 2008 if (tmp->type == DRINK)
2218 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 2009 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2219 else 2010 else
2220 sprintf(buf,"The %s tasted %s",tmp->name, 2011 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2221 tmp->type==FLESH?"terrible!":"good."); 2012 }
2222 } 2013 else
2223 else {
2224 /* eating message for dragon players*/ 2014 /* eating message for dragon players */
2225 sprintf(buf,"The %s tasted terrible!",tmp->name); 2015 buf = format ("The %s tasted terrible!", &tmp->name);
2226 }
2227 2016
2228 new_draw_info(NDI_UNIQUE, 0,op,buf); 2017 op->statusmsg (buf);
2018
2229 capacity_remaining = 999 - op->stats.food; 2019 capacity_remaining = 999 - op->stats.food;
2230 op->stats.food+=tmp->stats.food; 2020 op->stats.food += tmp->stats.food;
2231 if(capacity_remaining < tmp->stats.food) 2021 if (capacity_remaining < tmp->stats.food)
2232 op->stats.hp += capacity_remaining / 50; 2022 op->stats.hp += capacity_remaining / 50;
2233 else 2023 else
2234 op->stats.hp+=tmp->stats.food/50; 2024 op->stats.hp += tmp->stats.food / 50;
2025
2235 if(op->stats.hp>op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2236 op->stats.hp=op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2237 if (op->stats.food > 999) 2028 if (op->stats.food > 999)
2238 op->stats.food = 999; 2029 op->stats.food = 999;
2239 } 2030 }
2240 2031
2241 /* special food hack -b.t. */ 2032 /* special food hack -b.t. */
2242 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2033 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2243 eat_special_food(op,tmp); 2034 eat_special_food (op, tmp);
2244 } 2035 }
2245 } 2036 }
2037
2246 handle_apply_yield(tmp); 2038 handle_apply_yield (tmp);
2247 decrease_ob(tmp); 2039 tmp->decrease ();
2248} 2040}
2249 2041
2250/** 2042/**
2251 * A dragon is eating some flesh. If the flesh contains resistances, 2043 * A dragon is eating some flesh. If the flesh contains resistances,
2252 * 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.
2255 * object *op the object (dragon player) eating the flesh 2047 * object *op the object (dragon player) eating the flesh
2256 * object *meal the flesh item, getting chewed in dragon's mouth 2048 * object *meal the flesh item, getting chewed in dragon's mouth
2257 * return: 2049 * return:
2258 * int 1 if eating successful, 0 if it doesn't work 2050 * int 1 if eating successful, 0 if it doesn't work
2259 */ 2051 */
2052int
2260int dragon_eat_flesh(object *op, object *meal) { 2053dragon_eat_flesh (object *op, object *meal)
2054{
2261 object *skin = NULL; /* pointer to dragon skin force*/ 2055 object *skin = NULL; /* pointer to dragon skin force */
2262 object *abil = NULL; /* pointer to dragon ability force*/ 2056 object *abil = NULL; /* pointer to dragon ability force */
2263 object *tmp = NULL; /* tmp. object */ 2057 object *tmp = NULL; /* tmp. object */
2264 2058
2265 char buf[MAX_BUF]; /* tmp. string buffer */
2266 double chance; /* improvement-chance of one resistance type */ 2059 double chance; /* improvement-chance of one resistance type */
2267 double totalchance=1; /* total chance of gaining one resistance */ 2060 double totalchance = 1; /* total chance of gaining one resistance */
2268 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2061 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2269 double mbonus=0; /* monster bonus */ 2062 double mbonus = 0; /* monster bonus */
2270 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2063 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2271 int winners=0; /* number of winners */ 2064 int winners = 0; /* number of winners */
2272 int i; /* index */ 2065 int i; /* index */
2273 2066
2274 /* let's make sure and doublecheck the parameters */ 2067 /* let's make sure and doublecheck the parameters */
2275 if (meal->type!=FLESH || !is_dragon_pl(op)) 2068 if (meal->type != FLESH || !is_dragon_pl (op))
2276 return 0; 2069 return 0;
2277 2070
2278 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2071 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2279 from the player's inventory */ 2072 from the player's inventory */
2280 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2073 for (tmp = op->inv; tmp; tmp = tmp->below)
2281 if (tmp->type == FORCE) { 2074 if (tmp->type == FORCE)
2282 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2075 if (tmp->arch->archname == shstr_dragon_skin_force)
2283 skin = tmp; 2076 skin = tmp;
2284 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2077 else if (tmp->arch->archname == shstr_dragon_ability_force)
2285 abil = tmp; 2078 abil = tmp;
2286 } 2079
2287 }
2288
2289 /* 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
2290 which is not to be considered a dragon -> bail out */ 2081 which is not to be considered a dragon -> bail out */
2291 if (skin == NULL || abil == NULL) return 0; 2082 if (skin == NULL || abil == NULL)
2292 2083 return 0;
2084
2293 /* now start by filling stomache and health, according to food-value */ 2085 /* now start by filling stomache and health, according to food-value */
2294 if((999 - op->stats.food) < meal->stats.food) 2086 if ((999 - op->stats.food) < meal->stats.food)
2295 op->stats.hp += (999 - op->stats.food) / 50; 2087 op->stats.hp += (999 - op->stats.food) / 50;
2296 else 2088 else
2297 op->stats.hp += meal->stats.food/50; 2089 op->stats.hp += meal->stats.food / 50;
2090
2298 if(op->stats.hp>op->stats.maxhp) 2091 if (op->stats.hp > op->stats.maxhp)
2299 op->stats.hp=op->stats.maxhp; 2092 op->stats.hp = op->stats.maxhp;
2300 2093
2301 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2094 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2302 2095
2303 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2096 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2304 2097
2305 /* on to the interesting part: chances for adding resistance */ 2098 /* on to the interesting part: chances for adding resistance */
2306 for (i=0; i<NROFATTACKS; i++) { 2099 for (i = 0; i < NROFATTACKS; i++)
2100 {
2307 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2101 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2102 {
2308 /* got positive resistance, now calculate improvement chance (0-100) */ 2103 /* got positive resistance, now calculate improvement chance (0-100) */
2309 2104
2310 /* this bonus makes resistance increase easier at lower levels */ 2105 /* this bonus makes resistance increase easier at lower levels */
2311 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2106 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2312 if (i == abil->stats.exp) 2107 if (i == abil->stats.exp)
2313 bonus += 5; /* additional bonus for resistance of ability-focus */ 2108 bonus += 5; /* additional bonus for resistance of ability-focus */
2314 2109
2315 /* monster bonus increases with level, because high-level 2110 /* monster bonus increases with level, because high-level
2316 flesh is too rare */ 2111 flesh is too rare */
2317 mbonus = op->level * 20. / ((double)settings.max_level); 2112 mbonus = op->level * 20. / ((double) settings.max_level);
2318 2113
2319 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2114 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2320 ((double)settings.max_level)) - skin->resist[i]; 2115 ((double) settings.max_level)) - skin->resist[i];
2321 2116
2322 if (chance >= 0.) 2117 if (chance >= 0.)
2323 chance += 1.; 2118 chance += 1.;
2324 else 2119 else
2325 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2120 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2326 2121
2327 /* chance is proportional to amount of resistance (max. 50) */ 2122 /* chance is proportional to amount of resistance (max. 50) */
2328 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2123 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2329 2124
2330 /* doubled chance for resistance of ability-focus */ 2125 /* doubled chance for resistance of ability-focus */
2331 if (i == abil->stats.exp) 2126 if (i == abil->stats.exp)
2332 chance = MIN(100., chance*2.); 2127 chance = MIN (100., chance * 2.);
2333 2128
2334 /* 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!) */
2335 if (RANDOM()%10000 < (int)(chance*100)) { 2130 if (rndm (10000) < (unsigned int) (chance * 100))
2131 {
2336 atnr_winner[winners] = i; 2132 atnr_winner[winners] = i;
2337 winners++; 2133 winners++;
2338 } 2134 }
2339 2135
2340 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2136 if (chance >= 0.01)
2341 2137 totalchance *= 1 - chance / 100;
2138
2342 /*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); */
2343 } 2140 }
2344 } 2141 }
2345 2142
2346 /* inverse totalchance as until now we have the failure-chance */ 2143 /* inverse totalchance as until now we have the failure-chance */
2347 totalchance = 100 - totalchance*100; 2144 totalchance = 100 - totalchance * 100;
2145
2348 /* print message according to totalchance */ 2146 /* print message according to totalchance */
2147 const char *buf;
2349 if (totalchance > 50.) 2148 if (totalchance > 50.)
2350 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2149 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2351 else if (totalchance > 10.) 2150 else if (totalchance > 10.)
2352 sprintf(buf, "The %s tasted very good.", meal->name); 2151 buf = format ("The %s tasted very good.", &meal->name);
2353 else if (totalchance > 1.) 2152 else if (totalchance > 1.)
2354 sprintf(buf, "The %s tasted good.", meal->name); 2153 buf = format ("The %s tasted good.", &meal->name);
2355 else if (totalchance > 0.1) 2154 else if (totalchance > 0.1)
2356 sprintf(buf, "The %s tasted bland.", meal->name); 2155 buf = format ("The %s tasted bland.", &meal->name);
2357 else if (totalchance >= 0.01) 2156 else if (totalchance >= 0.01)
2358 sprintf(buf, "The %s had a boring taste.", meal->name); 2157 buf = format ("The %s had a boring taste.", &meal->name);
2359 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))
2360 sprintf(buf, "The %s tasted strange.", meal->name); 2159 buf = format ("The %s tasted strange.", &meal->name);
2361 else 2160 else
2362 sprintf(buf, "The %s had no taste.", meal->name); 2161 buf = format ("The %s had no taste.", &meal->name);
2363 new_draw_info(NDI_UNIQUE, 0, op, buf); 2162
2364 2163 op->statusmsg (buf);
2164
2365 /* now choose a winner if we have any */ 2165 /* now choose a winner if we have any */
2366 i = -1; 2166 i = -1;
2367 if (winners>0) 2167 if (winners > 0)
2368 i = atnr_winner[RANDOM()%winners]; 2168 i = atnr_winner [rndm (winners)];
2369 2169
2370 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2170 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2171 {
2371 /* resistance increased! */ 2172 /* resistance increased! */
2372 skin->resist[i]++; 2173 skin->resist[i]++;
2373 fix_player(op); 2174 op->update_stats ();
2175
2176 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2374 2177 }
2375 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2178
2376 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2377 }
2378
2379 /* if this flesh contains a new ability focus, we mark it 2179 /* if this flesh contains a new ability focus, we mark it
2380 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 */
2381 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)
2382 && meal->last_eat != abil->last_eat) { 2182 {
2383 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> */
2384 2184
2385 if (meal->last_eat != abil->stats.exp) { 2185 if (meal->last_eat != abil->stats.exp)
2186 op->statusmsg (format (
2386 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.",
2387 change_resist_msg[meal->last_eat]); 2189 change_resist_msg[meal->last_eat],
2388 new_draw_info(NDI_UNIQUE, 0, op, buf); 2190 abil->level + 1
2389 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2191 ));
2390 new_draw_info(NDI_UNIQUE, 0, op, buf);
2391 }
2392 else { 2192 else
2393 sprintf(buf, "Your metabolism will continue to focus on %s.", 2193 {
2394 change_resist_msg[meal->last_eat]); 2194 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2395 new_draw_info(NDI_UNIQUE, 0, op, buf);
2396 abil->last_eat = 0; 2195 abil->last_eat = 0;
2397 } 2196 }
2398 } 2197 }
2198
2399 return 1; 2199 return 1;
2400}
2401
2402static void apply_savebed (object *pl)
2403{
2404#ifndef COZY_SERVER
2405 if(!pl->contr->name_changed||!pl->stats.exp) {
2406 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2407 return;
2408 }
2409#endif
2410 /* Need to call terminate_all_pets() before we remove the player ob */
2411 terminate_all_pets(pl);
2412 remove_ob(pl);
2413 pl->direction=0;
2414 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2415 "%s leaves the game.",pl->name);
2416
2417 /* update respawn position */
2418 strcpy(pl->contr->savebed_map, pl->map->path);
2419 pl->contr->bed_x = pl->x;
2420 pl->contr->bed_y = pl->y;
2421
2422 strcpy(pl->contr->killer,"left");
2423 check_score(pl); /* Always check score */
2424 (void)save_player(pl,0);
2425 pl->map->players--;
2426#if MAP_MAXTIMEOUT
2427 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2428#endif
2429 play_again(pl);
2430 pl->speed = 0;
2431 update_ob_speed(pl);
2432} 2200}
2433 2201
2434/** 2202/**
2435 * Handles applying an improve armor scroll. 2203 * Handles applying an improve armor scroll.
2436 * Does some sanity checks, then calls improve_armour. 2204 * Does some sanity checks, then calls improve_armour.
2437 */ 2205 */
2206static void
2438static void apply_armour_improver (object *op, object *tmp) 2207apply_armour_improver (object *op, object *tmp)
2439{ 2208{
2440 object *armor; 2209 object *armor;
2441 2210
2442 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))
2443 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2444 return;
2445 } 2212 {
2446 armor=find_marked_object(op); 2213 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2447 if ( ! armor) {
2448 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2449 return; 2214 return;
2450 } 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
2451 if (armor->type != ARMOUR 2225 if (armor->type != ARMOUR
2452 && armor->type != CLOAK 2226 && armor->type != CLOAK
2453 && armor->type != BOOTS && armor->type != GLOVES 2227 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2454 && armor->type != BRACERS && armor->type != SHIELD
2455 && armor->type != HELMET)
2456 { 2228 {
2457 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2229 op->failmsg ("Your marked item is not armour!\n");
2458 return; 2230 return;
2459 } 2231 }
2460 2232
2461 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2233 op->statusmsg ("Applying armour enchantment.");
2462 improve_armour(op,tmp,armor); 2234 improve_armour (op, tmp, armor);
2463} 2235}
2464 2236
2465 2237void
2466extern void apply_poison (object *op, object *tmp) 2238apply_poison (object *op, object *tmp)
2467{ 2239{
2468 if (op->type == PLAYER) { 2240 // need to do it now when it is still on the map
2469 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2470 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2471 strcpy(op->contr->killer,"poisonous booze");
2472 }
2473 if (tmp->stats.hp > 0) {
2474 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2475 tmp->stats.hp);
2476 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2477 }
2478 op->stats.food-=op->stats.food/4;
2479 handle_apply_yield(tmp); 2241 handle_apply_yield (tmp);
2480 decrease_ob(tmp);
2481}
2482 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
2483/** 2262/**
2484 * 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.
2485 * A valid 2 way exit means: 2264 * A valid 2 way exit means:
2486 * -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)
2487 * -You are 2266 * -You are
2488 * ° the owner of the exit 2267 * ° the owner of the exit
2489 * ° or in the same party as the owner 2268 * ° or in the same party as the owner
2490 * 2269 *
2491 * 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
2492 * 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
2493 * 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).
2494 */ 2273 */
2274int
2495int is_legal_2ways_exit (object* op, object *exit) 2275is_legal_2ways_exit (object *op, object *exit)
2496 { 2276{
2497 object * tmp; 2277 if (exit->stats.exp != 1)
2498 object * exit_owner; 2278 return 1; /*This is not a 2 way, so it is legal */
2499 player * pp; 2279
2500 mapstruct * exitmap; 2280#if 0 //TODO
2501 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)
2502 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 */
2503 /* To know if an exit has a correspondant, we look at 2283#endif
2504 * all the exits in destination and try to find one with same path as 2284
2505 * the current exit's position */ 2285 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2506 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2286
2507 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2287 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2508 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2288
2509 if (exitmap) 2289 if (exitmap)
2510 { 2290 {
2511 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2291 exitmap->load_sync ();
2512 if (!tmp) return 0; 2292
2513 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)
2514 { 2299 {
2515 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2300 if (tmp->type != EXIT)
2516 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2301 continue; /*Not an exit */
2517 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2518 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2519 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
2520 /* 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
2521 * 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
2522 * town portals to prevent strangers from visiting your appartments 2314 * town portals to prevent strangers from visiting your appartments
2523 */ 2315 */
2316 if (!exit->race)
2524 if (!exit->race) return 1; /*No owner, free for all!*/ 2317 return 1; /*No owner, free for all! */
2525 exit_owner=NULL; 2318
2526 for (pp=first_player;pp;pp=pp->next) 2319 object *exit_owner = 0;
2320
2321 for_all_players (pp)
2527 { 2322 {
2528 if (!pp->ob) continue; 2323 if (!pp->ob)
2324 continue;
2325
2529 if (pp->ob->name!=exit->race) continue; 2326 if (pp->ob->name != exit->race)
2327 continue;
2328
2530 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 */
2531 break; 2330 break;
2532 } 2331 }
2533 if (!exit_owner) return 0; /* No more owner*/ 2332
2534 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
2535 if ( exit_owner && /*There is a owner*/ 2339 if (exit_owner && /*There is a owner */
2536 (op->contr) && /*A player tries to pass */ 2340 (op->contr) && /*A player tries to pass */
2537 ( (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 */
2538 (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 */
2539 return 0; 2343 return 0;
2344
2540 return 1; 2345 return 1;
2541 } 2346 }
2542 } 2347 }
2348
2543 return 0; 2349 return 0;
2544 } 2350}
2545
2546 2351
2547/** 2352/**
2548 * Main apply handler. 2353 * Main apply handler.
2549 * 2354 *
2550 * Checks for unpaid items before applying. 2355 * Checks for unpaid items before applying.
2558 * being applied. 2363 * being applied.
2559 * 2364 *
2560 * aflag is special (always apply/unapply) flags. Nothing is done with 2365 * aflag is special (always apply/unapply) flags. Nothing is done with
2561 * them in this function - they are passed to apply_special 2366 * them in this function - they are passed to apply_special
2562 */ 2367 */
2563 2368int
2564int manual_apply (object *op, object *tmp, int aflag) 2369manual_apply (object *op, object *tmp, int aflag)
2565{ 2370{
2566 if (tmp->head) tmp=tmp->head; 2371 tmp = tmp->head_ ();
2567 2372
2568 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2373 if (QUERY_FLAG (tmp, FLAG_UNPAID) && !QUERY_FLAG (tmp, FLAG_APPLIED))
2374 {
2569 if (op->type == PLAYER) { 2375 if (op->type == PLAYER)
2570 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2376 {
2377 op->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");
2571 return 1; 2378 return 1;
2572 } else { 2379 }
2380 else
2573 return 0; /* monsters just skip unpaid items */ 2381 return 0; /* monsters just skip unpaid items */
2574 } 2382 }
2383
2384 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op)))
2385 return RESULT_INT (0);
2386
2387 switch (tmp->type)
2575 } 2388 {
2576 2389 case CF_HANDLE:
2577 2390 op->play_sound (sound_find ("turn_handle"));
2578 /* Lauwenmark: Handle for plugin apply event */ 2391 op->statusmsg ("You turn the handle.");
2579 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2392 tmp->value = tmp->value ? 0 : 1;
2393 SET_ANIMATION (tmp, tmp->value);
2394 update_object (tmp, UP_OBJ_FACE);
2395 push_button (tmp);
2580 return 1; 2396 return 1;
2581 2397
2582 switch (tmp->type) {
2583
2584 case TRANSPORT:
2585 return apply_transport(op, tmp, aflag);
2586
2587 case CF_HANDLE:
2588 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2589 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2590 tmp->value=tmp->value?0:1;
2591 SET_ANIMATION(tmp, tmp->value);
2592 update_object(tmp,UP_OBJ_FACE);
2593 push_button(tmp);
2594 return 1;
2595
2596 case TRIGGER: 2398 case TRIGGER:
2597 if (check_trigger (tmp, op)) { 2399 if (check_trigger (tmp, op))
2598 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2400 {
2599 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2401 op->statusmsg ("You turn the handle.");
2600 } else { 2402 op->play_sound (sound_find ("turn_handle"));
2601 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2403 }
2602 } 2404 else
2405 op->failmsg ("The handle doesn't move.");
2406
2603 return 1; 2407 return 1;
2604 2408
2605 case EXIT: 2409 case EXIT:
2606 if (op->type != PLAYER) 2410 if (op->type != PLAYER)
2607 return 0; 2411 return 0;
2412
2608 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2413 if (!EXIT_PATH (tmp) || !is_legal_2ways_exit (op, tmp))
2609 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2414 op->failmsg (format ("The %s is closed.", query_name (tmp)));
2610 query_name(tmp)); 2415 else
2611 } else { 2416 {
2612 /* Don't display messages for random maps. */ 2417 /* Don't display messages for random maps. */
2613 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2418 if (tmp->msg && strncmp (EXIT_PATH (tmp), "/!", 2))
2614 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2419 op->statusmsg (tmp->msg, NDI_NAVY);
2615 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2420
2616 enter_exit(op,tmp); 2421 op->enter_exit (tmp);
2617 } 2422 }
2423
2618 return 1; 2424 return 1;
2619 2425
2620 case SIGN: 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:
2621 apply_sign (op, tmp, 0); 2432 apply_sign (op, tmp, 0);
2622 return 1; 2433 return 1;
2623 2434
2624 case BOOK: 2435 case BOOK:
2625 if (op->type == PLAYER) { 2436 if (op->type == PLAYER)
2437 {
2626 apply_book (op, tmp); 2438 apply_book (op, tmp);
2627 return 1; 2439 return 1;
2628 } else { 2440 }
2629 return 0; 2441 else
2630 } 2442 return 0;
2631 2443
2632 case SKILLSCROLL: 2444 case SKILLSCROLL:
2633 if (op->type == PLAYER) { 2445 if (op->type == PLAYER)
2446 {
2634 apply_skillscroll (op, tmp); 2447 apply_skillscroll (op, tmp);
2635 return 1; 2448 return 1;
2636 } 2449 }
2450 else
2637 return 0; 2451 return 0;
2638 2452
2639 case SPELLBOOK: 2453 case SPELLBOOK:
2640 if (op->type == PLAYER) { 2454 if (op->type == PLAYER)
2455 {
2641 apply_spellbook (op, tmp); 2456 apply_spellbook (op, tmp);
2642 return 1; 2457 return 1;
2643 } 2458 }
2459 else
2644 return 0; 2460 return 0;
2645 2461
2646 case SCROLL: 2462 case SCROLL:
2647 apply_scroll (op, tmp, 0); 2463 apply_scroll (op, tmp, 0);
2648 return 1; 2464 return 1;
2649 2465
2650 case POTION: 2466 case POTION:
2651 (void) apply_potion(op, tmp); 2467 apply_potion (op, tmp);
2652 return 1; 2468 return 1;
2653 2469
2654 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2470 /* Eneq(@csd.uu.se): Handle apply on containers. */
2471 //TODO: remove, as it is unsed?
2655 case CLOSE_CON: 2472 case CLOSE_CON:
2656 if (op->type==PLAYER)
2657 (void) esrv_apply_container (op, tmp->env);
2658 else
2659 (void) apply_container (op, tmp->env); 2473 apply_container (op, tmp->env);
2660 return 1; 2474 return 1;
2661 2475
2662 case CONTAINER: 2476 case CONTAINER:
2663 if (op->type==PLAYER)
2664 (void) esrv_apply_container (op, tmp);
2665 else
2666 (void) apply_container (op, tmp); 2477 apply_container (op, tmp);
2667 return 1; 2478 return 1;
2668 2479
2669 case TREASURE: 2480 case TREASURE:
2670 if (op->type == PLAYER) { 2481 if (op->type == PLAYER)
2482 {
2671 apply_treasure (op, tmp); 2483 apply_treasure (op, tmp);
2672 return 1; 2484 return 1;
2673 } else { 2485 }
2674 return 0; 2486 else
2675 } 2487 return 0;
2676 2488
2677 case WEAPON: 2489 case WEAPON:
2678 case ARMOUR: 2490 case ARMOUR:
2679 case BOOTS: 2491 case BOOTS:
2680 case GLOVES: 2492 case GLOVES:
2681 case AMULET: 2493 case AMULET:
2682 case GIRDLE: 2494 case GIRDLE:
2683 case BRACERS: 2495 case BRACERS:
2684 case SHIELD: 2496 case SHIELD:
2685 case HELMET: 2497 case HELMET:
2686 case RING: 2498 case RING:
2687 case CLOAK: 2499 case CLOAK:
2688 case WAND: 2500 case WAND:
2689 case ROD: 2501 case ROD:
2690 case HORN: 2502 case HORN:
2691 case SKILL: 2503 case SKILL:
2692 case BOW: 2504 case BOW:
2693 case LAMP: 2505 case LAMP:
2694 case BUILDER: 2506 case BUILDER:
2695 case SKILL_TOOL: 2507 case SKILL_TOOL:
2696 if (tmp->env != op) 2508 if (tmp->env != op)
2697 return 2; /* not in inventory */ 2509 return 2; /* not in inventory */
2510
2698 (void) apply_special (op, tmp, aflag); 2511 apply_special (op, tmp, aflag);
2699 return 1; 2512 return 1;
2700 2513
2701 case DRINK: 2514 case DRINK:
2702 case FOOD: 2515 case FOOD:
2703 case FLESH: 2516 case FLESH:
2704 apply_food (op, tmp); 2517 apply_food (op, tmp);
2705 return 1; 2518 return 1;
2706 2519
2707 case POISON: 2520 case POISON:
2708 apply_poison (op, tmp); 2521 apply_poison (op, tmp);
2709 return 1; 2522 return 1;
2710 2523
2711 case SAVEBED: 2524 case SAVEBED:
2525 return 1;
2526
2527 case ARMOUR_IMPROVER:
2712 if (op->type == PLAYER) { 2528 if (op->type == PLAYER)
2713 apply_savebed (op); 2529 {
2714 return 1; 2530 apply_armour_improver (op, tmp);
2715 } else { 2531 return 1;
2716 return 0; 2532 }
2717 } 2533 else
2534 return 0;
2718 2535
2719 case ARMOUR_IMPROVER: 2536 case WEAPON_IMPROVER:
2537 check_improve_weapon (op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2720 if (op->type == PLAYER) { 2541 if (op->type == PLAYER)
2721 apply_armour_improver (op, tmp); 2542 {
2722 return 1; 2543 char buf[MAX_BUF];
2723 } else { 2544 timeofday_t tod;
2724 return 0;
2725 }
2726 2545
2727 case WEAPON_IMPROVER: 2546 get_tod (&tod);
2728 (void) check_improve_weapon(op, tmp); 2547 op->play_sound (sound_find ("sound_clock"));
2729 return 1; 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")
2552 ));
2553 return 1;
2554 }
2555 else
2556 return 0;
2730 2557
2731 case CLOCK: 2558 case MENU:
2732 if (op->type == PLAYER) { 2559 if (op->type == PLAYER)
2733 char buf[MAX_BUF]; 2560 {
2734 timeofday_t tod; 2561 shop_listing (tmp, op);
2562 return 1;
2563 }
2564 else
2565 return 0;
2735 2566
2736 get_tod(&tod);
2737 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2738 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2739 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2740 ((tod.hour >= 14) ? "pm" : "am"));
2741 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2742 new_draw_info(NDI_UNIQUE, 0,op, buf);
2743 return 1;
2744 } else {
2745 return 0;
2746 }
2747
2748 case MENU:
2749 if (op->type == PLAYER) {
2750 shop_listing (op);
2751 return 1;
2752 } else {
2753 return 0;
2754 }
2755
2756 case POWER_CRYSTAL: 2567 case POWER_CRYSTAL:
2757 apply_power_crystal(op,tmp); /* see egoitem.c */ 2568 apply_power_crystal (op, tmp); /* see egoitem.c */
2758 return 1; 2569 return 1;
2759 2570
2760 case LIGHTER: /* for lighting torches/lanterns/etc */ 2571 case LIGHTER: /* for lighting torches/lanterns/etc */
2761 if (op->type == PLAYER) { 2572 if (op->type == PLAYER)
2762 apply_lighter(op,tmp); 2573 {
2763 return 1; 2574 apply_lighter (op, tmp);
2764 } else { 2575 return 1;
2765 return 0; 2576 }
2577 else
2578 return 0;
2579
2580 case ITEM_TRANSFORMER:
2581 apply_item_transformer (op, tmp);
2582 return 1;
2583
2584 default:
2585 return 0;
2766 } 2586 }
2767
2768 case ITEM_TRANSFORMER:
2769 apply_item_transformer( op, tmp );
2770 return 1;
2771
2772 default:
2773 return 0;
2774 }
2775} 2587}
2776
2777 2588
2778/* 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"
2779 * 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
2780 * "but you are floating high above the ground" messages. 2591 * "but you are floating high above the ground" messages.
2781 * 2592 *
2782 * Same return value as apply() function. 2593 * Same return value as apply() function.
2783 */ 2594 */
2595int
2784int player_apply (object *pl, object *op, int aflag, int quiet) 2596player_apply (object *pl, object *op, int aflag, int quiet)
2785{ 2597{
2786 int tmp;
2787
2788 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2598 if (!op->env && (pl->move_type & MOVE_FLYING))
2599 {
2789 /* player is flying and applying object not in inventory */ 2600 /* player is flying and applying object not in inventory */
2790 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2601 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2791 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2602 {
2792 "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.>");
2793 return 0; 2606 return 0;
2794 } 2607 }
2795 }
2796
2797 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2798 * applied.
2799 */
2800 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2801 { 2608 }
2802 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2803 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2804 "of smoke!");
2805 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2806 remove_ob (op);
2807 free_object (op);
2808 return 1;
2809 }
2810 2609
2811 pl->contr->last_used = op; 2610 pl->contr->last_used = op;
2812 pl->contr->last_used_id = op->count;
2813 2611
2814 tmp = manual_apply (pl, op, aflag); 2612 int tmp = manual_apply (pl, op, aflag);
2613
2815 if ( ! quiet) { 2614 if (!quiet)
2615 {
2816 if (tmp == 0) 2616 if (tmp == 0)
2817 new_draw_info_format (NDI_UNIQUE, 0, pl, 2617 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2818 "I don't know how to apply the %s.",
2819 query_name (op));
2820 else if (tmp == 2) 2618 else if (tmp == 2)
2821 new_draw_info_format (NDI_UNIQUE, 0, pl, 2619 pl->failmsg ("You must get it first!\n");
2822 "You must get it first!\n");
2823 } 2620 }
2621
2824 return tmp; 2622 return tmp;
2825} 2623}
2826 2624
2827/** 2625/**
2828 * player_apply_below attempts to apply the object 'below' the player. 2626 * player_apply_below attempts to apply the object 'below' the player.
2829 * 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
2830 * we use the ground. 2628 * we use the ground.
2831 */ 2629 */
2832 2630void
2833void player_apply_below (object *pl) 2631player_apply_below (object *pl)
2834{ 2632{
2835 object *tmp, *next;
2836 int floors; 2633 int floors = 0;
2837 2634
2838 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2839 apply_transport(pl, pl->contr->transport, 0);
2840 return;
2841 }
2842
2843 /* 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
2844 * item in the container. Otherwise, use the map. 2636 * item in the container. Otherwise, use the map.
2845 */
2846 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2847
2848 /* 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
2849 * 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
2850 * 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
2851 * 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
2852 * not return a proper value. 2641 * not return a proper value.
2853 */ 2642 */
2854 for (floors = 0; tmp!=NULL; tmp=next) { 2643 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2644 {
2855 next = tmp->below; 2645 next = tmp->below;
2646
2856 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2647 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2857 floors++; 2648 floors++;
2858 else if (floors > 0) 2649 else if (floors > 0)
2859 return; /* process only floor objects after first floor object */ 2650 return; /* process only floor objects after first floor object */
2860 2651
2861 /* 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
2862 * person moving on it, also activate. Added code to make it 2653 * person moving on it, also activate. Added code to make it
2863 * 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
2864 * the item needs. 2655 * the item needs.
2865 */ 2656 */
2866 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2657 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2867 if (player_apply (pl, tmp, 0, 1) == 1) 2658 if (player_apply (pl, tmp, 0, 1) == 1)
2868 return; 2659 return;
2869 } 2660
2870 if (floors >= 2) 2661 if (floors >= 2)
2871 return; /* process at most two floor objects */ 2662 return; /* process at most two floor objects */
2872 } 2663 }
2873} 2664}
2874 2665
2875/** 2666/**
2876 * Unapplies specified item. 2667 * Unapplies specified item.
2877 * No check done on cursed/damned. 2668 * No check done on cursed/damned.
2878 * Break this out of apply_special - this is just done 2669 * Break this out of apply_special - this is just done
2879 * 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.
2880 */ 2671 */
2672static int
2881static int unapply_special (object *who, object *op, int aflags) 2673unapply_special (object *who, object *op, int aflags)
2882{ 2674{
2883 object *tmp2; 2675 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2676 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2677 return RESULT_INT (0);
2884 2678
2885 CLEAR_FLAG(op, FLAG_APPLIED); 2679 CLEAR_FLAG (op, FLAG_APPLIED);
2680
2886 switch(op->type) { 2681 switch (op->type)
2887 case WEAPON: 2682 {
2888 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2889
2890 (void) change_abil (who,op);
2891 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2892 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2893 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2894 who->current_weapon_script = NULL;
2895 who->current_weapon = NULL;
2896 clear_skill(who);
2897 break;
2898
2899 case SKILL: /* allows objects to impart skills */
2900 case SKILL_TOOL: 2683 case SKILL_TOOL:
2901 if (op != who->chosen_skill) { 2684 // unapplying a skill tool should also unapply the skill it governs
2902 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
2903 } 2686 // be used for other reasons
2904 if (who->type==PLAYER) { 2687 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2905 if (who->contr->shoottype == range_skill) 2688 if (tmp->skill == op->skill
2906 who->contr->shoottype = range_none; 2689 && tmp->type == SKILL
2907 if ( ! op->invisible) { 2690 && tmp->flag [FLAG_APPLIED]
2908 new_draw_info_format (NDI_UNIQUE, 0, who, 2691 && !tmp->flag [FLAG_CAN_USE_SKILL])
2909 "You stop using the %s.", query_name(op)); 2692 unapply_special (who, tmp, 0);
2910 } else {
2911 new_draw_info_format (NDI_UNIQUE, 0, who,
2912 "You can no longer use the skill: %s.",
2913 op->skill);
2914 }
2915 }
2916 (void) change_abil (who, op);
2917 who->chosen_skill = NULL;
2918 CLEAR_FLAG (who, FLAG_READY_SKILL);
2919 break;
2920 2693
2921 case ARMOUR: 2694 change_abil (who, op);
2922 case HELMET:
2923 case SHIELD:
2924 case RING:
2925 case BOOTS:
2926 case GLOVES:
2927 case AMULET:
2928 case GIRDLE:
2929 case BRACERS:
2930 case CLOAK:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2932 (void) change_abil (who,op);
2933 break;
2934 case LAMP:
2935 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2936 op->name);
2937 tmp2 = arch_to_object(op->other_arch);
2938 tmp2->x = op->x;
2939 tmp2->y = op->y;
2940 tmp2->map = op->map;
2941 tmp2->below = op->below;
2942 tmp2->above = op->above;
2943 tmp2->stats.food = op->stats.food;
2944 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2945 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2946 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2947 if (who->type == PLAYER)
2948 esrv_del_item(who->contr, (tag_t)op->count);
2949 remove_ob(op);
2950 free_object(op);
2951 insert_ob_in_ob(tmp2, who);
2952 fix_player(who);
2953 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2954 if (who->type == PLAYER) {
2955 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2956 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2957 }
2958 }
2959 if(who->type==PLAYER)
2960 esrv_send_item(who, tmp2);
2961 return 1; /* otherwise, an attempt to drop causes problems */
2962 break;
2963 case BOW:
2964 case WAND:
2965 case ROD:
2966 case HORN:
2967 clear_skill(who);
2968 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2969 if(who->type==PLAYER) {
2970 who->contr->shoottype = range_none;
2971 } else {
2972 if (op->type == BOW)
2973 CLEAR_FLAG (who, FLAG_READY_BOW);
2974 else
2975 CLEAR_FLAG(who, FLAG_READY_RANGE);
2976 }
2977 break;
2978
2979 case BUILDER:
2980 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2981 who->contr->shoottype = range_none;
2982 who->contr->ranges[ range_builder ] = NULL;
2983 break; 2695 break;
2984 2696
2985 default: 2697 case WEAPON:
2986 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2698 if (player *pl = who->contr)
2987 break; 2699 if (op == pl->combat_ob)
2988 } 2700 {
2989 2701 pl->combat_ob = 0;
2990 fix_player(who); 2702 who->change_weapon (pl->ranged_ob);
2991
2992 if ( ! (aflags & AP_NO_MERGE)) {
2993 object *tmp;
2994
2995 tag_t del_tag = op->count;
2996 tmp = merge_ob (op, NULL);
2997 if (who->type == PLAYER) {
2998 if (tmp) { /* it was merged */
2999 esrv_del_item (who->contr, del_tag);
3000 op = tmp;
3001 } 2703 }
2704
2705 who->statusmsg (format ("You unwield %s.", query_name (op)));
2706
2707 change_abil (who, op);
2708 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2709 break;
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
2804 default:
2805 who->statusmsg (format ("You unapply %s.", query_name (op)));
2806 break;
2807 }
2808
2809 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2810 if (object *pl = op->visible_to ())
3002 esrv_send_item (who, op); 2811 esrv_send_item (pl, op);
3003 } 2812
3004 } 2813 who->update_stats ();
2814
3005 return 0; 2815 return 0;
3006} 2816}
3007 2817
3008/** 2818/**
3009 * Returns the object that is using location 'loc'. 2819 * Returns the object that is using location 'loc'.
3010 * Note that 'start' is the first object to start examing - we 2820 * Note that 'start' is the first object to start examing - we
3011 * 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
3012 * something like: 2822 * something like:
3013 * tmp = get_item_from_body_location(who->inv, 1); 2823 * tmp = get_next_item_from_body_location(who->inv, 1);
3014 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 2824 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3015 * to find the second object that may use this location, etc. 2825 * to find the second object that may use this location, etc.
3016 * Returns NULL if no match is found. 2826 * Returns NULL if no match is found.
3017 * 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.
3018 * don't return invisible objects unless they are skill objects 2828 * don't return invisible objects unless they are skill objects
3019 * invisible other objects that use 2829 * invisible other objects that use
3020 * up body locations can be used as restrictions. 2830 * up body locations can be used as restrictions.
3021 */ 2831 */
3022object *get_item_from_body_location(object *start, int loc) 2832static object *
2833get_next_item_from_body_location (int loc, object *start)
3023{ 2834{
3024 object *tmp;
3025
3026 if (!start) return NULL;
3027
3028 for (tmp=start; tmp; tmp=tmp->below) 2835 for (object *tmp = start; tmp; tmp = tmp->below)
3029 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 2836 if (tmp->flag [FLAG_APPLIED]
3030 (!tmp->invisible || tmp->type==SKILL)) return tmp; 2837 && tmp->slot[loc].info
2838 && (!tmp->invisible || tmp->type == SKILL))
2839 return tmp;
3031 2840
3032 return NULL; 2841 return 0;
3033} 2842}
3034
3035
3036 2843
3037/** 2844/**
3038 * '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.
3039 * This should only be called when it is known 2846 * This should only be called when it is known
3040 * that there are objects to unapply. This makes pretty heavy 2847 * that there are objects to unapply. This makes pretty heavy
3043 * Returns 0 on success, returns 1 if there is some problem. 2850 * Returns 0 on success, returns 1 if there is some problem.
3044 * 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
3045 * 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
3046 * another function that does just that. 2853 * another function that does just that.
3047 */ 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
3048int unapply_for_ob(object *who, object *op, int aflags) 2862unapply_for_ob (object *who, object *op, int aflags)
3049{ 2863{
3050 int i; 2864 if (op->is_range ())
3051 object *tmp=NULL, *last;
3052
3053 /* If we are applying a shield or weapon, unapply any equipped shield
3054 * or weapons first - only allowed to use one weapon/shield at a time.
3055 */
3056 if (op->type == WEAPON || op->type == SHIELD) {
3057 for (tmp=who->inv; tmp; tmp=tmp->below) { 2865 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3058 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 2866 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3059 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)))
3060 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 2868 {
3061 if (aflags & AP_PRINT) 2869 if (aflags & AP_PRINT)
3062 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2870 who->failmsg (query_name (tmp));
3063 else 2871 else
3064 unapply_special(who, tmp, aflags); 2872 unapply_special (who, tmp, aflags);
3065 } 2873 }
3066 else { 2874 else
2875 {
3067 /* In this case, we want to try and remove a cursed item. 2876 /* In this case, we want to try and remove a cursed item.
3068 * While we know it won't work, we want unapply_special to 2877 * While we know it won't work, we want unapply_special to
3069 * at least generate the message. 2878 * at least generate the message.
3070 */ 2879 */
3071 new_draw_info_format(NDI_UNIQUE, 0, who, 2880 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3072 "No matter how hard you try, you just can't\nremove %s.", 2881 return 1;
3073 query_name(tmp)); 2882 }
3074 return 1;
3075 }
3076 2883
3077 }
3078 }
3079 }
3080
3081 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2884 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2885 {
3082 /* this used up a slot that we need to free */ 2886 /* this used up a slot that we need to free */
3083 if (op->body_info[i]) { 2887 if (op->slot[i].info)
3084 last = who->inv; 2888 {
2889 object *last = who->inv;
3085 2890
3086 /* We do a while loop - may need to remove several items in order 2891 /* We do a while loop - may need to remove several items in order
3087 * to free up enough slots. 2892 * to free up enough slots.
3088 */ 2893 */
3089 while ((who->body_used[i] + op->body_info[i]) < 0) { 2894 while ((who->slot[i].used + op->slot[i].info) < 0)
3090 tmp = get_item_from_body_location(last, i); 2895 {
3091 if (!tmp) { 2896 object *tmp = get_next_item_from_body_location (i, last);
2897
2898 if (!tmp)
2899 {
3092#if 0 2900#if 0
3093 /* Not a bug - we'll get this if the player has cursed items 2901 /* Not a bug - we'll get this if the player has cursed items
3094 * equipped. 2902 * equipped.
3095 */ 2903 */
3096 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 2904 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3097 i, body_locations[i].save_name, who->name);
3098#endif 2905#endif
3099 return 1; 2906 return 1;
3100 } 2907 }
2908
3101 /* If we are just printing, we don't care about cursed status */ 2909 /* If we are just printing, we don't care about cursed status */
3102 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3103 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 2911 {
3104 if (aflags & AP_PRINT) 2912 if (aflags & AP_PRINT)
3105 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 2913 who->failmsg (query_name (tmp));
3106 else 2914 else
3107 unapply_special(who, tmp, aflags); 2915 unapply_special (who, tmp, aflags);
3108 } 2916 }
3109 else { 2917 else
2918 {
3110 /* Cursed item that we can't unequip - tell the player. 2919 /* Cursed item that we can't unequip - tell the player.
3111 * Note this could be annoying if this is just one of a few, 2920 * Note this could be annoying if this is just one of a few,
3112 * so it may not be critical (eg, putting on a ring and you have 2921 * so it may not be critical (eg, putting on a ring and you have
3113 * one cursed ring.) 2922 * one cursed ring.)
3114 */ 2923 */
3115 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 2924 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3116 } 2925 }
3117 last = tmp->below; 2926
3118 } 2927 last = tmp->below;
2928 }
3119 /* 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
3120 * return in the !tmp would have kicked in. 2930 * return in the !tmp would have kicked in.
3121 */ 2931 */
3122 } /* if op is using this body location */ 2932 } /* if op is using this body location */
3123 } /* for body lcoations */ 2933 } /* for body lcoations */
2934
3124 return 0; 2935 return 0;
3125} 2936}
3126 2937
3127/** 2938/**
3128 * Checks to see if 'who' can apply object 'op'. 2939 * Checks to see if 'who' can apply object 'op'.
3129 * Returns 0 if apply can be done without anything special. 2940 * Returns 0 if apply can be done without anything special.
3130 * Otherwise returns a bitmask - potentially several of these may be 2941 * Otherwise returns a bitmask - potentially several of these may be
3131 * set, but largely depends on circumstance - in the future, processing 2942 * set, but largely depends on circumstance - in the future, processing
3132 * 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
3133 * 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?)
3134 * 2945 *
3135 * See include/define.h for detailed description of the meaning of 2946 * See include/define.h for detailed description of the meaning of
3136 * these return values. 2947 * these return values.
3137 */ 2948 */
2949int
3138int can_apply_object(object *who, object *op) 2950can_apply_object (object *who, object *op)
3139{ 2951{
2952 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2953 return RESULT_INT (0);
2954
3140 int i, retval=0; 2955 int retval = 0;
3141 object *tmp=NULL, *ws=NULL; 2956 object *tmp = 0, *ws = 0;
3142 2957
3143 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3144 * 2 weapons, but we don't want to let them do that. So if they are
3145 * trying to equip a weapon or shield, see if they already have one
3146 * in place and store that way.
3147 */
3148 if (op->type == WEAPON || op->type == SHIELD) {
3149 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3150 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3151 retval = CAN_APPLY_UNAPPLY;
3152 ws = tmp;
3153 }
3154 }
3155 }
3156
3157
3158 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 2958 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3159 if (op->body_info[i]) { 2959 {
2960 if (op->slot[i].info)
2961 {
3160 /* Item uses more slots than we have */ 2962 /* Item uses more slots than we have */
3161 if (FABS(op->body_info[i]) > who->body_info[i]) { 2963 if (who->slot[i].info + op->slot [i].info < 0)
2964 {
3162 /* Could return now for efficiently - rest of info below isn' 2965 /* Could return now for efficiency - rest of info below isn't
3163 * really needed. 2966 * really needed.
3164 */ 2967 */
3165 retval |= CAN_APPLY_NEVER; 2968 retval |= CAN_APPLY_NEVER;
3166 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 2969 }
2970 else if (who->slot[i].used + op->slot[i].info < 0)
2971 {
3167 /* in this case, equipping this would use more free spots than 2972 /* in this case, equipping this would use more free spots than
3168 * we have. 2973 * we have.
3169 */ 2974 */
3170 object *tmp1;
3171 2975
3172
3173 /* 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
3174 * enough slots to equip the new item, then just set this can 2977 * enough slots to equip the new item, then just set "can
3175 * 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
3176 * shield equipped and try to equip another shield, there is only 2979 * shield equipped and try to equip another shield, there is only
3177 * one choice. However, the check for the number of body locations 2980 * one choice. However, the check for the number of body locations
3178 * does take into the account cases where what is being applied 2981 * does take into the account cases where what is being applied
3179 * may be two handed for example. 2982 * may be two handed for example.
3180 */ 2983 */
3181 if (ws) { 2984 if (ws)
3182 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)
3183 retval |= CAN_APPLY_UNAPPLY; 2986 {
3184 continue; 2987 retval |= CAN_APPLY_UNAPPLY;
3185 } 2988 continue;
3186 } 2989 }
3187 2990
3188 tmp1 = get_item_from_body_location(who->inv, i); 2991 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3189 if (!tmp1) { 2992 if (!tmp1)
2993 {
3190#if 0 2994#if 0
3191 /* This is sort of an error, but happens a lot when old players 2995 /* This is sort of an error, but happens a lot when old players
3192 * join in with more stuff equipped than they are now allowed. 2996 * join in with more stuff equipped than they are now allowed.
3193 */ 2997 */
3194 LOG(llevError,"Can't find object using location %d on %s\n", 2998 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3195 i, who->name);
3196#endif 2999#endif
3197 retval |= CAN_APPLY_NEVER; 3000 retval |= CAN_APPLY_NEVER;
3198 } else { 3001 }
3002 else
3003 {
3199 /* need to unapply something. However, if this something 3004 /* need to unapply something. However, if this something
3200 * is different than we had found before, it means they need 3005 * is different than we had found before, it means they need
3201 * to apply multiple objects 3006 * to apply multiple objects
3202 */ 3007 */
3203 retval |= CAN_APPLY_UNAPPLY; 3008 retval |= CAN_APPLY_UNAPPLY;
3204 if (!tmp) tmp = tmp1; 3009
3205 else if (tmp != tmp1) { 3010 if (!tmp)
3206 retval |= CAN_APPLY_UNAPPLY_MULT; 3011 tmp = tmp1;
3207 } 3012 else if (tmp != tmp1)
3013 retval |= CAN_APPLY_UNAPPLY_MULT;
3014
3208 /* 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
3209 * 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
3210 * the slots, the player then has a choice. 3017 * the slots, the player then has a choice.
3211 */ 3018 */
3212 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)
3213 (FABS(op->body_info[i]) < who->body_info[i])) 3020 && abs (op->slot[i].info) < who->slot[i].info)
3214 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3021 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3215 3022
3216 /* Does unequippint 'tmp1' free up enough slots for this to be 3023 /* Does unequippint 'tmp1' free up enough slots for this to be
3217 * equipped? If not, there must be something else to unapply. 3024 * equipped? If not, there must be something else to unapply.
3218 */ 3025 */
3219 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)
3220 retval |= CAN_APPLY_UNAPPLY_MULT; 3027 retval |= CAN_APPLY_UNAPPLY_MULT;
3221 3028 }
3222 } 3029 } /* if not enough free slots */
3223 } /* if not enough free slots */ 3030 } /* if this object uses location i */
3224 } /* if this object uses location i */
3225 } /* for i -> num_body_locations loop */ 3031 } /* for i -> num_body_locations loop */
3226 3032
3227 /* 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
3228 * really be controlled by use of body locations. We do have 3034 * really be controlled by use of body locations. We do have
3229 * the weapon/shield checks, and the range checks for monsters, 3035 * the weapon/shield checks, and the range checks for monsters,
3230 * 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,
3231 * 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
3232 * all use the same location. 3038 * all use the same location.
3233 */ 3039 */
3234 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3040 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3235 retval |= CAN_APPLY_RESTRICTION;
3236 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3237 retval |= CAN_APPLY_RESTRICTION;
3238
3239
3240 if (who->type != PLAYER) {
3241 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3242 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3243 retval |= CAN_APPLY_RESTRICTION;
3244 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3245 retval |= CAN_APPLY_RESTRICTION; 3041 retval |= CAN_APPLY_RESTRICTION;
3042
3246 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3043 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3247 retval |= CAN_APPLY_RESTRICTION; 3044 retval |= CAN_APPLY_RESTRICTION;
3248 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3045
3046 if (who->type != PLAYER)
3047 {
3048 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3249 retval |= CAN_APPLY_RESTRICTION; 3049 retval |= CAN_APPLY_RESTRICTION;
3050
3051 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3052 retval |= CAN_APPLY_RESTRICTION;
3053
3054 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3055 retval |= CAN_APPLY_RESTRICTION;
3056
3057 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION;
3250 } 3059 }
3060
3251 return retval; 3061 return retval;
3252} 3062}
3253
3254
3255 3063
3256/** 3064/**
3257 * 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.
3258 * 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,
3259 * 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
3268 * AP_UNAPPLY=always unapply). 3076 * AP_UNAPPLY=always unapply).
3269 * 3077 *
3270 * Optional flags: 3078 * Optional flags:
3271 * 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
3272 * 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
3273 * 3082 *
3274 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3275 * 3084 *
3276 * apply_special() doesn't check for unpaid items. 3085 * apply_special() doesn't check for unpaid items.
3277 */ 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
3278int apply_special (object *who, object *op, int aflags) 3092apply_special (object *who, object *op, int aflags)
3279{ 3093{
3280 int basic_flag = aflags & AP_BASIC_FLAGS; 3094 int basic_flag = aflags & AP_BASIC_FLAGS;
3281 object *tmp, *tmp2, *skop=NULL; 3095 object *tmp, *tmp2, *skop = NULL;
3282 int i;
3283 3096
3284 if(who==NULL) { 3097 if (who == NULL)
3098 {
3285 LOG(llevError,"apply_special() from object without environment.\n"); 3099 LOG (llevError, "apply_special() from object without environment.\n");
3286 return 1; 3100 return 1;
3287 } 3101 }
3288 3102
3289 if(op->env!=who) 3103 if (op->env != who)
3290 return 1; /* op is not in inventory */ 3104 return 1; /* op is not in inventory */
3291 3105
3292 /* trying to unequip op */ 3106 /* trying to unequip op */
3293 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3107 if (QUERY_FLAG (op, FLAG_APPLIED))
3108 {
3294 /* always apply, so no reason to unapply */ 3109 /* always apply, so no reason to unapply */
3295 if (basic_flag == AP_APPLY) return 0; 3110 if (basic_flag == AP_APPLY)
3111 return 0;
3296 3112
3297 if ( ! (aflags & AP_IGNORE_CURSE) 3113 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3298 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3114 {
3299 new_draw_info_format(NDI_UNIQUE, 0, who, 3115 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3300 "No matter how hard you try, you just can't\nremove %s.",
3301 query_name(op));
3302 return 1; 3116 return 1;
3303 } 3117 }
3118
3304 return unapply_special(who, op, aflags); 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;
3305 } 3131 }
3306 3132
3307 if (basic_flag == AP_UNAPPLY) return 0; 3133 splay (op);
3308 3134
3309 i = can_apply_object(who, op);
3310
3311 /* Can't just apply this object. Lets see what not and what to do */ 3135 /* Can't just apply this object. Lets see what not and what to do */
3312 if (i) { 3136 if (int i = can_apply_object (who, op))
3137 {
3313 if (i & CAN_APPLY_NEVER) { 3138 if (i & CAN_APPLY_NEVER)
3314 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 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)));
3315 return 1; 3141 return 1;
3142 }
3316 } else if (i & CAN_APPLY_RESTRICTION) { 3143 else if (i & CAN_APPLY_RESTRICTION)
3317 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 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 ));
3318 return 1; 3150 return 1;
3319 } 3151 }
3152
3320 if (who->type != PLAYER) { 3153 if (who->type != PLAYER)
3154 {
3321 /* Some error, so don't try to equip something more */ 3155 /* Some error, so don't try to equip something more */
3322 if (unapply_for_ob(who, op, aflags)) return 1; 3156 if (unapply_for_ob (who, op, aflags))
3323 } else { 3157 return 1;
3324 if (who->contr->unapply == unapply_never || 3158 }
3325 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3159 else
3326 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 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:");
3327 unapply_for_ob(who, op, AP_PRINT); 3164 unapply_for_ob (who, op, AP_PRINT);
3328 return 1; 3165 return 1;
3329 } 3166 }
3330 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3167 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3331 i = unapply_for_ob(who, op, aflags); 3168 if (unapply_for_ob (who, op, aflags))
3332 if (i) return 1; 3169 return 1;
3170 }
3333 } 3171 }
3334 } 3172
3335 }
3336 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3173 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3174 {
3337 skop=find_skill_by_name(who, op->skill); 3175 skop = find_skill_by_name (who, op->skill);
3338 if (!skop) { 3176
3339 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3177 if (!skop)
3178 {
3179 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3340 return 1; 3180 return 1;
3341 } else { 3181 }
3182 else
3342 /* While experience will be credited properly, we want to change the 3183 /* While experience will be credited properly, we want to change the
3343 * skill so that the dam and wc get updated 3184 * skill so that the dam and wc get updated
3344 */ 3185 */
3345 change_skill(who, skop, 0); 3186 who->change_skill (skop);
3346 }
3347 } 3187 }
3348 3188
3349 if (who->type == PLAYER && op->item_power && 3189 if (who->type == PLAYER
3190 && op->item_power
3350 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3191 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3351 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3352 return 1;
3353 } 3192 {
3354 3193 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3194 return 1;
3195 }
3355 3196
3356 /* Ok. We are now at the state where we can apply the new object. 3197 /* Ok. We are now at the state where we can apply the new object.
3357 * Note that we don't have the checks for can_use_... 3198 * Note that we don't have the checks for can_use_...
3358 * below - that is already taken care of by can_apply_object. 3199 * below - that is already taken care of by can_apply_object.
3359 */ 3200 */
3360 3201 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3361 3202
3362 if(op->nrof > 1) 3203 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3363 tmp = get_split_ob(op,op->nrof - 1); 3204 return RESULT_INT (0);
3364 else
3365 tmp = NULL;
3366 3205
3367 switch(op->type) { 3206 switch (op->type)
3207 {
3368 case WEAPON: 3208 case WEAPON:
3369 if (!check_weapon_power(who, op->last_eat)) { 3209 if (!check_weapon_power (who, op->last_eat))
3370 new_draw_info(NDI_UNIQUE, 0,who, 3210 {
3371 "That weapon is too powerful for you to use."); 3211 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3372 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3212
3373 if(tmp!=NULL) 3213 if (tmp)
3374 (void) insert_ob_in_ob(tmp,who); 3214 insert_ob_in_ob (tmp, who);
3375 return 1; 3215
3376 } 3216 return 1;
3217 }
3218
3219 //TODO: this obviously fails for players using a shorter prefix
3220 // i.e. "R" can use Ragnarok's sword.
3377 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3221 if (op->level && (strncmp (op->name, who->name, strlen (who->name))))
3222 {
3378 /* if the weapon does not have the name as the character, can't use it. */ 3223 /* if the weapon does not have the name as the character, can't use it. */
3379 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3224 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3380 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3225 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3381 if(tmp!=NULL)
3382 (void) insert_ob_in_ob(tmp,who);
3383 return 1;
3384 }
3385 SET_FLAG(op, FLAG_APPLIED);
3386 3226
3387 if (skop) change_skill(who, skop, 1); 3227 if (tmp)
3388 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3389 SET_FLAG(who, FLAG_READY_WEAPON);
3390
3391 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3392
3393 (void) change_abil (who,op);
3394 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3395 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3396 LOG(llevDebug, "Scripting Weapon wielded\n");
3397 if (who->current_weapon_script) free_string(who->current_weapon_script);
3398 who->current_weapon_script=add_string(query_name(op));
3399 }
3400 who->current_weapon = op;*/
3401 break;
3402
3403 case ARMOUR:
3404 case HELMET:
3405 case SHIELD:
3406 case BOOTS:
3407 case GLOVES:
3408 case GIRDLE:
3409 case BRACERS:
3410 case CLOAK:
3411 case RING:
3412 case AMULET:
3413 SET_FLAG(op, FLAG_APPLIED);
3414 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3415 (void) change_abil (who,op);
3416 break;
3417 case LAMP:
3418 if (op->stats.food < 1) {
3419 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3420 " fuel!", op->name);
3421 return 1;
3422 }
3423 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3424 op->name);
3425 tmp2 = arch_to_object(op->other_arch);
3426 tmp2->stats.food = op->stats.food;
3427 SET_FLAG(tmp2, FLAG_APPLIED);
3428 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3429 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3430 insert_ob_in_ob(tmp2, who); 3228 insert_ob_in_ob (tmp, who);
3431 3229
3432 /* Remove the old lantern */ 3230 return 1;
3433 if (who->type == PLAYER) 3231 }
3434 esrv_del_item(who->contr, (tag_t)op->count);
3435 remove_ob(op);
3436 free_object(op);
3437 3232
3438 /* insert the portion that was split off */ 3233 if (!skop)
3439 if(tmp!=NULL) { 3234 {
3440 (void) insert_ob_in_ob(tmp,who); 3235 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3441 if(who->type==PLAYER) 3236 return 1;
3442 esrv_send_item(who, tmp); 3237 }
3443 }
3444 fix_player(who);
3445 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3446 if (who->type == PLAYER) {
3447 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3448 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3449 }
3450 }
3451 if(who->type==PLAYER)
3452 esrv_send_item(who, tmp2);
3453 return 0;
3454 break;
3455 3238
3456 /* this part is needed for skill-tools */
3457 case SKILL:
3458 case SKILL_TOOL:
3459 if (who->chosen_skill) {
3460 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3461 return 1;
3462 }
3463 if (who->type == PLAYER) {
3464 who->contr->shoottype = range_skill;
3465 who->contr->ranges[range_skill] = op;
3466 if ( ! op->invisible) {
3467 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3468 query_name (op));
3469 new_draw_info_format (NDI_UNIQUE, 0, who,
3470 "You can now use the skill: %s.",
3471 op->skill);
3472 } else {
3473 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3474 op->skill? op->skill:op->name);
3475 }
3476 }
3477 SET_FLAG (op, FLAG_APPLIED); 3239 SET_FLAG (op, FLAG_APPLIED);
3478 (void) change_abil (who, op); 3240 who->change_skill (skop);
3479 who->chosen_skill = op;
3480 SET_FLAG (who, FLAG_READY_SKILL);
3481 break;
3482
3483 case BOW:
3484 if (!check_weapon_power(who, op->last_eat)) {
3485 new_draw_info(NDI_UNIQUE, 0, who,
3486 "That item is too powerful for you to use.");
3487 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3488 if(tmp != NULL)
3489 (void)insert_ob_in_ob(tmp,who);
3490 return 1;
3491 }
3492 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3493 new_draw_info(NDI_UNIQUE, 0, who,
3494 "The weapon does not recognize you as its owner.");
3495 if(tmp != NULL)
3496 (void)insert_ob_in_ob(tmp,who);
3497 return 1;
3498 }
3499 /*FALLTHROUGH*/
3500 case WAND:
3501 case ROD:
3502 case HORN:
3503 /* check for skill, alter player status */
3504 SET_FLAG(op, FLAG_APPLIED);
3505 if (skop) change_skill(who, skop, 0);
3506 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3507 3241
3508 if(who->type==PLAYER) { 3242 if (who->contr)
3509 if (op->type == BOW) { 3243 who->change_weapon (who->contr->combat_ob = op);
3510 (void)change_abil(who, op); 3244
3511 new_draw_info_format (NDI_UNIQUE, 0, who, 3245 who->statusmsg (format ("You wield %s.", query_name (op)));
3512 "You will now fire %s with %s.", 3246
3513 op->race ? op->race : "nothing", query_name(op));
3514 who->contr->shoottype = range_bow;
3515 } else {
3516 who->contr->shoottype = range_misc;
3517 }
3518 } else {
3519 if (op->type == BOW)
3520 SET_FLAG (who, FLAG_READY_BOW);
3521 else
3522 SET_FLAG (who, FLAG_READY_RANGE); 3247 SET_FLAG (who, FLAG_READY_WEAPON);
3523 } 3248 change_abil (who, op);
3524 break;
3525
3526 case BUILDER:
3527 if ( who->contr->ranges[ range_builder ] )
3528 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3529 who->contr->shoottype = range_builder;
3530 who->contr->ranges[ range_builder ] = op;
3531 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3532 break; 3249 break;
3533 3250
3534 default: 3251 case ARMOUR:
3535 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3252 case HELMET:
3536 } /* end of switch op->type */ 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;
3537 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);
3302 }
3303
3304 return 0;
3305
3306 case SKILL_TOOL:
3307 // applying a skill tool also readies the skill
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 ));
3340 return 1;
3341
3342 found_weapon:;
3343 }
3344 else
3345 who->change_weapon (pl->combat_ob = op);
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 {
3385 SET_FLAG (op, FLAG_APPLIED);
3386 change_abil (who, op);
3387 who->chosen_skill = op;
3388 SET_FLAG (who, FLAG_READY_SKILL);
3389 }
3390
3391 break;
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
3465 default:
3466 who->statusmsg (format ("You apply %s.", query_name (op)));
3467 }
3468
3538 SET_FLAG(op, FLAG_APPLIED); 3469 SET_FLAG (op, FLAG_APPLIED);
3539 3470
3540 if(tmp!=NULL) 3471 if (tmp)
3541 tmp = insert_ob_in_ob(tmp,who); 3472 who->insert (tmp);
3542 3473
3543 fix_player(who); 3474 who->update_stats ();
3544 3475
3545 /* We exclude spell casting objects. The fire code will set the 3476 /* We exclude spell casting objects. The fire code will set the
3546 * been applied flag when they are used - until that point, 3477 * been applied flag when they are used - until that point,
3547 * you don't know anything about them. 3478 * you don't know anything about them.
3548 */ 3479 */
3549 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3480 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3550 op->type!=ROD)
3551 SET_FLAG(op,FLAG_BEEN_APPLIED); 3481 SET_FLAG (op, FLAG_BEEN_APPLIED);
3552 3482
3553 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3483 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3554 if (who->type == PLAYER) {
3555 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3556 SET_FLAG(op,FLAG_KNOWN_CURSED);
3557 }
3558 }
3559 if(who->type==PLAYER) { 3484 if (who->type == PLAYER)
3560 /* if multiple objects were applied, update both slots */ 3485 {
3561 if (tmp) 3486 who->failmsg (
3562 esrv_send_item(who, tmp); 3487 "Oops, it feels deadly cold! "
3563 esrv_send_item(who, op); 3488 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3489 );
3490 SET_FLAG (op, FLAG_KNOWN_CURSED);
3564 } 3491 }
3492
3493 if (object *pl = op->visible_to ())
3494 esrv_send_item (pl, op);
3495
3565 return 0; 3496 return 0;
3566} 3497}
3567 3498
3568 3499int
3569int monster_apply_special (object *who, object *op, int aflags) 3500monster_apply_special (object *who, object *op, int aflags)
3570{ 3501{
3571 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3502 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3572 return 1; 3503 return 1;
3504
3573 return apply_special (who, op, aflags); 3505 return apply_special (who, op, aflags);
3574} 3506}
3575 3507
3576/** 3508/**
3577 * Map was just loaded, handle op's initialisation. 3509 * Map was just loaded, handle op's initialisation.
3578 * 3510 *
3579 * Generates shop floor's item, and treasures. 3511 * Generates shop floor's item, and treasures.
3580 */ 3512 */
3513int
3581int auto_apply (object *op) { 3514auto_apply (object *op)
3515{
3582 object *tmp = NULL, *tmp2; 3516 object *tmp = NULL, *tmp2;
3583 int i; 3517 int i;
3584 3518
3585 switch(op->type) {
3586 case SHOP_FLOOR:
3587 if (!HAS_RANDOM_ITEMS(op)) return 0;
3588 do {
3589 i=10; /* let's give it 10 tries */
3590 while((tmp=generate_treasure(op->randomitems,
3591 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3592 if(tmp==NULL)
3593 return 0;
3594 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3595 free_object(tmp);
3596 tmp = NULL;
3597 }
3598 } while(!tmp);
3599 tmp->x=op->x;
3600 tmp->y=op->y;
3601 SET_FLAG(tmp,FLAG_UNPAID);
3602 insert_ob_in_map(tmp,op->map,NULL,0);
3603 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3519 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3520
3521 switch (op->type)
3522 {
3523 case SHOP_FLOOR:
3524 if (!op->has_random_items ())
3525 return 0;
3526
3527 do
3528 {
3529 i = 10; /* let's give it 10 tries */
3530 while ((tmp = generate_treasure (op->randomitems,
3531 op->stats.exp
3532 ? (int) op->stats.exp
3533 : max (op->map->difficulty, 5)))
3534 == NULL && --i);
3535
3536 if (tmp == NULL)
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);
3604 identify(tmp); 3551 identify (tmp);
3605 break; 3552 break;
3606 3553
3607 case TREASURE: 3554 case TREASURE:
3608 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3555 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3609 return 0; 3556 return 0;
3557
3610 while ((op->stats.hp--)>0) 3558 while (op->stats.hp-- > 0)
3611 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3559 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3612 op->stats.exp ? (int)op->stats.exp : 3560 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3613 op->map == NULL ? 14: op->map->difficulty,0);
3614 3561
3615 /* 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,
3616 * 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
3617 * to disappear. An example of this item is the random_* stuff 3564 * to disappear. An example of this item is the random_* stuff
3618 * that is put inside other objects. 3565 * that is put inside other objects.
3619 */ 3566 */
3620 for (tmp=op->inv; tmp; tmp=tmp2) { 3567 if (op->env)
3621 tmp2 = tmp->below; 3568 while (op->inv)
3622 remove_ob(tmp); 3569 op->env->insert (op->inv);
3623 if (op->env) insert_ob_in_ob(tmp, op->env); 3570
3624 else free_object(tmp); 3571 op->destroy ();
3572 break;
3625 } 3573 }
3626 remove_ob(op);
3627 free_object(op);
3628 break;
3629 }
3630 return tmp ? 1 : 0;
3631}
3632 3574
3575 return !!tmp;
3576}
3577
3633/** 3578/**
3634 * 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
3635 * when an original map is loaded) and performs special actions for 3580 * is loaded or swapped in and performs special actions for
3636 * certain objects (most initialization of chests and creation of 3581 * certain objects (most initialization of chests and creation of
3637 * treasures and stuff). Calls auto_apply if appropriate. 3582 * treasures and stuff). Calls auto_apply if appropriate.
3638 */ 3583 */
3584void
3585maptile::fix_auto_apply ()
3586{
3587 if (!spaces)
3588 return;
3639 3589
3640void fix_auto_apply(mapstruct *m) { 3590 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3641 object *tmp,*above=NULL; 3591 for (object *tmp = ms->bot; tmp; )
3642 int x,y; 3592 {
3593 object *above = tmp->above;
3643 3594
3644 if(m==NULL) return; 3595 if (tmp->inv)
3645 3596 {
3646 for(x=0;x<MAP_WIDTH(m);x++)
3647 for(y=0;y<MAP_HEIGHT(m);y++)
3648 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3649 above=tmp->above;
3650
3651 if (tmp->inv) {
3652 object *invtmp, *invnext; 3597 object *invtmp, *invnext;
3653 3598
3654 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3599 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3655 invnext = invtmp->below; 3600 {
3601 invnext = invtmp->below;
3656 3602
3657 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3603 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3658 auto_apply(invtmp); 3604 auto_apply (invtmp);
3659 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3605 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3660 while ((invtmp->stats.hp--)>0) 3606 {
3661 create_treasure(invtmp->randomitems, invtmp, 0, 3607 while (invtmp->stats.hp-- > 0)
3662 m->difficulty,0); 3608 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3663 invtmp->randomitems = NULL; 3609
3664 } 3610 invtmp->randomitems = NULL;
3665 else if (invtmp && invtmp->arch && 3611 }
3666 invtmp->type!=TREASURE && 3612 else if (invtmp && invtmp->arch
3667 invtmp->type != SPELL && 3613 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3668 invtmp->type != CLASS && 3614 {
3669 HAS_RANDOM_ITEMS(invtmp)) { 3615 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3670 create_treasure(invtmp->randomitems, invtmp, 0,
3671 m->difficulty,0);
3672 /* Need to clear this so that we never try to create 3616 /* Need to clear this so that we never try to create
3673 * treasure again for this object 3617 * treasure again for this object
3674 */ 3618 */
3675 invtmp->randomitems = NULL; 3619 invtmp->randomitems = NULL;
3676 } 3620 }
3677 } 3621 }
3678 /* This is really temporary - the code at the bottom will 3622 /* This is really temporary - the code at the bottom will
3679 * also set randomitems to null. The problem is there are bunches 3623 * also set randomitems to null. The problem is there are bunches
3680 * of maps/players already out there with items that have spells 3624 * of maps/players already out there with items that have spells
3681 * which haven't had the randomitems set to null yet. 3625 * which haven't had the randomitems set to null yet.
3682 * MSW 2004-05-13 3626 * MSW 2004-05-13
3683 * 3627 *
3684 * 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,
3685 * else you get two spells in the book ^_- 3629 * else you get two spells in the book ^_-
3686 * Ryo 2004-08-16 3630 * Ryo 2004-08-16
3687 */ 3631 */
3688 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3632 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3689 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3633 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3690 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3691 tmp->randomitems = NULL; 3634 tmp->randomitems = NULL;
3692 3635
3693 } 3636 }
3694 3637
3695 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3638 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3696 auto_apply(tmp); 3639 auto_apply (tmp);
3697 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3640 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3641 {
3698 while ((tmp->stats.hp--)>0) 3642 while ((tmp->stats.hp--) > 0)
3699 create_treasure(tmp->randomitems, tmp, 0, 3643 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3700 m->difficulty,0);
3701 tmp->randomitems = NULL; 3644 tmp->randomitems = NULL;
3702 } 3645 }
3703 else if(tmp->type==TIMED_GATE) { 3646 else if (tmp->type == TIMED_GATE)
3647 {
3704 object *head = tmp->head != NULL ? tmp->head : tmp; 3648 object *head = tmp->head != NULL ? tmp->head : tmp;
3649
3705 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3650 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3706 tmp->speed = 0; 3651 tmp->set_speed (0);
3707 update_ob_speed(tmp); 3652 }
3708 }
3709 }
3710 /* 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
3711 * 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
3712 * 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
3713 * 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.
3714 * 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
3715 * which say how many times to make the treasure. 3658 * which say how many times to make the treasure.
3716 */ 3659 */
3717 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3660 else if (tmp && tmp->arch && tmp->type != PLAYER
3718 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3661 && tmp->type != TREASURE && tmp->type != SPELL
3719 HAS_RANDOM_ITEMS(tmp)) { 3662 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3663 {
3720 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3664 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3721 m->difficulty,0);
3722 tmp->randomitems = NULL; 3665 tmp->randomitems = NULL;
3723 } 3666 }
3667
3668 // close all containers
3669 else if (tmp->type == CONTAINER)
3670 tmp->flag [FLAG_APPLIED] = 0;
3671
3672 tmp = above;
3724 } 3673 }
3725 3674
3726 for(x=0;x<MAP_WIDTH(m);x++) 3675 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3727 for(y=0;y<MAP_HEIGHT(m);y++) 3676 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3728 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3729 if (tmp->above &&
3730 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3677 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3731 check_trigger (tmp, tmp->above); 3678 check_trigger (tmp, tmp->above);
3732} 3679}
3733 3680
3734/** 3681/**
3735 * Handles player eating food that temporarily changes status (resistances, stats). 3682 * Handles player eating food that temporarily changes status (resistances, stats).
3736 * This used to call cast_change_attr(), but 3683 * This used to call cast_change_attr(), but
3737 * 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
3738 * the food changes, just grab a force and use that instead. 3685 * the food changes, just grab a force and use that instead.
3739 */ 3686 */
3740 3687void
3741void eat_special_food(object *who, object *food) { 3688eat_special_food (object *who, object *food)
3689{
3742 object *force; 3690 object *force;
3743 int i, did_one=0; 3691 int i, did_one = 0;
3744 sint8 k;
3745 3692
3746 force = get_archetype(FORCE_NAME); 3693 force = get_archetype (FORCE_NAME);
3747 3694
3748 for (i=0; i < NUM_STATS; i++) { 3695 for (i = 0; i < NUM_STATS; i++)
3749 k = get_attr_value(&food->stats, i); 3696 if (sint8 k = food->stats.stat (i))
3750 if (k) { 3697 {
3751 set_attr_value(&force->stats, i, k); 3698 force->stats.stat (i) = k;
3752 did_one = 1; 3699 did_one = 1;
3753 }
3754 } 3700 }
3755 3701
3756 /* check if we can protect the eater */ 3702 /* check if we can protect the eater */
3757 for (i=0; i<NROFATTACKS; i++) { 3703 for (i = 0; i < NROFATTACKS; i++)
3704 {
3758 if (food->resist[i]>0) { 3705 if (food->resist[i] > 0)
3706 {
3759 force->resist[i] = food->resist[i] / 2; 3707 force->resist[i] = food->resist[i] / 2;
3760 did_one = 1; 3708 did_one = 1;
3761 } 3709 }
3762 } 3710 }
3711
3763 if (did_one) { 3712 if (did_one)
3764 force->speed = 0.1; 3713 {
3765 update_ob_speed(force); 3714 force->set_speed (0.1);
3766 /* bigger morsel of food = longer effect time */ 3715 /* bigger morsel of food = longer effect time */
3767 force->stats.food = food->stats.food / 5; 3716 force->duration = food->stats.food / 5;
3768 SET_FLAG(force, FLAG_IS_USED_UP);
3769 SET_FLAG(force, FLAG_APPLIED); 3717 SET_FLAG (force, FLAG_APPLIED);
3770 change_abil(who, force); 3718 change_abil (who, force);
3771 insert_ob_in_ob(force, who); 3719 insert_ob_in_ob (force, who);
3772 } else {
3773 free_object(force);
3774 } 3720 }
3721 else
3722 force->destroy ();
3775 3723
3776 /* check for hp, sp change */ 3724 /* check for hp, sp change */
3777 if(food->stats.hp!=0) { 3725 if (food->stats.hp != 0)
3726 {
3778 if(QUERY_FLAG(food, FLAG_CURSED)) { 3727 if (QUERY_FLAG (food, FLAG_CURSED))
3779 strcpy(who->contr->killer,food->name); 3728 {
3729 who->contr->killer = food;
3780 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3730 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3781 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3731 who->failmsg ("Eck!...that was poisonous!");
3782 } else { 3732 }
3733 else
3734 {
3783 if(food->stats.hp>0) 3735 if (food->stats.hp > 0)
3784 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3736 who->statusmsg ("You begin to feel better.");
3785 else 3737 else
3786 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3738 who->failmsg ("Eck!...that was poisonous!");
3739
3787 who->stats.hp += food->stats.hp; 3740 who->stats.hp += food->stats.hp;
3788 } 3741 }
3789 }
3790 if(food->stats.sp!=0) {
3791 if(QUERY_FLAG(food, FLAG_CURSED)) {
3792 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3793 who->stats.sp -= food->stats.sp;
3794 if(who->stats.sp<0) who->stats.sp=0;
3795 } else {
3796 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3797 who->stats.sp += food->stats.sp;
3798 /* place limit on max sp from food? */
3799 } 3742 }
3743
3744 if (food->stats.sp != 0)
3800 } 3745 {
3801 fix_player(who); 3746 if (QUERY_FLAG (food, FLAG_CURSED))
3802} 3747 {
3748 who->failmsg ("You are drained of mana!");
3749 who->stats.sp -= food->stats.sp;
3750 if (who->stats.sp < 0)
3751 who->stats.sp = 0;
3752 }
3753 else
3754 {
3755 who->statusmsg ("You feel a rush of magical energy!");
3756 who->stats.sp += food->stats.sp;
3757 /* place limit on max sp from food? */
3758 }
3759 }
3803 3760
3761 who->update_stats ();
3762}
3804 3763
3805/** 3764/**
3806 * Designed primarily to light torches/lanterns/etc. 3765 * Designed primarily to light torches/lanterns/etc.
3807 * 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
3808 * the selected object to "burn". -b.t. 3767 * the selected object to "burn". -b.t.
3809 */ 3768 */
3810 3769void
3811void apply_lighter(object *who, object *lighter) { 3770apply_lighter (object *who, object *lighter)
3771{
3812 object *item; 3772 object *item;
3813 int is_player_env=0; 3773 int is_player_env = 0;
3814 uint32 nrof;
3815 tag_t count;
3816 char item_name[MAX_BUF];
3817 3774
3818 item=find_marked_object(who); 3775 item = find_marked_object (who);
3819 if(item) { 3776 if (item)
3777 {
3820 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */ 3778 if (lighter->last_eat && lighter->stats.food)
3821 /* Split multiple lighters if they're being used up. Otherwise * 3779 { /* lighter gets used up */
3822 * one charge from each would be used up. --DAMN */ 3780 object *oneLighter = lighter->split ();
3823 if(lighter->nrof > 1) {
3824 object *oneLighter = get_object();
3825 copy_object(lighter, oneLighter);
3826 lighter->nrof -= 1;
3827 oneLighter->nrof = 1;
3828 oneLighter->stats.food--; 3781 oneLighter->stats.food--;
3829 esrv_send_item(who, lighter); 3782 who->insert (oneLighter);
3830 oneLighter=insert_ob_in_ob(oneLighter, who); 3783 }
3831 esrv_send_item(who, oneLighter); 3784 else if (lighter->last_eat)
3832 } else {
3833 lighter->stats.food--;
3834 }
3835
3836 } else if(lighter->last_eat) { /* no charges left in lighter */
3837 new_draw_info_format(NDI_UNIQUE, 0,who,
3838 "You attempt to light the %s with a used up %s.",
3839 item->name, lighter->name);
3840 return;
3841 } 3785 {
3786 /* no charges left in lighter */
3787 who->failmsg (format ("You attempt to light the %s with a used up %s.", &item->name, &lighter->name));
3788 return;
3789 }
3790
3842 /* 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?
3843 * 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
3844 * objects at once. 3793 * objects at once.
3845 */ 3794 */
3846 nrof=item->nrof;
3847 count=item->count;
3848 /* If the item is destroyed, we don't have a valid pointer to the
3849 * name object, so make a copy so the message we print out makes
3850 * some sense.
3851 */
3852 strcpy(item_name, item->name);
3853 if (who == is_player_inv(item)) is_player_env=1;
3854 3795
3796 if (who == item->in_player ())
3797 is_player_env = 1;
3798
3855 save_throw_object(item,AT_FIRE,who); 3799 save_throw_object (item, AT_FIRE, who);
3856 /* Change to check count and not freed, since the object pointer 3800
3857 * may have gotten recycled 3801 if (item->destroyed ())
3858 */ 3802 {
3859 if ((nrof != item->nrof ) || (count != item->count)) { 3803 who->statusmsg (format ("You light the %s with the %s.", &item->name, &lighter->name));
3860 new_draw_info_format(NDI_UNIQUE, 0,who,
3861 "You light the %s with the %s.",item_name,lighter->name);
3862 /* Need to update the player so that the players glow radius 3804 /* Need to update the player so that the players glow radius
3863 * gets changed. 3805 * gets changed.
3864 */ 3806 */
3865 if (is_player_env) fix_player(who); 3807 if (is_player_env)
3866 } else { 3808 who->update_stats ();
3867 new_draw_info_format(NDI_UNIQUE, 0,who, 3809 }
3810 else
3868 "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));
3869 } 3812 }
3870 3813 else
3871 } else /* nothing to light */ 3814 who->failmsg ("You need to mark a lightable object.");
3872 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3873
3874} 3815}
3875 3816
3876/** 3817/**
3877 * 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.
3878 * scroll_failure()- hacked directly from spell_failure 3819 * scroll_failure()- hacked directly from spell_failure
3879 */ 3820 */
3821void
3880void scroll_failure(object *op, int failure, int power) 3822scroll_failure (object *op, int failure, int power)
3881{ 3823{
3882 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 */
3883 3826
3884 if(failure<= -1&&failure > -15) {/* wonder */ 3827 if (failure <= -1 && failure > -15)
3828 { /* wonder */
3885 object *tmp; 3829 object *tmp;
3886 3830
3887 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3831 op->failmsg ("Your spell warps!");
3888 tmp=get_archetype(SPELL_WONDER); 3832 tmp = get_archetype (SPELL_WONDER);
3889 cast_wonder(op, op, 0, tmp); 3833 cast_wonder (op, op, 0, tmp);
3890 free_object(tmp); 3834 tmp->destroy ();
3835 }
3891 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3836 else if (failure <= -15 && failure > -35)
3892 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3837 { /* drain mana */
3838 op->failmsg ("Your mana is drained!");
3893 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3839 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3894 if(op->stats.sp<0) op->stats.sp = 0; 3840 if (op->stats.sp < 0)
3841 op->stats.sp = 0;
3842 }
3895 } else if (settings.spell_failure_effects == TRUE) { 3843 else if (settings.spell_failure_effects == TRUE)
3896 if (failure <= -35&&failure > -60) { /* confusion */ 3844 {
3897 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3845 if (failure <= -35 && failure > -60)
3846 { /* confusion */
3847 op->failmsg ("The magic recoils on you!");
3898 confuse_player(op,op,power); 3848 confuse_player (op, op, power);
3899 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3849 }
3900 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3850 else if (failure <= -60 && failure > -70)
3901 "you!"); 3851 { /* paralysis */
3852 op->failmsg ("The magic recoils and paralyzes you!");
3902 paralyze_player(op,op,power); 3853 paralyze_player (op, op, power);
3854 }
3903 } else if (failure <= -70&&failure> -80) {/* blind */ 3855 else if (failure <= -70 && failure > -80)
3904 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3856 { /* blind */
3857 op->failmsg ("The magic recoils on you!");
3905 blind_player(op,op,power); 3858 blind_player (op, op, power);
3906 } else if (failure <= -80) {/* blast the immediate area */ 3859 }
3907 object *tmp; 3860 else if (failure <= -80)
3908 tmp=get_archetype(LOOSE_MANA); 3861 { /* blast the immediate area */
3862 object *tmp = get_archetype (LOOSE_MANA);
3909 cast_magic_storm(op,tmp, power); 3863 cast_magic_storm (op, tmp, power);
3910 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3864 op->failmsg ("You unleash uncontrolled mana!");
3911 free_object(tmp); 3865 tmp->destroy ();
3912 } 3866 }
3913 } 3867 }
3914} 3868}
3915 3869
3870void
3916void apply_changes_to_player(object *pl, object *change) { 3871apply_changes_to_player (object *pl, object *change)
3872{
3917 int excess_stat=0; /* if the stat goes over the maximum 3873 int excess_stat = 0; /* if the stat goes over the maximum
3918 for the race, put the excess stat some 3874 for the race, put the excess stat some
3919 where else. */ 3875 where else. */
3920 3876
3921 switch (change->type) { 3877 switch (change->type)
3922 case CLASS: { 3878 {
3879 case CLASS:
3880 {
3923 living *stats = &(pl->contr->orig_stats); 3881 living *stats = &(pl->contr->orig_stats);
3924 living *ns = &(change->stats); 3882 living *ns = &(change->stats);
3925 object *walk; 3883 object *walk;
3926 int flag_change_face=1; 3884 int flag_change_face = 1;
3927 3885
3928 /* the following code assigns stats up to the stat max 3886 /* the following code assigns stats up to the stat max
3929 * for the race, and if the stat max is exceeded, 3887 * for the race, and if the stat max is exceeded,
3930 * tries to randomly reassign the excess stat 3888 * tries to randomly reassign the excess stat
3931 */ 3889 */
3932 int i,j; 3890 int i, j;
3891
3933 for(i=0;i<NUM_STATS;i++) { 3892 for (i = 0; i < NUM_STATS; i++)
3934 sint8 stat=get_attr_value(stats,i); 3893 {
3935 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3894 int race_bonus = pl->arch->stats.stat (i);
3936 stat += get_attr_value(ns,i); 3895 sint8 stat = stats->stat (i) + ns->stat (i);
3937 if(stat > 20 + race_bonus) {
3938 excess_stat++;
3939 stat = 20+race_bonus;
3940 }
3941 set_attr_value(stats,i,stat);
3942 }
3943 3896
3944 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3897 if (stat > 20 + race_bonus)
3945 int i = rndm(0, 6); 3898 {
3946 int stat=get_attr_value(stats,i); 3899 excess_stat++;
3947 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3900 stat = 20 + race_bonus;
3948 if(i==CHA) continue; /* exclude cha from this */ 3901 }
3949 if( stat < 20 + race_bonus) { 3902
3903 stats->stat (i) = stat;
3904 }
3905
3906 for (j = 0; excess_stat > 0 && j < 100; j++)
3907 { /* try 100 times to assign excess stats */
3908 int i = rndm (0, 6);
3909
3910 if (i == CHA)
3911 continue; /* exclude cha from this */
3912
3913 int stat = stats->stat (i);
3914 int race_bonus = pl->arch->stats.stat (i);
3915 if (stat < 20 + race_bonus)
3916 {
3950 change_attr_value(stats,i,1); 3917 change_attr_value (stats, i, 1);
3951 excess_stat--; 3918 excess_stat--;
3952 } 3919 }
3953 } 3920 }
3954 3921
3955 /* insert the randomitems from the change's treasurelist into 3922 /* insert the randomitems from the change's treasurelist into
3956 * the player ref: player.c 3923 * the player ref: player.c
3957 */ 3924 */
3958 if(change->randomitems!=NULL) 3925 if (change->randomitems != NULL)
3959 give_initial_items(pl,change->randomitems); 3926 give_initial_items (pl, change->randomitems);
3960 3927
3961
3962 /* set up the face, for some races. */ 3928 /* set up the face, for some races. */
3963 3929
3964 /* first, look for the force object banning 3930 /* first, look for the force object banning
3965 * changing the face. Certain races never change face with class. 3931 * changing the face. Certain races never change face with class.
3966 */ 3932 */
3967 for(walk=pl->inv;walk!=NULL;walk=walk->below) 3933 for (walk = pl->inv; walk != NULL; walk = walk->below)
3968 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 3934 if (!strcmp (walk->name, "NOCLASSFACECHANGE"))
3935 flag_change_face = 0;
3969 3936
3970 if(flag_change_face) { 3937 if (flag_change_face)
3971 pl->animation_id = GET_ANIM_ID(change); 3938 {
3972 pl->face = change->face; 3939 pl->face = change->face;
3940 pl->animation_id = change->animation_id;
3941 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3942 }
3973 3943
3974 if(QUERY_FLAG(change,FLAG_ANIMATE))
3975 SET_FLAG(pl,FLAG_ANIMATE);
3976 else
3977 CLEAR_FLAG(pl,FLAG_ANIMATE);
3978 }
3979
3980 /* check the special case of can't use weapons */ 3944 /* check the special case of can't use weapons */
3981 /*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); */
3982 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 3946 if (!strcmp (change->name, "monk"))
3947 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3983 3948
3984 break; 3949 break;
3985 } 3950 }
3986 } 3951 }
3987} 3952}
3988 3953
3989/** 3954/**
3990 * This handles items of type 'transformer'. 3955 * This handles items of type 'transformer'.
3994 * 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.
3995 * The format is as follow: transformer:[number ]yield[;transformer:...]. 3960 * The format is as follow: transformer:[number ]yield[;transformer:...].
3996 * 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.
3997 * 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.
3998 */ 3963 */
3964void
3999void apply_item_transformer( object* pl, object* transformer ) 3965apply_item_transformer (object *pl, object *transformer)
4000 { 3966{
4001 object* marked; 3967 object *marked;
4002 object* new_item; 3968 object *new_item;
4003 char* find; 3969 char *find;
4004 char* separator; 3970 char *separator;
4005 int yield; 3971 int yield;
4006 char got[ MAX_BUF ]; 3972 char got[MAX_BUF];
4007 int len; 3973 int len;
4008 3974
4009 if ( !pl || !transformer ) 3975 if (!pl || !transformer)
4010 return; 3976 return;
3977
4011 marked = find_marked_object( pl ); 3978 marked = find_marked_object (pl);
3979
4012 if ( !marked ) 3980 if (!marked)
4013 { 3981 {
4014 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)));
4015 return; 3983 return;
4016 } 3984 }
3985
4017 if ( !marked->slaying ) 3986 if (!marked->slaying)
4018 { 3987 {
4019 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)));
4020 return; 3989 return;
4021 } 3990 }
3991
4022 /* check whether they are compatible or not */ 3992 /* check whether they are compatible or not */
4023 find = strstr( marked->slaying, transformer->arch->name ); 3993 find = strstr (marked->slaying, transformer->arch->archname);
4024 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 3994 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
4025 { 3995 {
4026 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)));
4027 return; 3997 return;
4028 } 3998 }
3999
4029 find += strlen( transformer->arch->name ) + 1; 4000 find += strlen (transformer->arch->archname) + 1;
4030 /* 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 */
4031 if ( isdigit( *( find ) ) ) 4002 if (isdigit (*(find)))
4032 { 4003 {
4033 yield = atoi( find ); 4004 yield = atoi (find);
4034 if ( yield < 1 ) 4005 if (yield < 1)
4035 { 4006 {
4036 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);
4037 yield = 1; 4008 yield = 1;
4038 } 4009 }
4039 } 4010 }
4040 else 4011 else
4041 yield = 1; 4012 yield = 1;
4042 4013
4043 while ( isdigit( *find ) ) 4014 while (isdigit (*find))
4044 find++; 4015 find++;
4016
4045 while ( *find == ' ' ) 4017 while (*find == ' ')
4046 find++; 4018 find++;
4019
4047 memset( got, 0, MAX_BUF ); 4020 memset (got, 0, MAX_BUF);
4021
4048 if ( (separator = strchr( find, ';' ))!=NULL) 4022 if ((separator = strchr (find, ';')) != NULL)
4049 {
4050 len = separator - find; 4023 len = separator - find;
4051 }
4052 else 4024 else
4053 {
4054 len = strlen(find); 4025 len = strlen (find);
4055 } 4026
4056 if ( len > MAX_BUF-1) 4027 if (len > MAX_BUF - 1)
4057 len = MAX_BUF-1; 4028 len = MAX_BUF - 1;
4029
4058 strcpy( got, find ); 4030 strcpy (got, find);
4059 got[len] = '\0'; 4031 got[len] = '\0';
4060 4032
4061 /* Now create new item, remove used ones when required. */ 4033 /* Now create new item, remove used ones when required. */
4062 new_item = get_archetype( got ); 4034 new_item = get_archetype (got);
4063 if ( !new_item ) 4035 if (!new_item)
4064 { 4036 {
4065 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)));
4066 return; 4038 return;
4067 } 4039 }
4040
4068 new_item->nrof = yield; 4041 new_item->nrof = yield;
4069 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4042
4070 insert_ob_in_ob( new_item, pl ); 4043 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4071 esrv_send_inventory( pl, pl ); 4044
4045 pl->insert (new_item);
4072 /* Eat up one item */ 4046 /* Eat up one item */
4073 decrease_ob_nr( marked, 1 ); 4047 marked->decrease ();
4048
4074 /* Eat one transformer if needed */ 4049 /* Eat one transformer if needed */
4075 if ( transformer->stats.food ) 4050 if (transformer->stats.food)
4076 if ( --transformer->stats.food == 0 ) 4051 if (--transformer->stats.food == 0)
4077 decrease_ob_nr( transformer, 1 ); 4052 transformer->decrease ();
4078 } 4053}
4054

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