ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/apply.C
(Generate patch)

Comparing deliantra/server/server/apply.C (file contents):
Revision 1.1 by elmex, Sun Aug 13 17:16:03 2006 UTC vs.
Revision 1.187 by elmex, Tue Jan 13 13:29:57 2009 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 1.1 2006/08/13 17:16:03 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24 21 * The authors can be reached via e-mail to <support@deliantra.net>
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* 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_tmp 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; 176 object *force = 0, *floor = 0;
340 177
178 floor = GET_MAP_OB (op->map, op->x, op->y);
179
180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
181 {
182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
183
184 CLEAR_FLAG (tmp, FLAG_APPLIED);
185 return 0;
186 }
187
341 if(op->type==PLAYER) { 188 if (op->type == PLAYER)
342 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
343 identify(tmp); 190 identify (tmp);
344 }
345 191
346 handle_apply_yield(tmp); 192 handle_apply_yield (tmp);
347 193
348 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
349 if (op->type==PLAYER&&(tmp->attacktype & AT_DEPLETE)) { 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
196 {
350 object *depl; 197 object *depl;
351 archetype *at; 198 archetype *at;
352 199
353 if (QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
354 drain_stat(op); 201 {
355 fix_player(op); 202 op->drain_stat ();
356 decrease_ob(tmp); 203 op->update_stats ();
204 tmp->decrease ();
357 return 1; 205 return 1;
358 } 206 }
359 if ((at = find_archetype(ARCH_DEPLETION))==NULL) { 207
208 if (!(at = archetype::find (ARCH_DEPLETION)))
209 {
360 LOG(llevError,"Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
361 return 0; 211 return 0;
362 } 212 }
213
363 depl = present_arch_in_ob(at, op); 214 depl = present_arch_in_ob (at, op);
364 if (depl!=NULL) { 215
216 if (depl)
217 {
365 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
366 if (get_attr_value(&depl->stats, i)) { 219 if (depl->stats.stat (i))
367 new_draw_info(NDI_UNIQUE,0,op, restore_msg[i]); 220 op->statusmsg (restore_msg[i]);
368 }
369 remove_ob(depl);
370 free_object(depl);
371 fix_player(op);
372 }
373 else
374 new_draw_info(NDI_UNIQUE,0,op, "You potion had no effect.");
375 221
376 decrease_ob(tmp); 222 depl->destroy ();
377 return 1; 223 op->update_stats ();
378 } 224 }
225 else
226 op->statusmsg ("Your potion had no effect.");
379 227
228 tmp->decrease ();
229 return 1;
230 }
231
380 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
381 if(op->type==PLAYER&&tmp->attacktype&AT_GODPOWER) { 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
382 234 {
383 for(i=1;i<MIN(11,op->level);i++) { 235 for (i = 1; i < MIN (11, op->level); i++)
236 {
384 if (QUERY_FLAG(tmp,FLAG_CURSED) || QUERY_FLAG(tmp,FLAG_DAMNED)) { 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
385 if (op->contr->levhp[i]!=1) { 238 {
386 op->contr->levhp[i]=1; 239 if (op->contr->levhp[i] != 1)
387 break; 240 {
388 } 241 op->contr->levhp[i] = 1;
389 if (op->contr->levsp[i]!=1) { 242 break;
390 op->contr->levsp[i]=1; 243 }
391 break; 244
392 } 245 if (op->contr->levsp[i] != 1)
246 {
247 op->contr->levsp[i] = 1;
248 break;
249 }
250
393 if (op->contr->levgrace[i]!=1) { 251 if (op->contr->levgrace[i] != 1)
252 {
394 op->contr->levgrace[i]=1; 253 op->contr->levgrace[i] = 1;
395 break; 254 break;
396 } 255 }
397 } 256 }
398 else { 257 else
399 if(op->contr->levhp[i]<9) { 258 {
400 op->contr->levhp[i]=9; 259 if (op->contr->levhp[i] < 9)
401 break; 260 {
402 } 261 op->contr->levhp[i] = 9;
403 if(op->contr->levsp[i]<6) { 262 break;
404 op->contr->levsp[i]=6; 263 }
405 break; 264
406 } 265 if (op->contr->levsp[i] < 6)
407 if(op->contr->levgrace[i]<3) { 266 {
267 op->contr->levsp[i] = 6;
268 break;
269 }
270
271 if (op->contr->levgrace[i] < 3)
272 {
408 op->contr->levgrace[i]=3; 273 op->contr->levgrace[i] = 3;
409 break; 274 break;
410 } 275 }
411 } 276 }
412 } 277 }
278
413 /* Just makes checking easier */ 279 /* Just makes checking easier */
414 if (i<MIN(11, op->level)) got_one=1; 280 if (i < MIN (11, op->level))
281 got_one = 1;
282
415 if (!QUERY_FLAG(tmp,FLAG_CURSED) && !QUERY_FLAG(tmp,FLAG_DAMNED)) { 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
284 {
416 if (got_one) { 285 if (got_one)
417 fix_player(op); 286 {
418 new_draw_info(NDI_UNIQUE,0,op,"The Gods smile upon you and remake you"); 287 op->update_stats ();
419 new_draw_info(NDI_UNIQUE,0,op,"a little more in their image."); 288 op->statusmsg ("The Gods smile upon you and remake you "
420 new_draw_info(NDI_UNIQUE,0,op,"You feel a little more perfect."); 289 "a little more in their image. "
290 "You feel a little more perfect.", NDI_GREEN);
291 }
292 else
293 op->statusmsg ("The potion had no effect - you are already perfect.");
294 }
295 else
296 { /* cursed potion */
297 if (got_one)
298 {
299 op->update_stats ();
300 op->failmsg ("The Gods are angry and punish you.");
301 }
302 else
303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
304 }
305
306 tmp->decrease ();
307 return 1;
421 } 308 }
422 else
423 new_draw_info(NDI_UNIQUE,0,op,"The potion had no effect - you are already perfect");
424 }
425 else { /* cursed potion */
426 if (got_one) {
427 fix_player(op);
428 new_draw_info(NDI_UNIQUE,0,op,"The Gods are angry and punish you.");
429 }
430 else
431 new_draw_info(NDI_UNIQUE,0,op,"You are fortunate that you are so pathetic.");
432 }
433 decrease_ob(tmp);
434 return 1;
435 }
436 309
437 310
438 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
439 * and heroism all fit into this category. Given the spell object code, 312 * and heroism all fit into this category. Given the spell object code,
440 * there is no limit to the number of spells that potions can be cast, 313 * there is no limit to the number of spells that potions can be cast,
441 * but direction is problematic to try and imbue fireball potions for example. 314 * but direction is problematic to try and imbue fireball potions for example.
442 */ 315 */
443 if (tmp->inv) { 316 if (tmp->inv)
317 {
444 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
445 object *fball; 319 {
446 320 op->failmsg ("Yech! Your lungs are on fire!");
447 new_draw_info(NDI_UNIQUE,0,op, "Yech! Your lungs are on fire!"); 321 create_exploding_ball_at (op, op->level);
448 /* Explodes a fireball centered at player */ 322 }
449 fball = get_archetype(EXPLODING_FIREBALL); 323 else
450 fball->dam_modifier=random_roll(1, op->level, op, PREFER_LOW)/5+1;
451 fball->stats.maxhp=random_roll(1, op->level, op, PREFER_LOW)/10+2;
452 fball->x = op->x;
453 fball->y = op->y;
454 insert_ob_in_map(fball, op->map, NULL, 0);
455 } else
456 cast_spell(op,tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
457 325
458 decrease_ob(tmp); 326 tmp->decrease ();
327
459 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
460 if(!QUERY_FLAG(op,FLAG_REMOVED)) fix_player(op); 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
461 return 1; 330 op->update_stats ();
462 }
463 331
332 return 1;
333 }
334
464 /* Deal with protection potions */ 335 /* Deal with protection potions */
465 force=NULL; 336 force = NULL;
466 for (i=0; i<NROFATTACKS; i++) { 337 for (i = 0; i < NROFATTACKS; i++)
338 {
467 if (tmp->resist[i]) { 339 if (tmp->resist[i])
468 if (!force) force=get_archetype(FORCE_NAME); 340 {
341 if (!force)
342 force = get_archetype (FORCE_NAME);
343
469 memcpy(force->resist, tmp->resist, sizeof(tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
470 force->type=POTION_EFFECT; 345 force->type = POTION_EFFECT;
471 break; /* Only need to find one protection since we copy entire batch */ 346 break; /* Only need to find one protection since we copy entire batch */
472 } 347 }
473 } 348 }
349
474 /* This is a protection potion */ 350 /* This is a protection potion */
475 if (force) { 351 if (force)
352 {
476 /* cursed items last longer */ 353 /* cursed items last longer */
477 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) { 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
355 {
478 force->stats.food*=10; 356 force->stats.food *= 10;
479 for (i=0; i<NROFATTACKS; i++) 357 for (i = 0; i < NROFATTACKS; i++)
480 if (force->resist[i] > 0) 358 if (force->resist[i] > 0)
481 force->resist[i] = -force->resist[i]; /* prot => vuln */ 359 force->resist[i] = -force->resist[i]; /* prot => vuln */
482 } 360 }
361
483 force->speed_left= -1; 362 force->speed_left = -1;
484 force = insert_ob_in_ob(force,op); 363 force = insert_ob_in_ob (force, op);
485 CLEAR_FLAG(tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
486 SET_FLAG(force,FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
487 change_abil(op,force); 366 change_abil (op, force);
488 decrease_ob(tmp); 367 tmp->decrease ();
489 return 1; 368 return 1;
490 } 369 }
491 370
492 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
493 if(op->type==PLAYER) { /* only for players */ 372 if (op->type == PLAYER)
494 if((QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) && tmp->value!=0) 373 { /* only for players */
374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
376 && tmp->value != 0)
495 CLEAR_FLAG(tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
496 else 378 else
497 SET_FLAG(tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
498 if(!change_abil(op,tmp)) 381 if (!change_abil (op, tmp))
499 new_draw_info(NDI_UNIQUE,0,op,"Nothing happened."); 382 op->statusmsg ("Nothing happened.");
500 } 383 }
501 384
502 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
503 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
504 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
505 * up all the stats. 388 * up all the stats.
506 */ 389 */
507 CLEAR_FLAG(tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
508 fix_player(op); 391 op->update_stats ();
509 decrease_ob(tmp); 392 tmp->decrease ();
510 return 1; 393 return 1;
511} 394}
512 395
513/**************************************************************************** 396/****************************************************************************
514 * Weapon improvement code follows 397 * Weapon improvement code follows
515 ****************************************************************************/ 398 ****************************************************************************/
516 399
517/** 400/**
518 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
519 */ 402 */
520static int check_item(object *op, const char *item) 403static int
404check_item (object *op, shstr_cmp item)
521{ 405{
522 int count=0; 406 int count = 0;
523 407
408 if (!item)
409 return 0;
524 410
525 if (item==NULL) return 0; 411 for (op = op->below; op; op = op->below)
526 op=op->below; 412 if (op->arch->archname == item)
527 while(op!=NULL) {
528 if (strcmp(op->arch->name,item)==0){
529 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
530 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
531 { 415 count += op->number_of ();
532 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 416
533 count++;
534 else
535 count += op->nrof;
536 }
537 }
538 op=op->below;
539 }
540 return count; 417 return count;
541} 418}
542 419
543/** 420/**
544 * This removes 'nrof' of what item->slaying says to remove. 421 * This removes 'nrof' of what item->slaying says to remove.
545 * op is typically the player, which is only 422 * op is typically the player, which is only
546 * really used to determine what space to look at. 423 * really used to determine what space to look at.
547 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
548 */ 425 */
549static void eat_item(object *op,const char *item, uint32 nrof) 426static void
427eat_item (object *op, shstr_cmp item, uint32 nrof)
550{ 428{
551 object *prev; 429 object *prev;
552 430
431 prev = op;
432 op = op->below;
433
434 while (op)
435 {
436 if (op->arch->archname == item)
437 {
438 if (op->nrof >= nrof)
439 {
440 op->decrease (nrof);
441 return;
442 }
443 else
444 {
445 op->decrease (nrof);
446 nrof -= op->nrof;
447 }
448
449 op = prev;
450 }
451
553 prev = op; 452 prev = op;
554 op=op->below; 453 op = op->below;
555
556 while(op!=NULL) {
557 if (strcmp(op->arch->name,item)==0) {
558 if (op->nrof >= nrof) {
559 decrease_ob_nr(op,nrof);
560 return;
561 } else {
562 decrease_ob_nr(op,op->nrof);
563 nrof -= op->nrof;
564 }
565 op=prev;
566 }
567 prev = op;
568 op=op->below;
569 } 454 }
570} 455}
571 456
572/** 457/**
573 * This checks to see of the player (who) is sufficient level to use a weapon 458 * This checks to see of the player (who) is sufficient level to use a weapon
574 * with improvs improvements (typically last_eat). We take an int here 459 * with improvs improvements (typically last_eat). We take an int here
575 * instead of the object so that the improvement code can pass along the 460 * instead of the object so that the improvement code can pass along the
576 * increased value to see if the object is usuable. 461 * increased value to see if the object is usuable.
577 * we return 1 (true) if the player can use the weapon. 462 * we return 1 (true) if the player can use the weapon.
578 */ 463 */
464static int
579static int check_weapon_power(const object *who, int improvs) 465check_weapon_power (const object *who, int improvs)
580{ 466{
581/* Old code is below (commented out). Basically, since weapons are the only 467/* Old code is below (commented out). Basically, since weapons are the only
582 * object players really have any control to improve, it's a bit harsh to 468 * object players really have any control to improve, it's a bit harsh to
583 * require high level in some combat skill, so we just use overall level. 469 * require high level in some combat skill, so we just use overall level.
584 */ 470 */
585#if 1 471#if 1
586 if (((who->level/5)+5) >= improvs) return 1; 472 if (((who->level / 5) + 5) >= improvs)
473 return 1;
474 else
587 else return 0; 475 return 0;
588 476
589#else 477#else
590 int level=0; 478 int level = 0;
591 479
592 /* The skill system hands out wc and dam bonuses to fighters 480 /* The skill system hands out wc and dam bonuses to fighters
593 * more generously than the old system (see fix_player). Thus 481 * more generously than the old system (see fix_player). Thus
594 * we need to curtail the power of player enchanted weapons. 482 * we need to curtail the power of player enchanted weapons.
595 * I changed this to 1 improvement per "fighter" level/5 -b.t. 483 * I changed this to 1 improvement per "fighter" level/5 -b.t.
596 * Note: Nothing should break by allowing this ratio to be different or 484 * Note: Nothing should break by allowing this ratio to be different or
597 * using normal level - it is just a matter of play balance. 485 * using normal level - it is just a matter of play balance.
598 */ 486 */
599 if(who->type==PLAYER) { 487 if (who->type == PLAYER)
488 {
600 object *wc_obj=NULL; 489 object *wc_obj = NULL;
601 490
602 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below) 491 for (wc_obj = who->inv; wc_obj; wc_obj = wc_obj->below)
603 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level) 492 if (wc_obj->type == SKILL && IS_COMBAT_SKILL (wc_obj->subtype) && wc_obj->level > level)
604 level = wc_obj->level; 493 level = wc_obj->level;
605 494
606 if (!level ) { 495 if (!level)
496 {
607 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name); 497 LOG (llevError, "Error: Player: %s lacks wc experience object\n", who->name);
498 level = who->level;
499 }
500 }
501 else
608 level = who->level; 502 level = who->level;
609 }
610 }
611 else
612 level=who->level;
613 503
614 return (improvs <= ((level/5)+5)); 504 return (improvs <= ((level / 5) + 5));
615#endif 505#endif
616} 506}
617 507
618/** 508/**
619 * Returns how many items of type improver->slaying there are under op. 509 * Returns how many items of type improver->slaying there are under op.
620 * Will display a message if none found, and 1 if improver->slaying is NULL. 510 * Will display a message if none found, and 1 if improver->slaying is NULL.
621 */ 511 */
512static int
622static int check_sacrifice(object *op, const object *improver) 513check_sacrifice (object *op, const object *improver)
623{ 514{
624 int count=0; 515 int count = 0;
625 516
626 if (improver->slaying!=NULL) { 517 if (improver->slaying)
518 {
627 count = check_item(op,improver->slaying); 519 count = check_item (op, improver->slaying);
628 if (count<1) { 520 if (count < 1)
629 char buf[200]; 521 {
630 sprintf(buf,"The gods want more %ss",improver->slaying); 522 op->failmsg (format ("The gods want more %ss", &improver->slaying));
631 new_draw_info(NDI_UNIQUE,0,op,buf);
632 return 0; 523 return 0;
633 } 524 }
634 } 525 }
635 else 526 else
636 count=1; 527 count = 1;
637 528
638 return count; 529 return count;
639} 530}
640 531
641/** 532/**
642 * Actually improves the weapon, and tells user. 533 * Actually improves the weapon, and tells user.
643 */ 534 */
644int improve_weapon_stat(object *op,object *improver,object *weapon, 535static int
645 signed char *stat,int sacrifice_count,const char *statname) 536improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
646{ 537{
647
648 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
649 *stat += sacrifice_count; 538 stat += sacrifice_count;
650 weapon->last_eat++; 539 weapon->last_eat++;
651 new_draw_info_format(NDI_UNIQUE,0,op, 540 improver->decrease ();
652 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
653 decrease_ob(improver);
654 541
655 /* So it updates the players stats and the window */ 542 /* So it updates the players stats and the window */
656 fix_player(op); 543 op->update_stats ();
544
545 op->statusmsg (format (
546 "Your sacrifice was accepted.\n"
547 "Weapon's bonus to %s improved by %d.",
548 statname, sacrifice_count
549 ));
550
657 return 1; 551 return 1;
658} 552}
659 553
660/* Types of improvements, hidden in the sp field. */ 554/* Types of improvements, hidden in the sp field. */
661#define IMPROVE_PREPARE 1 555#define IMPROVE_PREPARE 1
662#define IMPROVE_DAMAGE 2 556#define IMPROVE_DAMAGE 2
663#define IMPROVE_WEIGHT 3 557#define IMPROVE_WEIGHT 3
664#define IMPROVE_ENCHANT 4 558#define IMPROVE_ENCHANT 4
665#define IMPROVE_STR 5 559#define IMPROVE_STR 5
666#define IMPROVE_DEX 6 560#define IMPROVE_DEX 6
667#define IMPROVE_CON 7 561#define IMPROVE_CON 7
668#define IMPROVE_WIS 8 562#define IMPROVE_WIS 8
669#define IMPROVE_CHA 9 563#define IMPROVE_CHA 9
670#define IMPROVE_INT 10 564#define IMPROVE_INT 10
671#define IMPROVE_POW 11 565#define IMPROVE_POW 11
672
673 566
674/** 567/**
675 * This does the prepare weapon scroll. 568 * This does the prepare weapon scroll.
676 * Checks for sacrifice, and so on. 569 * Checks for sacrifice, and so on.
677 */ 570 */
678 571int
679int prepare_weapon(object *op, object *improver, object *weapon) 572prepare_weapon (object *op, object *improver, object *weapon)
680{ 573{
681 int sacrifice_count,i; 574 int sacrifice_count, i;
682 char buf[MAX_BUF]; 575 char buf[MAX_BUF];
683 576
684 if (weapon->level!=0) { 577 if (weapon->level != 0)
685 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 578 {
579 op->failmsg ("Weapon is already prepared!");
686 return 0; 580 return 0;
687 } 581 }
582
688 for (i=0; i<NROFATTACKS; i++) 583 for (i = 0; i < NROFATTACKS; i++)
689 if (weapon->resist[i]) break; 584 if (weapon->resist[i])
585 break;
690 586
691 /* If we break out, i will be less than nrofattacks, preventing 587 /* If we break out, i will be less than nrofattacks, preventing
692 * improvement of items that already have protections. 588 * improvement of items that already have protections.
693 */ 589 */
694 if (i<NROFATTACKS || 590 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
695 weapon->stats.hp || /* regeneration */
696 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 591 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
697 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
698 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
699 { 594 {
700 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 595 op->failmsg ("You cannot prepare magic weapons. "
596 "H<A weapon is considered magical if it changes regeneration, "
597 "speed or ac, or has other protections.>");
701 return 0; 598 return 0;
702 } 599 }
600
703 sacrifice_count=check_sacrifice(op,improver); 601 sacrifice_count = check_sacrifice (op, improver);
704 if (sacrifice_count<=0) 602 if (sacrifice_count <= 0)
705 return 0; 603 return 0;
604
706 weapon->level=isqrt(sacrifice_count); 605 weapon->level = isqrt (sacrifice_count);
707 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
708 eat_item(op, improver->slaying, sacrifice_count); 606 eat_item (op, improver->slaying, sacrifice_count);
709 607
710 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 608 op->statusmsg (format (
609 "Your sacrifice was accepted."
610 "Your *%s may be improved %d times.",
711 weapon->name,weapon->level); 611 &weapon->name, weapon->level
612 ));
712 613
713 sprintf(buf,"%s's %s",op->name,weapon->name); 614 sprintf (buf, "%s's %s", &op->name, &weapon->name);
714 FREE_AND_COPY(weapon->name, buf); 615 weapon->name = weapon->name_pl = buf;
715 FREE_AND_COPY(weapon->name_pl, buf);
716 weapon->nrof=0; /* prevents preparing n weapons in the same 616 weapon->nrof = 0; /* prevents preparing n weapons in the same
717 slot at once! */ 617 slot at once! */
718 decrease_ob(improver); 618 improver->decrease ();
719 weapon->last_eat=0; 619 weapon->last_eat = 0;
720 return 1; 620 return 1;
721} 621}
722
723 622
724/** 623/**
725 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 624 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
726 * This is the new improve weapon code. 625 * This is the new improve weapon code.
727 * Returns 0 if it was not able to work for some reason. 626 * Returns 0 if it was not able to work for some reason.
730 * 629 *
731 * We are hiding extra information about the weapon in the level and 630 * We are hiding extra information about the weapon in the level and
732 * last_eat numbers for an object. Hopefully this won't break anything ?? 631 * last_eat numbers for an object. Hopefully this won't break anything ??
733 * level == max improve last_eat == current improve 632 * level == max improve last_eat == current improve
734 */ 633 */
634int
735int improve_weapon(object *op,object *improver,object *weapon) 635improve_weapon (object *op, object *improver, object *weapon)
736{ 636{
737 int sacrifice_count, sacrifice_needed=0; 637 int sacrifice_count, sacrifice_needed = 0;
738 638
739 if(improver->stats.sp==IMPROVE_PREPARE) { 639 if (improver->stats.sp == IMPROVE_PREPARE)
740 return prepare_weapon(op, improver, weapon); 640 return prepare_weapon (op, improver, weapon);
741 } 641
742 if (weapon->level==0) { 642 if (weapon->level == 0)
743 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 643 {
644 op->failmsg ("This weapon has not been prepared. H<You first ahve to prepare a weapon with a prepare weapon scroll.>");
744 return 0; 645 return 0;
745 } 646 }
647
746 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
747 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 649 {
650 op->failmsg ("This weapon cannot be improved any more.");
748 return 0; 651 return 0;
749 } 652 }
750 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 653
751 !check_weapon_power(op, weapon->last_eat+1)) { 654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
752 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 655 {
753 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 656 op->failmsg ("Improving the weapon will make it too "
754 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 657 "powerful for you to use. Unready it if you "
755 return 0; 658 "really want to improve it.");
659 return 0;
756 } 660 }
661
757 /* This just increases damage by 5 points, no matter what. No sacrifice 662 /* This just increases damage by 5 points, no matter what. No sacrifice
758 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 663 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
759 * don't put any maximum value on damage - the limit is how much the 664 * don't put any maximum value on damage - the limit is how much the
760 * weapon can be improved. 665 * weapon can be improved.
761 */ 666 */
762 if (improver->stats.sp==IMPROVE_DAMAGE) { 667 if (improver->stats.sp == IMPROVE_DAMAGE)
668 {
763 weapon->stats.dam += 5; 669 weapon->stats.dam += 5;
764 weapon->weight += 5000; /* 5 KG's */ 670 weapon->weight += 5000; /* 5 KG's */
765 new_draw_info_format(NDI_UNIQUE, 0, op,
766 "Damage has been increased by 5 to %d", weapon->stats.dam); 671 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
767 weapon->last_eat++; 672 weapon->last_eat++;
768 673
769 weapon->item_power++; 674 weapon->item_power++;
770 decrease_ob(improver); 675 improver->decrease ();
771 return 1; 676 return 1;
772 } 677 }
678
773 if (improver->stats.sp == IMPROVE_WEIGHT) { 679 if (improver->stats.sp == IMPROVE_WEIGHT)
680 {
774 /* Reduce weight by 20% */ 681 /* Reduce weight by 20% */
775 weapon->weight = (weapon->weight * 8)/10; 682 weapon->weight = (weapon->weight * 8) / 10;
776 if (weapon->weight < 1) weapon->weight = 1; 683 if (weapon->weight < 1)
777 new_draw_info_format(NDI_UNIQUE, 0, op, 684 weapon->weight = 1;
778 "Weapon weight reduced to %6.1f kg", 685
779 (float)weapon->weight/1000.0); 686 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
780 weapon->last_eat++; 687 weapon->last_eat++;
781 weapon->item_power++; 688 weapon->item_power++;
782 decrease_ob(improver); 689 improver->decrease ();
783 return 1; 690 return 1;
784 } 691 }
692
785 if (improver->stats.sp == IMPROVE_ENCHANT) { 693 if (improver->stats.sp == IMPROVE_ENCHANT)
694 {
786 weapon->magic++; 695 weapon->magic++;
787 weapon->last_eat++; 696 weapon->last_eat++;
788 new_draw_info_format(NDI_UNIQUE, 0, op 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
789 ,"Weapon magic increased to %d",weapon->magic); 698 improver->decrease ();
790 decrease_ob(improver);
791 weapon->item_power++; 699 weapon->item_power++;
792 return 1; 700 return 1;
793 } 701 }
794 702
795 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 703 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
796 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 704 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
797 weapon->stats.Wis;
798 705
799 if (sacrifice_needed<1) 706 if (sacrifice_needed < 1)
800 sacrifice_needed =1; 707 sacrifice_needed = 1;
801 sacrifice_needed *=2; 708 sacrifice_needed *= 2;
802 709
803 sacrifice_count = check_sacrifice(op,improver); 710 sacrifice_count = check_sacrifice (op, improver);
804 if (sacrifice_count < sacrifice_needed) { 711 if (sacrifice_count < sacrifice_needed)
805 new_draw_info_format(NDI_UNIQUE, 0, op, 712 {
806 "You need at least %d %s", sacrifice_needed, improver->slaying); 713 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
807 return 0; 714 return 0;
808 } 715 }
716
809 eat_item(op,improver->slaying, sacrifice_needed); 717 eat_item (op, improver->slaying, sacrifice_needed);
810 weapon->item_power++; 718 weapon->item_power++;
811 719
812 switch (improver->stats.sp) { 720 switch (improver->stats.sp)
813 case IMPROVE_STR: 721 {
814 return improve_weapon_stat(op,improver,weapon, 722 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
815 (signed char *) &(weapon->stats.Str), 723 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
816 1, "strength"); 724 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
817 case IMPROVE_DEX: 725 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
818 return improve_weapon_stat(op,improver,weapon, 726 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
819 (signed char *) &(weapon->stats.Dex), 727 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
820 1, "dexterity"); 728 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
821 case IMPROVE_CON:
822 return improve_weapon_stat(op,improver,weapon,
823 (signed char *) &(weapon->stats.Con),
824 1, "constitution");
825 case IMPROVE_WIS:
826 return improve_weapon_stat(op,improver,weapon,
827 (signed char *) &(weapon->stats.Wis),
828 1, "wisdom");
829 case IMPROVE_CHA:
830 return improve_weapon_stat(op,improver,weapon,
831 (signed char *) &(weapon->stats.Cha),
832 1, "charisma");
833 case IMPROVE_INT:
834 return improve_weapon_stat(op,improver,weapon,
835 (signed char *) &(weapon->stats.Int),
836 1, "intelligence");
837 case IMPROVE_POW:
838 return improve_weapon_stat(op,improver,weapon,
839 (signed char *) &(weapon->stats.Pow),
840 1, "power");
841 default: 729 default:
842 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 730 op->failmsg ("Unknown improvement type.");
843 } 731 }
732
844 LOG(llevError,"improve_weapon: Got to end of function\n"); 733 LOG (llevError, "improve_weapon: Got to end of function\n");
845 return 0; 734 return 0;
846} 735}
847 736
848/** 737/**
849 * Handles the applying of improve/prepare/enchant weapon scroll. 738 * Handles the applying of improve/prepare/enchant weapon scroll.
850 * Checks a few things (not on a non-magic square, marked weapon, ...), 739 * Checks a few things (not on a non-magic square, marked weapon, ...),
851 * then calls improve_weapon to do the dirty work. 740 * then calls improve_weapon to do the dirty work.
852 */ 741 */
742int
853int check_improve_weapon (object *op, object *tmp) 743check_improve_weapon (object *op, object *tmp)
854{ 744{
855 object *otmp; 745 object *otmp;
856 746
857 if(op->type!=PLAYER) 747 if (op->type != PLAYER)
748 return 0;
749
750 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
751 {
752 op->failmsg ("Something blocks the magic of the scroll!");
858 return 0; 753 return 0;
859 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
860 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
861 return 0;
862 } 754 }
755
863 otmp=find_marked_object(op); 756 otmp = find_marked_object (op);
757
864 if(!otmp) { 758 if (!otmp)
865 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 759 {
760 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
866 return 0; 761 return 0;
867 } 762 }
763
868 if (otmp->type != WEAPON && otmp->type != BOW) { 764 if (otmp->type != WEAPON && otmp->type != BOW)
869 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 765 {
766 op->failmsg ("Marked item is not a weapon or bow!");
870 return 0; 767 return 0;
871 } 768 }
872 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 769
770 op->statusmsg ("Applied weapon builder.");
771
873 improve_weapon(op,tmp,otmp); 772 improve_weapon (op, tmp, otmp);
874 esrv_send_item(op, otmp); 773 esrv_send_item (op, otmp);
875 return 1; 774 return 1;
876} 775}
877 776
878/** 777/**
879 * This code deals with the armour improvment scrolls. 778 * This code deals with the armour improvment scrolls.
880 * Change limits on improvement - let players go up to 779 * Change limits on improvement - let players go up to
895 * the armour value of the piece of equipment exceed either 794 * the armour value of the piece of equipment exceed either
896 * the users level or 90) 795 * the users level or 90)
897 * Modified by MSW for partial resistance. Only support 796 * Modified by MSW for partial resistance. Only support
898 * changing of physical area right now. 797 * changing of physical area right now.
899 */ 798 */
799int
900int improve_armour(object *op, object *improver, object *armour) 800improve_armour (object *op, object *improver, object *armour)
901{ 801{
902 object *tmp; 802 object *tmp;
903 803
904 if (armour->magic >= settings.armor_max_enchant) { 804 if (armour->magic >= settings.armor_max_enchant)
905 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
906 return 0;
907 } 805 {
806 op->failmsg ("This armour can not be enchanted any further!");
807 return 0;
808 }
809
908 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 810 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
909 * etc), so take the easy way out and don't worry about it. 811 * etc), so take the easy way out and don't worry about it.
910 * Note - maybe add scrolls which make the random artifact versions (eg, armour 812 * Note - maybe add scrolls which make the random artifact versions (eg, armour
911 * of gnarg and what not?) 813 * of gnarg and what not?)
912 */ 814 */
913 if (armour->title) { 815 if (armour->title)
914 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
915 return 0;
916 } 816 {
917 817 op->failmsg ("This armour will not accept further enchantment.");
818 return 0;
819 }
820
918 /* Split objects if needed. Can't insert tmp until the 821 /* Split objects if needed. Can't insert tmp until the
919 * end of this function - otherwise it will just re-merge. 822 * end of this function - otherwise it will just re-merge.
920 */ 823 */
921 if(armour->nrof > 1) 824 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
922 tmp = get_split_ob(armour,armour->nrof - 1);
923 else
924 tmp = NULL;
925 825
926 armour->magic++; 826 armour->magic++;
927 827
928 if ( !settings.armor_speed_linear ) 828 if (!settings.armor_speed_linear)
929 { 829 {
930 int base = 100; 830 int base = 100;
931 int pow = 0; 831 int pow = 0;
832
932 while ( pow < armour->magic ) 833 while (pow < armour->magic)
933 { 834 {
934 base = base - ( base * settings.armor_speed_improvement ) / 100; 835 base = base - (base * settings.armor_speed_improvement) / 100;
935 pow++; 836 pow++;
936 } 837 }
937 838
938 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 839 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
939 } 840 }
940 else 841 else
941 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 842 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
942 843
943 if ( !settings.armor_weight_linear ) 844 if (!settings.armor_weight_linear)
944 { 845 {
945 int base = 100; 846 int base = 100;
946 int pow = 0; 847 int pow = 0;
848
947 while ( pow < armour->magic ) 849 while (pow < armour->magic)
948 { 850 {
949 base = base - ( base * settings.armor_weight_reduction ) / 100; 851 base = base - (base * settings.armor_weight_reduction) / 100;
950 pow++; 852 pow++;
951 } 853 }
952 854
953 armour->weight = ( armour->arch->clone.weight * base ) / 100; 855 armour->weight = (armour->arch->weight * base) / 100;
954 } 856 }
955 else 857 else
956 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 858 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
957 859
958 if ( armour->weight <= 0 ) 860 if (armour->weight <= 0)
959 { 861 {
960 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 862 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
961 armour->weight = 1; 863 armour->weight = 1;
962 } 864 }
963 865
964 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 866 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
965 867
966 if (op->type == PLAYER) { 868 if (op->type == PLAYER)
869 {
967 esrv_send_item(op, armour); 870 esrv_send_item (op, armour);
871
968 if(QUERY_FLAG(armour, FLAG_APPLIED)) 872 if (QUERY_FLAG (armour, FLAG_APPLIED))
969 fix_player(op); 873 op->update_stats ();
970 } 874 }
971 decrease_ob(improver); 875
876 improver->decrease ();
877
972 if (tmp) { 878 if (tmp)
973 insert_ob_in_ob(tmp, op); 879 op->insert (tmp);
974 esrv_send_item(op, tmp); 880
975 }
976 return 1; 881 return 1;
977} 882}
978
979 883
980/* 884/*
981 * convert_item() returns 1 if anything was converted, 0 if the item was not 885 * convert_item() returns 1 if anything was converted, 0 if the item was not
982 * what the converter wants, -1 if the converter is broken. 886 * what the converter wants, -1 if the converter is broken.
983 */ 887 *
984#define CONV_FROM(xyz) xyz->slaying
985#define CONV_TO(xyz) xyz->other_arch
986#define CONV_NR(xyz) xyz->stats.sp
987#define CONV_NEED(xyz) xyz->stats.food
988
989/* Takes one items and makes another. 888 * Takes one type of items and makes another.
990 * converter is the object that is doing the conversion. 889 * converter is the object that is doing the conversion.
991 * item is the object that triggered the converter - if it is not 890 * item is the object that triggered the converter - if it is not
992 * what the converter wants, this will not do anything. 891 * what the converter wants, this will not do anything.
993 */ 892 */
893static int
994int convert_item(object *item, object *converter) { 894convert_item (object *item, object *converter)
995 int nr=0; 895{
996 object *tmp; 896 sint64 nr, price_in;
997 int is_in_shop;
998 uint32 price_in;
999 897
1000 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 898 if (item->flag [FLAG_UNPAID])
1001 tmp != NULL;
1002 tmp = tmp->above) {
1003 if(tmp->type == SHOP_FLOOR)
1004 break;
1005 }
1006 is_in_shop = (tmp != NULL);
1007
1008 /* We make some assumptions - we assume if it takes money as it type,
1009 * it wants some amount. We don't make change (ie, if something costs
1010 * 3 gp and player drops a platinum, tough luck)
1011 */
1012 if (!strcmp(CONV_FROM(converter),"money")) {
1013 int cost;
1014
1015 if(item->type!=MONEY)
1016 return 0; 899 return 0;
1017
1018 nr=(item->nrof*item->value)/CONV_NEED(converter);
1019 if (!nr) return 0;
1020 cost=nr*CONV_NEED(converter)/item->value;
1021 /* take into account rounding errors */
1022 if (nr*CONV_NEED(converter)%item->value) cost++;
1023 decrease_ob_nr(item, cost);
1024
1025 price_in = cost*item->value;
1026 }
1027 else {
1028 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
1029 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
1030 return 0;
1031
1032 if(CONV_NEED(converter)) {
1033 nr=item->nrof/CONV_NEED(converter);
1034 decrease_ob_nr(item,nr*CONV_NEED(converter));
1035 price_in = nr*CONV_NEED(converter)*item->value;
1036 } else {
1037 price_in = item->value;
1038 remove_ob(item);
1039 free_object(item);
1040 }
1041 }
1042
1043 if (converter->inv != NULL) {
1044 object *ob;
1045 int i;
1046 object *ob_to_copy;
1047
1048 /* select random object from inventory to copy */
1049 ob_to_copy = converter->inv;
1050 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
1051 if (rndm(0, i) == 0) {
1052 ob_to_copy = ob;
1053 }
1054 }
1055 item = object_create_clone(ob_to_copy);
1056 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
1057 unflag_inv(item, FLAG_IS_A_TEMPLATE);
1058 } else {
1059 if (converter->other_arch == NULL) {
1060 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);
1061 return -1;
1062 }
1063
1064 item = object_create_arch(converter->other_arch);
1065 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
1066 }
1067
1068 if(CONV_NR(converter))
1069 item->nrof=CONV_NR(converter);
1070 if(nr)
1071 item->nrof*=nr;
1072 if(is_in_shop)
1073 SET_FLAG(item,FLAG_UNPAID);
1074 else if(price_in < item->nrof*item->value) {
1075 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1076 converter->name, converter->map->path, converter->x, converter->y, price_in,
1077 item->nrof*item->value, item->name);
1078 /**
1079 * elmex: we are going to let the game continue, as the mapcreator
1080 * propably had something in mind when doing this
1081 */
1082 }
1083 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
1084 return 1;
1085}
1086 900
901 shstr conv_from = converter->slaying;
902 archetype *conv_to = converter->other_arch;
903 sint64 need = converter->stats.food;
904 sint64 give = converter->stats.sp;
905
906 /* We make some assumptions - we assume if it takes money as it type,
907 * it wants some amount. We don't make change (ie, if something costs
908 * 3 gp and player drops a platinum, tough luck)
909 */
910 if (conv_from == shstr_money)
911 {
912 if (item->type != MONEY)
913 return 0;
914
915 nr = sint64 (item->nrof) * item->value / need;
916 if (!nr)
917 return 0;
918
919 converter->play_sound (sound_find ("shop_buy"));
920
921 sint64 cost = (nr * need + item->value - 1) / item->value;
922
923 item->decrease (cost);
924
925 price_in = cost * item->value;
926 }
927 else
928 {
929 if (item->type == PLAYER
930 || conv_from != item->arch->archname
931 || (need && need > (uint16) item->nrof))
932 return 0;
933
934 converter->play_sound (sound_find ("convert_item"));
935
936 if (need)
937 {
938 nr = sint64 (item->nrof) / need;
939 item->decrease (nr * need);
940 price_in = nr * need * item->value;
941 }
942 else
943 {
944 price_in = item->value;
945 item->destroy ();
946 }
947 }
948
949 if (converter->inv)
950 {
951 object *ob;
952 int i;
953 object *ob_to_copy;
954
955 /* select random object from inventory to copy */
956 ob_to_copy = converter->inv;
957 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
958 if (rndm (0, i) == 0)
959 ob_to_copy = ob;
960
961 item = ob_to_copy->deep_clone ();
962 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
963 unflag_inv (item, FLAG_IS_A_TEMPLATE);
964 }
965 else
966 {
967 if (!conv_to)
968 {
969 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
970 &converter->name, &converter->map->path, converter->x, converter->y);
971 return -1;
972 }
973
974 item = object_create_arch (conv_to);
975 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
976 }
977
978 if (give)
979 item->nrof = give;
980
981 if (nr)
982 item->nrof *= nr;
983
984 if (converter->flag [FLAG_PRECIOUS])
985 SET_FLAG (item, FLAG_UNPAID);
986
987 if (is_in_shop (converter))
988 {
989 // converters on shop floors don't work anymore, bug lets check for it
990 // and report in case someone still does it.
991 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
992 converter->debug_desc ());
993 SET_FLAG (item, FLAG_UNPAID);
994 }
995 else if (price_in < sint64 (item->nrof) * item->value)
996 {
997 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
998 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
999 /**
1000 * elmex: we are going to let the game continue, as the mapcreator
1001 * hopefully had something in mind when doing this.
1002 */
1003 }
1004
1005 // elmex: only identify if we need to, for example so that generated money doesn't
1006 // get an 'identified' flag so easily.
1007 if (need_identify (item))
1008 identify (item);
1009
1010 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1011 return 1;
1012}
1013
1087/** 1014/**
1088 * Handle apply on containers. 1015 * Handle apply on containers.
1089 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
1090 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 1017 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1091 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
1092 */ 1019 */
1093 1020int
1094int apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
1095{ 1022{
1096 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
1097 object *tmp; 1024 return 0; /* This might change */
1098 1025
1099 if(op->type!=PLAYER)
1100 return 0; /* This might change */
1101
1102 if (sack==NULL || sack->type != CONTAINER) { 1026 if (!sack || sack->type != CONTAINER)
1027 {
1103 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 1028 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1104 return 0; 1029 return 0;
1105 } 1030 }
1106 op->contr->last_used = NULL; 1031
1107 op->contr->last_used_id = 0; 1032 op->contr->last_used = 0;
1108 1033
1109 if (sack->env!=op) { 1034 if (sack->env && sack->env != op)
1110 if (sack->other_arch == NULL || sack->env != NULL) {
1111 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1112 return 1;
1113 }
1114 /* It's on the ground, the problems begin */
1115 if (op->container != sack) {
1116 /* it's closed OR some player has opened it */
1117 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1118 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1119 tmp && tmp->container != sack; tmp=tmp->above);
1120 if (tmp) {
1121 /* some other player have opened it */
1122 new_draw_info_format(NDI_UNIQUE, 0, op,
1123 "%s is already occupied.", query_name(sack));
1124 return 1;
1125 }
1126 }
1127 }
1128 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1129 if (op->container == NULL) {
1130 tmp = arch_to_object (sack->other_arch);
1131 /* not good, but insert_ob_in_ob() is too smart */
1132 CLEAR_FLAG (tmp, FLAG_REMOVED);
1133 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1134 tmp->map = NULL;
1135 tmp->env = sack;
1136 if (sack->inv)
1137 sack->inv->above = tmp;
1138 tmp->below = sack->inv;
1139 tmp->above = NULL;
1140 sack->inv = tmp;
1141 sack->move_off = MOVE_ALL; /* trying force closing it */
1142 } else {
1143 sack->move_off = 0;
1144 tmp = sack->inv;
1145 if (tmp && tmp->type == CLOSE_CON) {
1146 remove_ob(tmp);
1147 free_object (tmp);
1148 }
1149 }
1150 }
1151 } 1035 {
1152 1036 op->failmsg ("You must put it onto the floor or into your inventory first.");
1153 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1154 if (op->container) {
1155 if (op->container != sack) {
1156 tmp = op->container;
1157 apply_container (op, tmp);
1158 sprintf (buf, "You close %s and open ", query_name(tmp));
1159 op->container = sack;
1160 strcat (buf, query_name(sack));
1161 strcat (buf, ".");
1162 } else {
1163 CLEAR_FLAG (sack, FLAG_APPLIED);
1164 op->container = NULL;
1165 sprintf (buf, "You close %s.", query_name(sack));
1166 }
1167 } else {
1168 CLEAR_FLAG (sack, FLAG_APPLIED);
1169 sprintf (buf, "You open %s.", query_name(sack));
1170 SET_FLAG (sack, FLAG_APPLIED);
1171 op->container = sack;
1172 }
1173 } else { /* not applied */
1174 if (sack->slaying) { /* it's locked */
1175 tmp = find_key(op, op, sack);
1176 if (tmp) {
1177 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1178 SET_FLAG (sack, FLAG_APPLIED);
1179 if (sack->env == NULL) { /* if it's on ground,open it also */
1180 new_draw_info (NDI_UNIQUE,0,op, buf);
1181 apply_container (op, sack);
1182 return 1; 1037 return 1;
1183 } 1038 }
1184 } else { 1039
1185 sprintf (buf, "You don't have the key to unlock %s.", 1040 // already applied == open on ground, or open in inv, or active in inv
1186 query_name(sack)); 1041 if (sack->flag [FLAG_APPLIED])
1187 }
1188 } else {
1189 sprintf (buf, "You readied %s.", query_name(sack));
1190 SET_FLAG (sack, FLAG_APPLIED);
1191 if (sack->env == NULL) { /* if it's on ground,open it also */
1192 new_draw_info (NDI_UNIQUE, 0, op, buf);
1193 apply_container (op, sack);
1194 return 1;
1195 }
1196 }
1197 } 1042 {
1198 new_draw_info (NDI_UNIQUE, 0, op, buf); 1043 if (op->container == sack)
1199 if (op->contr) op->contr->socket.update_look=1; 1044 {
1200 return 1; 1045 // open on ground or inv, so close
1201} 1046 op->close_container ();
1202
1203/**
1204 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1205 * the player has in their inventory, eg, sacks, luggages, etc.
1206 *
1207 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1208 * This version is for client/server mode.
1209 * op is the player, sack is the container the player is opening or closing.
1210 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1211 *
1212 * Reminder - there are three states for any container - closed (non applied),
1213 * applied (not open, but objects that match get tossed into it), and open
1214 * (applied flag set, and op->container points to the open container)
1215 */
1216
1217int esrv_apply_container (object *op, object *sack)
1218{
1219 object *tmp=op->container;
1220 if(op->type!=PLAYER)
1221 return 0; /* This might change */
1222
1223 if (sack==NULL || sack->type != CONTAINER) {
1224 LOG (llevError,
1225 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1226 return 0;
1227 }
1228
1229 /* If we have a currently open container, then it needs to be closed in all cases
1230 * if we are opening this one up. We then fall through if appropriate for
1231 * openening the new container.
1232 */
1233
1234 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1235 if (op->container->env != op) { /* if container is on the ground */
1236 op->container->move_off = 0;
1237 }
1238 /* Lauwenmark: Handle for plugin close event */
1239 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1240 return 1; 1047 return 1;
1241
1242 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1243 query_name(op->container));
1244 CLEAR_FLAG(op->container, FLAG_APPLIED);
1245 op->container=NULL;
1246 esrv_update_item (UPD_FLAGS, op, tmp);
1247 if (tmp == sack) return 1;
1248 }
1249
1250
1251 /* If the player is trying to open it (which he must be doing if we got here),
1252 * and it is locked, check to see if player has the equipment to open it.
1253 */
1254
1255 if (sack->slaying) { /* it's locked */
1256 tmp=find_key(op, op, sack);
1257 if (tmp) {
1258 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1259 } else {
1260 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1261 query_name(sack));
1262 return 0;
1263 } 1048 }
1049 else if (!sack->env)
1050 {
1051 // active, but not ours: some other player has opened it
1052 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1053 return 1;
1054 }
1055
1056 // fall through to opening it (active in inv)
1057 }
1058 else if (sack->env)
1264 } 1059 {
1265 1060 // it is in our env, so activate it, do not open yet
1266 /* By the time we get here, we have made sure any other container has been closed and 1061 op->close_container ();
1267 * if this is a locked container, the player they key to open it. 1062 sack->flag [FLAG_APPLIED] = 1;
1268 */
1269
1270 /* There are really two cases - the sack is either on the ground, or the sack is
1271 * part of the players inventory. If on the ground, we assume that the player is
1272 * opening it, since if it was being closed, that would have been taken care of above.
1273 */
1274
1275
1276 if (sack->env != op) {
1277 /* Hypothetical case - the player is trying to open a sack that belong to someone
1278 * else. This normally should not happen, but a misbehaving client/player could
1279 * try to do it, so lets handle it gracefully.
1280 */
1281 if (sack->env) {
1282 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1283 query_name(sack));
1284 return 0;
1285 }
1286 /* set these so when the player walks off, we can unapply the sack */
1287 sack->move_off = MOVE_ALL; /* trying force closing it */
1288
1289 CLEAR_FLAG (sack, FLAG_APPLIED);
1290 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1291 SET_FLAG (sack, FLAG_APPLIED);
1292 op->container = sack;
1293 esrv_update_item (UPD_FLAGS, op, sack);
1294 esrv_send_inventory (op, sack);
1295
1296 } else { /* sack is in players inventory */
1297 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1298 CLEAR_FLAG (sack, FLAG_APPLIED);
1299 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1300 SET_FLAG (sack, FLAG_APPLIED);
1301 op->container = sack;
1302 esrv_update_item (UPD_FLAGS, op, sack); 1063 esrv_update_item (UPD_FLAGS, op, sack);
1303 esrv_send_inventory (op, sack); 1064 op->statusmsg (format ("You ready %s.", query_name (sack)));
1304 }
1305 else {
1306 CLEAR_FLAG (sack, FLAG_APPLIED);
1307 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1308 SET_FLAG (sack, FLAG_APPLIED);
1309 esrv_update_item (UPD_FLAGS, op, sack);
1310 }
1311 }
1312 return 1; 1065 return 1;
1313} 1066 }
1314 1067
1068 // it's locked?
1069 if (sack->slaying)
1070 {
1071 if (object *tmp = find_key (op, op, sack))
1072 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1073 else
1074 {
1075 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1076 return 1;
1077 }
1078 }
1079
1080 op->open_container (sack);
1081
1082 return 1;
1083}
1315 1084
1316/** 1085/**
1317 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1318 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1319 */ 1088 */
1089static int
1320static int apply_altar (object *altar, object *sacrifice, object *originator) 1090apply_altar (object *altar, object *sacrifice, object *originator)
1321{ 1091{
1322 /* Only players can make sacrifices on spell casting altars. */ 1092 /* Only players can make sacrifices on spell casting altars. */
1323 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1093 if (altar->inv && (!originator || originator->type != PLAYER))
1324 return 0; 1094 return 0;
1325 1095
1326 if (operate_altar (altar, &sacrifice)) { 1096 if (operate_altar (altar, &sacrifice))
1097 {
1327 /* Simple check. Unfortunately, it means you can't cast magic bullet 1098 /* Simple check. Unfortunately, it means you can't cast magic bullet
1328 * with an altar. We call it a Potion - altars are stationary - it 1099 * with an altar. We call it a Potion - altars are stationary - it
1329 * is up to map designers to use them properly. 1100 * is up to map designers to use them properly.
1330 */ 1101 */
1331 if (altar->inv && altar->inv->type==SPELL) { 1102 if (altar->inv && altar->inv->type == SPELL)
1332 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1103 {
1333 altar->inv->name); 1104 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1334 cast_spell (originator, altar, 0, altar->inv, NULL); 1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1335 /* If it is connected, push the button. Fixes some problems with 1106 /* If it is connected, push the button. Fixes some problems with
1336 * old maps. 1107 * old maps.
1337 */ 1108 */
1109
1338/* push_button (altar);*/ 1110/* push_button (altar);*/
1339 } else { 1111 }
1112 else
1113 {
1340 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1341 push_button (altar); 1115 push_button (altar, originator);
1342 } 1116 }
1343 return sacrifice == NULL; 1117
1344 } else { 1118 return !sacrifice;
1119 }
1120 else
1345 return 0; 1121 return 0;
1346 }
1347} 1122}
1348
1349 1123
1350/** 1124/**
1351 * Handles 'movement' of shop mats. 1125 * Handles 'movement' of shop mats.
1352 * Returns 1 if 'op' was destroyed, 0 if not. 1126 * Returns 1 if 'op' was destroyed, 0 if not.
1353 * Largely re-written to not use nearly as many gotos, plus 1127 * Largely re-written to not use nearly as many gotos, plus
1354 * some of this code just looked plain out of date. 1128 * some of this code just looked plain out of date.
1355 * MSW 2001-08-29 1129 * MSW 2001-08-29
1356 */ 1130 */
1131int
1357static int apply_shop_mat (object *shop_mat, object *op) 1132apply_shop_mat (object *shop_mat, object *op)
1358{ 1133{
1359 int rv = 0; 1134 int rv = 0;
1360 double opinion; 1135 double opinion;
1361 object *tmp, *next; 1136 object *tmp, *next;
1362 1137
1363 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1364 1139
1365 if (op->type != PLAYER) { 1140 bool has_unpaid = false;
1141
1142 // quite inefficient to do this here twice, but the api doesn'T lend itself to
1143 // a quick and small change :(
1144 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1145 if (item->flag [FLAG_UNPAID])
1146 {
1147 has_unpaid = true;
1148 break;
1149 }
1150
1151 if (!op->is_player ())
1152 {
1366 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1367 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1368 * the shop. 1155 * the shop.
1369 */ 1156 */
1370 for (tmp=op->inv; tmp; tmp=next) { 1157 for (tmp = op->inv; tmp; tmp = next)
1158 {
1371 next = tmp->below; 1159 next = tmp->below;
1160
1372 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1162 {
1373 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1163 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1374 1164
1375 remove_ob(tmp); 1165 if (i >= 0)
1376 if (i==-1) i=0; 1166 tmp->move (i);
1377 tmp->map = op->map; 1167 }
1378 tmp->x = op->x + freearr_x[i]; 1168 }
1379 tmp->y = op->y + freearr_y[i];
1380 insert_ob_in_map(tmp, op->map, op, 0);
1381 }
1382 }
1383 1169
1384 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1385 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1386 1173
1387 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1388 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1389 */ 1176 */
1390 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1391 1178 {
1392 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181
1182 if (i != -1)
1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1184
1185 return 0;
1186 }
1187
1188 /* Removed code that checked for multipart objects - it appears that
1189 * the teleport function should be able to handle this just fine.
1190 */
1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1194 {
1195 /* this is only used for players */
1196 rv = teleport (shop_mat, SHOP_MAT, op);
1197
1198 if (has_unpaid)
1199 op->contr->play_sound (sound_find ("shop_buy"));
1200 else if (is_in_shop (op))
1201 op->contr->play_sound (sound_find ("shop_enter"));
1202 else
1203 op->contr->play_sound (sound_find ("shop_leave"));
1204
1205 if (shop_mat->msg)
1206 op->statusmsg (shop_mat->msg);
1207 /* This check below is a bit simplistic - generally it should be correct,
1208 * but there is never a guarantee that the bottom space on the map is
1209 * actually the shop floor.
1210 */
1211 else if (!rv && !is_in_shop (op))
1212 {
1213 opinion = shopkeeper_approval (op->map, op);
1214
1215 op->statusmsg (
1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1217 : opinion >= 0.75 ? "The shopkeeper waves to you."
1218 : opinion >= 0.50 ? "The shopkeeper ignores you."
1219 : "The shopkeeper glares at you with contempt."
1220 );
1221 }
1222 }
1223 else
1224 {
1225 /* if we get here, a player tried to leave a shop but was not able
1226 * to afford the items he has. We try to move the player so that
1227 * they are not on the mat anymore
1228 */
1393 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1229 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1230
1394 if (i != -1) { 1231 if (i == -1)
1395 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1396 shop_mat);
1397 }
1398 return 0;
1399 }
1400 /* Removed code that checked for multipart objects - it appears that
1401 * the teleport function should be able to handle this just fine.
1402 */
1403 rv = teleport (shop_mat, SHOP_MAT, op);
1404 }
1405 /* immediate block below is only used for players */
1406 else if (can_pay(op)) {
1407 get_payment (op, op->inv);
1408 rv = teleport (shop_mat, SHOP_MAT, op);
1409 if (shop_mat->msg) {
1410 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1411 }
1412 /* This check below is a bit simplistic - generally it should be correct,
1413 * but there is never a guarantee that the bottom space on the map is
1414 * actually the shop floor.
1415 */
1416 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1417 && tmp->type != SHOP_FLOOR) {
1418 opinion = shopkeeper_approval(op->map, op);
1419 if ( opinion > 0.9)
1420 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1421 else if ( opinion > 0.75)
1422 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1423 else if ( opinion > 0.5)
1424 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1425 else
1426 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1427 }
1428 }
1429 else {
1430 /* if we get here, a player tried to leave a shop but was not able
1431 * to afford the items he has. We try to move the player so that
1432 * they are not on the mat anymore
1433 */
1434
1435 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1436 if(i == -1) {
1437 LOG (llevError, "Internal shop-mat problem.\n"); 1232 LOG (llevError, "Internal shop-mat problem.\n");
1438 } else { 1233 else
1439 remove_ob (op); 1234 {
1235 op->remove ();
1440 op->x += freearr_x[i]; 1236 op->x += freearr_x[i];
1441 op->y += freearr_y[i]; 1237 op->y += freearr_y[i];
1442 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1238 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1443 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); 1239 }
1444 op->contr->socket.update_look=1;
1445 op->contr->socket.look_position=0;
1446 }
1447 } 1240 }
1241
1448 CLEAR_FLAG (op, FLAG_NO_APPLY); 1242 CLEAR_FLAG (op, FLAG_NO_APPLY);
1449 return rv; 1243 return rv;
1450} 1244}
1451 1245
1452/** 1246/**
1453 * Handles applying a sign. 1247 * Handles applying a sign.
1454 */ 1248 */
1249static void
1455static void apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1456{ 1251{
1457 readable_message_type* msgType; 1252 if (!op->is_player())
1458 char newbuf[HUGE_BUF];
1459 if (sign->msg == NULL) {
1460 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1461 return;
1462 }
1463
1464 if (sign->stats.food) {
1465 if (sign->last_eat >= sign->stats.food) {
1466 if (!sign->move_on)
1467 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1468 return; 1253 return;
1469 }
1470 1254
1255 if (sign->has_dialogue ())
1256 {
1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1258 return;
1259 }
1260
1261 if (!sign->msg)
1262 {
1263 op->contr->infobox (MSG_CHANNEL ("examine"),
1264 format ("T<%s>\n\n Nothing %sis written on it.",
1265 &sign->name,
1266 sign->name == sign->arch->name ? "" : "else "));
1267 return;
1268 }
1269
1270 if (sign->stats.food)
1271 {
1272 if (sign->last_eat >= sign->stats.food)
1273 {
1274 if (!sign->move_on)
1275 op->failmsg ("You cannot read it anymore.");
1276
1277 return;
1278 }
1279
1471 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1472 sign->last_eat++; 1281 sign->last_eat++;
1473 } 1282 }
1474 1283
1475 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1284 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1476 * No way to know for sure. The presumption is basically that if 1285 * No way to know for sure. The presumption is basically that if
1477 * move_on is zero, it needs to be manually applied (doesn't talk 1286 * move_on is zero, it needs to be manually applied (doesn't talk
1478 * to us). 1287 * to us).
1479 */ 1288 */
1480 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1289 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1481 new_draw_info (NDI_UNIQUE, 0, op, 1290 {
1482 "You are unable to read while blind."); 1291 op->failmsg ("You are unable to read while blind!");
1483 return; 1292 return;
1293 }
1294
1295 if (op->contr)
1296 if (client *ns = op->contr->ns)
1297 {
1298 if (sign->sound)
1299 ns->play_sound (sign->sound);
1300 else if (autoapply)
1301 ns->play_sound (sound_find ("msg_voice"));
1302
1303 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1484 } 1304 }
1485 msgType=get_readable_message_type(sign);
1486 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1487 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1488} 1305}
1489 1306
1307static void
1308move_apply_hole (object *trap, object *victim)
1309{
1310 /* Hole not open? */
1311 if (trap->stats.wc > 0)
1312 return;
1313
1314 /* Is this a multipart monster and not the head? If so, return.
1315 * Processing will happen if the head runs into the pit
1316 */
1317 if (victim->head)
1318 return;
1319
1320 // now find all possible locations and randomly pick one
1321 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1322 trap->range >= 3 ? SIZEOFFREE3 + 1
1323 : trap->range >= 2 ? SIZEOFFREE2 + 1
1324 : trap->range >= 1 ? SIZEOFFREE1 + 1
1325 : SIZEOFFREE0 + 1);
1326
1327 if (dir < 0)
1328 return;
1329
1330 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1331 victim->statusmsg ("You fall through the hole!", NDI_RED);
1332
1333 transfer_ob (victim,
1334 EXIT_X (trap) + freearr_x[dir],
1335 EXIT_Y (trap) + freearr_y[dir],
1336 0, victim);
1337}
1490 1338
1491/** 1339/**
1492 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1493 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1494 * effect is determined by move_on/move_off of trap and move_type of victime. 1342 * effect is determined by move_on/move_off of trap and move_type of victime.
1495 * 1343 *
1496 * originator: Player, monster or other object that caused 'victim' to move 1344 * originator: Player, monster or other object that caused 'victim' to move
1497 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1345 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1498 * However, some types of traps require an originator to function. 1346 * However, some types of traps require an originator to function.
1499 */ 1347 */
1348void
1500void move_apply (object *trap, object *victim, object *originator) 1349move_apply (object *trap, object *victim, object *originator)
1501{ 1350{
1502 static int recursion_depth = 0; 1351 static int recursion_depth = 0;
1503 1352
1504 /* Only exits affect DMs. */ 1353 /* Only exits affect DMs. */
1505 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1354 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1506 return; 1355 return;
1507 1356
1508 /* move_apply() is the most likely candidate for causing unwanted and 1357 /* move_apply() is the most likely candidate for causing unwanted and
1509 * possibly unlimited recursion. 1358 * possibly unlimited recursion.
1510 */ 1359 */
1512 * maps to fail. 1) it's not an error to recurse: 1361 * maps to fail. 1) it's not an error to recurse:
1513 * rune detonates, summoning monster. monster lands on nearby rune. 1362 * rune detonates, summoning monster. monster lands on nearby rune.
1514 * nearby rune detonates. This sort of recursion is expected and 1363 * nearby rune detonates. This sort of recursion is expected and
1515 * proper. This code was causing needless crashes. 1364 * proper. This code was causing needless crashes.
1516 */ 1365 */
1517 if (recursion_depth >= 500) { 1366 if (recursion_depth >= 500)
1367 {
1518 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1368 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1519 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1369 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1520 trap->arch->name, trap->name, victim->arch->name, victim->name); 1370 return;
1521 return;
1522 } 1371 }
1372
1523 recursion_depth++; 1373 recursion_depth++;
1524 if (trap->head) trap=trap->head; 1374 if (trap->head)
1375 trap = trap->head;
1525 1376
1526 /* Lauwenmark: Handle for plugin trigger event */ 1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1527 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0) 1378 goto leave;
1379
1380 switch (trap->type)
1381 {
1382 case PLAYERMOVER:
1383 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1384 {
1385 if (!trap->stats.maxsp)
1386 trap->stats.maxsp = 2;
1387
1388 /* Is this correct? From the docs, it doesn't look like it
1389 * should be divided by trap->speed
1390 */
1391 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1392
1393 /* Just put in some sanity check. I think there is a bug in the
1394 * above with some objects have zero speed, and thus the player
1395 * getting permanently paralyzed.
1396 */
1397 if (victim->speed_left < -50.f)
1398 victim->speed_left = -50.f;
1399 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1400 }
1528 goto leave; 1401 goto leave;
1529 1402
1530 switch (trap->type) {
1531 case PLAYERMOVER:
1532 if (trap->attacktype && (trap->level || victim->type!=PLAYER) &&
1533 !should_director_abort(trap, victim)) {
1534 if (!trap->stats.maxsp) trap->stats.maxsp=2;
1535
1536 /* Is this correct? From the docs, it doesn't look like it
1537 * should be divided by trap->speed
1538 */
1539 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed);
1540
1541 /* Just put in some sanity check. I think there is a bug in the
1542 * above with some objects have zero speed, and thus the player
1543 * getting permanently paralyzed.
1544 */
1545 if (victim->speed_left<-50.0) victim->speed_left=-50.0;
1546 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/
1547 }
1548 goto leave;
1549
1550 case SPINNER: 1403 case SPINNER:
1551 if(victim->direction) { 1404 if (victim->direction)
1405 {
1552 victim->direction=absdir(victim->direction-trap->stats.sp); 1406 victim->direction = absdir (victim->direction - trap->stats.sp);
1553 update_turn_face(victim); 1407 update_turn_face (victim);
1554 } 1408 }
1555 goto leave; 1409 goto leave;
1556 1410
1557 case DIRECTOR: 1411 case DIRECTOR:
1558 if(victim->direction && !should_director_abort(trap, victim)) { 1412 if (victim->direction && !should_director_abort (trap, victim))
1413 {
1559 victim->direction=trap->stats.sp; 1414 victim->direction = trap->stats.sp;
1560 update_turn_face(victim); 1415 update_turn_face (victim);
1561 } 1416 }
1562 goto leave; 1417 goto leave;
1563 1418
1564 case BUTTON: 1419 case BUTTON:
1565 case PEDESTAL: 1420 case PEDESTAL:
1566 update_button(trap); 1421 update_button (trap, originator);
1567 goto leave; 1422 goto leave;
1568 1423
1569 case ALTAR: 1424 case ALTAR:
1570 /* sacrifice victim on trap */ 1425 /* sacrifice victim on trap */
1571 apply_altar (trap, victim, originator); 1426 apply_altar (trap, victim, originator);
1572 goto leave; 1427 goto leave;
1573 1428
1574 case THROWN_OBJ: 1429 case THROWN_OBJ:
1575 if (trap->inv == NULL) 1430 if (trap->inv == NULL)
1576 goto leave; 1431 goto leave;
1577 /* fallthrough */ 1432 /* fallthrough */
1578 1433
1579 case ARROW: 1434 case ARROW:
1580
1581 /* bad bug: monster throw a object, make a step forwards, step on object , 1435 /* bad bug: monster throw a object, make a step forwards, step on object ,
1582 * trigger this here and get hit by own missile - and will be own enemy. 1436 * trigger this here and get hit by own missile - and will be own enemy.
1583 * Victim then is his own enemy and will start to kill herself (this is 1437 * Victim then is his own enemy and will start to kill herself (this is
1584 * removed) but we have not synced victim and his missile. To avoid senseless 1438 * removed) but we have not synced victim and his missile. To avoid senseless
1585 * action, we avoid hits here 1439 * action, we avoid hits here
1586 */ 1440 */
1587 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1441 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1588 hit_with_arrow (trap, victim); 1442 hit_with_arrow (trap, victim);
1589 goto leave; 1443 goto leave;
1590 1444
1591 case SPELL_EFFECT: 1445 case SPELL_EFFECT:
1592 apply_spell_effect(trap, victim); 1446 apply_spell_effect (trap, victim);
1593 goto leave; 1447 goto leave;
1594 1448
1595 case TRAPDOOR: 1449 case TRAPDOOR:
1596 { 1450 {
1597 int max, sound_was_played; 1451 int max, sound_was_played;
1598 object *ab, *ab_next; 1452 object *ab, *ab_next;
1453
1599 if(!trap->value) { 1454 if (!trap->value)
1600 int tot; 1455 {
1601 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1456 int tot;
1457
1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1602 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1603 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1460 tot += ab->head_ ()->total_weight ();
1604 1461
1605 if(!(trap->value=(tot>trap->weight)?1:0)) 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1606 goto leave; 1463 goto leave;
1607 1464
1608 SET_ANIMATION(trap, trap->value); 1465 SET_ANIMATION (trap, trap->value);
1609 update_object(trap,UP_OBJ_FACE); 1466 update_object (trap, UP_OBJ_FACE);
1610 } 1467 }
1611 1468
1612 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1469 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1470 {
1613 /* need to set this up, since if we do transfer the object, 1471 /* need to set this up, since if we do transfer the object,
1614 * ab->above would be bogus 1472 * ab->above would be bogus
1615 */ 1473 */
1616 ab_next = ab->above; 1474 ab_next = ab->above;
1617 1475
1618 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1619 if ( ! sound_was_played) { 1477 {
1620 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1478 if (!sound_was_played)
1621 sound_was_played = 1; 1479 {
1622 } 1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1623 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1481 sound_was_played = 1;
1482 }
1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1624 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1485 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1625 } 1486 }
1626 } 1487 }
1627 goto leave; 1488 goto leave;
1628 } 1489 }
1629 1490
1630
1631 case CONVERTER: 1491 case CONVERTER:
1632 if (convert_item (victim, trap) < 0) { 1492 if (convert_item (victim, trap) < 0)
1633 object *op; 1493 {
1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1496 }
1634 1497
1635 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1636
1637 op = get_archetype("burnout");
1638 if (op != NULL) {
1639 op->x = trap->x;
1640 op->y = trap->y;
1641 insert_ob_in_map(op, trap->map, trap, 0);
1642 }
1643 }
1644 goto leave; 1498 goto leave;
1645 1499
1646 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1647 case TRIGGER_PEDESTAL: 1501 case TRIGGER_PEDESTAL:
1648 case TRIGGER_ALTAR: 1502 case TRIGGER_ALTAR:
1649 check_trigger (trap, victim); 1503 check_trigger (trap, victim);
1650 goto leave; 1504 goto leave;
1651 1505
1652 case DEEP_SWAMP: 1506 case DEEP_SWAMP:
1653 walk_on_deep_swamp (trap, victim); 1507 walk_on_deep_swamp (trap, victim);
1654 goto leave; 1508 goto leave;
1655 1509
1656 case CHECK_INV: 1510 case CHECK_INV:
1657 check_inv (victim, trap); 1511 check_inv (victim, trap);
1658 goto leave; 1512 goto leave;
1659 1513
1660 case HOLE: 1514 case HOLE:
1661 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1662 if(trap->stats.wc > 0)
1663 goto leave;
1664
1665 /* Is this a multipart monster and not the head? If so, return.
1666 * Processing will happen if the head runs into the pit
1667 */
1668 if (victim->head)
1669 goto leave;
1670
1671 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1672 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1673 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1674 goto leave; 1516 goto leave;
1675 1517
1676 case EXIT: 1518 case EXIT:
1677 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1520 {
1678 /* Basically, don't show exits leading to random maps the 1521 /* Basically, don't show exits leading to random maps the
1679 * players output. 1522 * players output.
1680 */ 1523 */
1681 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1682 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1683 enter_exit (victim, trap); 1526
1684 } 1527 trap->play_sound (trap->sound);
1528 victim->enter_exit (trap);
1529 }
1685 goto leave; 1530 goto leave;
1686 1531
1687 case ENCOUNTER: 1532 case ENCOUNTER:
1688 /* may be some leftovers on this */ 1533 /* may be some leftovers on this */
1689 goto leave; 1534 goto leave;
1690 1535
1691 case SHOP_MAT: 1536 case SHOP_MAT:
1692 apply_shop_mat (trap, victim); 1537 apply_shop_mat (trap, victim);
1693 goto leave; 1538 goto leave;
1694 1539
1695 /* Drop a certain amount of gold, and have one item identified */ 1540 /* Drop a certain amount of gold, and have one item identified */
1696 case IDENTIFY_ALTAR: 1541 case IDENTIFY_ALTAR:
1697 apply_id_altar (victim, trap, originator); 1542 apply_id_altar (victim, trap, originator);
1698 goto leave; 1543 goto leave;
1699 1544
1700 case SIGN: 1545 case SIGN:
1701 if (victim->type != PLAYER && trap->stats.food > 0) 1546 if (victim->type != PLAYER && trap->stats.food > 0)
1702 goto leave; /* monsters musn't apply magic_mouths with counters */ 1547 goto leave; /* monsters musn't apply magic_mouths with counters */
1703 1548
1704 apply_sign (victim, trap, 1); 1549 apply_sign (victim, trap, 1);
1705 goto leave; 1550 goto leave;
1706 1551
1707 case CONTAINER: 1552 case CONTAINER:
1708 if (victim->type==PLAYER)
1709 (void) esrv_apply_container (victim, trap);
1710 else
1711 (void) apply_container (victim, trap); 1553 apply_container (victim, trap);
1712 goto leave; 1554 goto leave;
1713 1555
1714 case RUNE: 1556 case RUNE:
1715 case TRAP: 1557 case TRAP:
1716 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1717 spring_trap(trap, victim); 1559 spring_trap (trap, victim);
1718 }
1719 goto leave; 1560 goto leave;
1720 1561
1721 default: 1562 default:
1722 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1563 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1723 "handled in move_apply()\n", trap->name, trap->arch->name, 1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1724 trap->type);
1725 goto leave; 1565 goto leave;
1726 } 1566 }
1727 1567
1728 leave: 1568leave:
1729 recursion_depth--; 1569 recursion_depth--;
1730} 1570}
1731 1571
1732/** 1572/**
1733 * Handles reading a regular (ie not containing a spell) book. 1573 * Handles reading a regular (ie not containing a spell) book.
1734 */ 1574 */
1575static void
1735static void apply_book (object *op, object *tmp) 1576apply_book (object *op, object *tmp)
1736{ 1577{
1737 int lev_diff; 1578 int lev_diff;
1738 object *skill_ob; 1579 object *skill_ob;
1739 1580
1740 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1741 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1582 {
1583 op->failmsg ("You are unable to read while blind!");
1742 return; 1584 return;
1743 } 1585 }
1744 if(tmp->msg==NULL) { 1586
1745 new_draw_info_format(NDI_UNIQUE, 0, op, 1587 if (!tmp->msg)
1588 {
1746 "You open the %s and find it empty.", tmp->name); 1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1747 return; 1590 return;
1748 } 1591 }
1749 1592
1750 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1751 skill_ob = find_skill_by_name(op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1752 if ( ! skill_ob) { 1595 if (!skill_ob)
1753 new_draw_info(NDI_UNIQUE, 0,op,
1754 "You are unable to decipher the strange symbols.");
1755 return;
1756 } 1596 {
1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1598 return;
1599 }
1600
1757 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1758 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1759 if (lev_diff < 2)
1760 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1761 else if (lev_diff < 3)
1762 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1763 else if (lev_diff < 5)
1764 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1765 else if (lev_diff < 8)
1766 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1767 else if (lev_diff < 15)
1768 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1769 else
1770 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1771 return;
1772 } 1603 {
1773 1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1774 1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1775 /* Lauwenmark: Handle for plugin book event */ 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1776 /*printf("Book apply: %s\n", tmp->name); 1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1777 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1778 printf("Book applied: %s\n", tmp->name);*/ 1609 : "This book is totally beyond your comprehension.");
1779 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) 1610 return;
1780 { 1611 }
1781 CFParm CFP; 1612
1782 int k, l, m;
1783 uint32 n;
1784 new_draw_info_format (NDI_UNIQUE, 0, op,
1785 "You open the %s and start reading.", tmp->name);
1786 k = EVENT_APPLY;
1787 l = SCRIPT_FIX_ALL;
1788 m = 0;
1789 n = 0;
1790 CFP.Value[0] = &k;
1791 CFP.Value[1] = op;
1792 CFP.Value[2] = tmp;
1793 CFP.Value[3] = NULL;
1794 CFP.Value[4] = NULL;
1795 CFP.Value[5] = &n;
1796 CFP.Value[6] = &m;
1797 CFP.Value[7] = &m;
1798 CFP.Value[8] = &l;
1799 CFP.Value[9] = (void*)evt->hook;
1800 CFP.Value[10]= (void*)evt->options;
1801 if (findPlugin(evt->plugin)>=0)
1802 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1803 }
1804 else*/{
1805 readable_message_type* msgType = get_readable_message_type(tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1806 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1807 msgType->message_type, msgType->message_subtype,
1808 "You open the %s and start reading.\n%s",
1809 "%s\n%s",
1810 long_desc(tmp,op), tmp->msg);
1811 }
1812 1614
1615 if (player *pl = op->contr)
1616 if (client *ns = pl->ns)
1617 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1618
1813 /* gain xp from reading */ 1619 /* gain xp from reading */
1814 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1620 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1621 { /* only if not read before */
1815 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1623
1816 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1625 {
1817 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1818 SET_FLAG(tmp,FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1819 /* If in a container, update how it looks */ 1628
1629 if (object *pl = tmp->visible_to ())
1820 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1821 else op->contr->socket.update_look=1;
1822 } 1631 }
1632
1823 change_exp(op,exp_gain, skill_ob->skill, 0); 1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1824 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1634 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1825 } 1635 }
1826} 1636}
1827 1637
1828/** 1638/**
1829 * Handles the applying of a skill scroll, calling learn_skill straight. 1639 * Handles the applying of a skill scroll, calling learn_skill straight.
1830 * op is the person learning the skill, tmp is the skill scroll object 1640 * op is the person learning the skill, tmp is the skill scroll object
1831 */ 1641 */
1642static void
1832static void apply_skillscroll (object *op, object *tmp) 1643apply_skillscroll (object *op, object *tmp)
1833{ 1644{
1834 switch ((int) learn_skill (op, tmp)) { 1645 switch (learn_skill (op, tmp))
1835 case 0: 1646 {
1836 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1647 case 0:
1837 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1648 op->play_sound (sound_find ("generic_fail"));
1838 return; 1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1650 break;
1839 1651
1840 case 1: 1652 case 1:
1841 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1653 tmp->decrease ();
1842 tmp->skill); 1654 op->play_sound (sound_find ("skill_learn"));
1843 new_draw_info_format(NDI_UNIQUE, 0, op, 1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1844 "Type 'bind ready_skill %s",tmp->skill); 1656 break;
1845 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1846 decrease_ob(tmp);
1847 return;
1848 1657
1849 default: 1658 default:
1850 new_draw_info_format(NDI_UNIQUE,0,op, 1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1851 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1661 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1852 decrease_ob(tmp); 1662 break;
1853 return;
1854 } 1663 }
1855} 1664}
1856 1665
1857/** 1666/**
1858 * Actually makes op learn spell. 1667 * Actually makes op learn spell.
1859 * Informs player of what happens. 1668 * Informs player of what happens.
1860 */ 1669 */
1670void
1861void do_learn_spell (object *op, object *spell, int special_prayer) 1671do_learn_spell (object *op, object *spell, int special_prayer)
1862{ 1672{
1863 object *tmp; 1673 object *tmp;
1864 1674
1865 if (op->type != PLAYER) { 1675 if (op->type != PLAYER)
1676 {
1866 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1677 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1867 return; 1678 return;
1868 } 1679 }
1869 1680
1870 /* Upgrade special prayers to normal prayers */ 1681 /* Upgrade special prayers to normal prayers */
1871 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1682 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1683 {
1872 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1684 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1685 {
1873 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1686 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1874 return; 1687 return;
1875 } 1688 }
1876 return; 1689 return;
1877 } 1690 }
1878 1691
1879 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1692 op->contr->play_sound (sound_find ("learn_spell"));
1880 tmp = get_object(); 1693
1881 copy_object(spell, tmp); 1694 tmp = spell->clone ();
1882 insert_ob_in_ob(tmp, op); 1695 insert_ob_in_ob (tmp, op);
1883 1696
1884 if (special_prayer) { 1697 if (special_prayer)
1885 SET_FLAG(tmp, FLAG_STARTEQUIP); 1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1886 }
1887 1699
1888 new_draw_info_format (NDI_UNIQUE, 0, op,
1889 "Type 'bind cast %s", spell->name);
1890 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1891 esrv_add_spells(op->contr, tmp); 1700 esrv_add_spells (op->contr, tmp);
1892} 1701}
1893 1702
1894/** 1703/**
1895 * Erases spell from player's inventory. 1704 * Erases spell from player's inventory.
1896 */ 1705 */
1706void
1897void do_forget_spell (object *op, const char *spell) 1707do_forget_spell (object *op, const char *spell)
1898{ 1708{
1899 object *spob; 1709 object *spob;
1900 1710
1901 if (op->type != PLAYER) { 1711 if (op->type != PLAYER)
1712 {
1902 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1713 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1903 return; 1714 return;
1904 } 1715 }
1905 if ( (spob=check_spell_known (op, spell)) == NULL) { 1716 if ((spob = check_spell_known (op, spell)) == NULL)
1717 {
1906 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1907 return; 1719 return;
1908 }
1909 1720 }
1910 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1721
1911 "You lose knowledge of %s.", spell); 1722 op->failmsg (format ("You lose knowledge of %s.", spell));
1912 player_unready_range_ob(op->contr, spob); 1723 player_unready_range_ob (op->contr, spob);
1913 esrv_remove_spell(op->contr, spob); 1724 esrv_remove_spell (op->contr, spob);
1914 remove_ob(spob); 1725 spob->destroy ();
1915 free_object(spob);
1916} 1726}
1917 1727
1918/** 1728/**
1919 * Handles player applying a spellbook. 1729 * Handles player applying a spellbook.
1920 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1730 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1921 * stuff like that. Random learning failure too. 1731 * stuff like that. Random learning failure too.
1922 */ 1732 */
1733static void
1923static void apply_spellbook (object *op, object *tmp) 1734apply_spellbook (object *op, object *tmp)
1924{ 1735{
1925 object *skop, *spell, *spell_skill; 1736 object *skop, *spell, *spell_skill;
1926 1737
1927 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1928 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1929 return;
1930 } 1739 {
1740 op->failmsg ("You are unable to read while blind.");
1741 return;
1742 }
1931 1743
1932 /* artifact_spellbooks have 'slaying' field point to a spell name, 1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1933 * instead of having their spell stored in stats.sp. These are 1745 * instead of having their spell stored in stats.sp. These are
1934 * legacy spellbooks 1746 * legacy spellbooks
1935 */ 1747 */
1936 1748 if (tmp->slaying)
1937 if(tmp->slaying != NULL) { 1749 {
1938 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1939 if (!spell) { 1751 if (!spell)
1940 new_draw_info_format(NDI_UNIQUE, 0, op, 1752 {
1941 "The book's formula for %s is incomplete", tmp->slaying); 1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1942 return; 1754 return;
1943 } 1755 }
1944 else 1756 else
1945 insert_ob_in_ob(spell, tmp); 1757 insert_ob_in_ob (spell, tmp);
1946 free_string(tmp->slaying); 1758
1947 tmp->slaying=NULL; 1759 tmp->slaying = 0;
1948 } 1760 }
1949 1761
1950 skop = find_skill_by_name(op, tmp->skill); 1762 skop = find_skill_by_name (op, tmp->skill);
1951 1763
1952 /* need a literacy skill to learn spells. Also, having a literacy level 1764 /* need a literacy skill to learn spells. Also, having a literacy level
1953 * lower than the spell will make learning the spell more difficult */ 1765 * lower than the spell will make learning the spell more difficult */
1954 if ( !skop) { 1766 if (!skop)
1955 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1956 return;
1957 } 1767 {
1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1769 return;
1770 }
1958 1771
1959 spell = tmp->inv; 1772 spell = tmp->inv;
1773
1960 if (!spell) { 1774 if (!spell)
1775 {
1961 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1776 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1962 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1777 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1963 return; 1778 return;
1964 }
1965 if (spell->level > (skop->level+10)) {
1966 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1967 return;
1968 } 1779 }
1969 1780
1970 new_draw_info_format(NDI_UNIQUE, 0, op, 1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1971 "The spellbook contains the %s level spell %s.", 1782 {
1972 get_levelnumber(spell->level), spell->name); 1783 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low.>", &tmp->skill));
1784 return;
1785 }
1973 1786
1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788
1974 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1975 identify(tmp); 1790 identify (tmp);
1976 if (tmp->env)
1977 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1978 else
1979 op->contr->socket.update_look=1;
1980 }
1981 1791
1982 /* I removed the check for special_prayer_mark here - it didn't make 1792 /* I removed the check for special_prayer_mark here - it didn't make
1983 * a lot of sense - special prayers are not found in spellbooks, and 1793 * a lot of sense - special prayers are not found in spellbooks, and
1984 * if the player doesn't know the spell, doesn't make a lot of sense that 1794 * if the player doesn't know the spell, doesn't make a lot of sense that
1985 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1986 */ 1796 */
1987 if (check_spell_known (op, spell->name)) { 1797 if (check_spell_known (op, spell->name))
1988 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1989 return;
1990 } 1798 {
1799 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1800 return;
1801 }
1991 1802
1992 if (spell->skill) { 1803 if (spell->skill)
1804 {
1993 spell_skill = find_skill_by_name(op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1806
1994 if (!spell_skill) { 1807 if (!spell_skill)
1995 new_draw_info_format(NDI_UNIQUE, 0, op, 1808 {
1996 "You lack the skill %s to use this spell", 1809 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1997 spell->skill);
1998 return; 1810 return;
1999 } 1811 }
1812
2000 if (spell_skill->level < spell->level) { 1813 if (spell_skill->level < spell->level)
2001 new_draw_info_format(NDI_UNIQUE, 0, op, 1814 {
2002 "You need to be level %d in %s to learn this spell.", 1815 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2003 spell->level, spell->skill);
2004 return; 1816 return;
2005 } 1817 }
2006 } 1818 }
2007 1819
2008 /* Logic as follows 1820 /* Logic as follows
2009 * 1821 *
2010 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1822 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2011 * 1823 *
2012 * 2- The learner's skill level in literacy adjusts the chance to learn 1824 * 2- The learner's skill level in literacy adjusts the chance to learn
2013 * a spell. 1825 * a spell.
2014 * 1826 *
2015 * 3 -Automatically fail to learn if you read while confused 1827 * 3 -Automatically fail to learn if you read while confused
2016 * 1828 *
2017 * Overall, chances are the same but a player will find having a high 1829 * Overall, chances are the same but a player will find having a high
2018 * literacy rate very useful! -b.t. 1830 * literacy rate very useful! -b.t.
2019 */ 1831 */
2020 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
2021 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1833 {
1834 op->failmsg ("In your confused state you flub the wording of the text!");
2022 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1835 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1836 }
2023 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2024 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1838 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2025 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1839 {
2026 1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2027 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2028 do_learn_spell (op, spell, 0); 1841 do_learn_spell (op, spell, 0);
2029 1842
2030 /* xp gain to literacy for spell learning */ 1843 /* xp gain to literacy for spell learning */
2031 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2032 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1845 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2033 } else { 1846 }
2034 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1847 else
2035 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2036 } 1848 {
2037 decrease_ob(tmp); 1849 op->contr->play_sound (sound_find ("fumble_spell"));
1850 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1851 }
1852
1853 tmp->decrease ();
2038} 1854}
2039 1855
2040/** 1856/**
2041 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
2042 */ 1858 */
1859void
2043void apply_scroll (object *op, object *tmp, int dir) 1860apply_scroll (object *op, object *tmp, int dir)
2044{ 1861{
2045 object *skop; 1862 object *skop;
2046 1863
2047 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2048 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2049 return;
2050 } 1865 {
1866 op->failmsg ("You are unable to read while blind.");
1867 return;
1868 }
2051 1869
2052 if (!tmp->inv || tmp->inv->type != SPELL) { 1870 if (!tmp->inv || tmp->inv->type != SPELL)
2053 new_draw_info (NDI_UNIQUE, 0, op, 1871 {
2054 "The scroll just doesn't make sense!"); 1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2055 return; 1873 return;
2056 } 1874 }
2057 1875
2058 if(op->type==PLAYER) { 1876 if (op->type == PLAYER)
1877 {
2059 /* players need a literacy skill to read stuff! */ 1878 /* players need a literacy skill to read stuff! */
2060 int exp_gain=0; 1879 int exp_gain = 0;
2061 1880
2062 /* hard code literacy - tmp->skill points to where the exp 1881 /* hard code literacy - tmp->skill points to where the exp
2063 * should go for anything killed by the spell. 1882 * should go for anything killed by the spell.
2064 */ 1883 */
2065 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2066 1885
2067 if ( ! skop) { 1886 if (!skop)
2068 new_draw_info(NDI_UNIQUE, 0,op, 1887 {
2069 "You are unable to decipher the strange symbols."); 1888 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2070 return; 1889 return;
2071 } 1890 }
2072 1891
2073 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2074 change_exp(op,exp_gain, skop->skill, 0); 1893 change_exp (op, exp_gain, skop->skill, 0);
2075 } 1894 }
2076 1895
2077 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2078 identify(tmp); 1897 identify (tmp);
2079 1898
2080 new_draw_info_format(NDI_BLACK, 0, op,
2081 "The scroll of %s turns to dust.", tmp->inv->name); 1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2082 1900
2083
2084 cast_spell(op,tmp,dir,tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
2085 decrease_ob(tmp); 1902 tmp->decrease ();
2086} 1903}
2087 1904
2088/** 1905/**
2089 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
2090 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
2091 * chest. 1908 * chest.
2092 */ 1909 */
1910static void
2093static void apply_treasure (object *op, object *tmp) 1911apply_treasure (object *op, object *tmp)
2094{ 1912{
2095 object *treas;
2096 tag_t tmp_tag = tmp->count, op_tag = op->count;
2097
2098
2099 /* Nice side effect of new treasure creation method is that the treasure 1913 /* Nice side effect of this treasure creation method is that the treasure
2100 * for the chest is done when the chest is created, and put into the chest 1914 * for the chest is done when the chest is created, and put into the chest
2101 * inventory. So that when the chest burns up, the items still exist. Also 1915 * inventory. So that when the chest burns up, the items still exist. Also
2102 * prevents people fromt moving chests to more difficult maps to get better 1916 * prevents people from moving chests to more difficult maps to get better
2103 * treasure 1917 * treasure
2104 */ 1918 */
1919 object *treas = tmp->inv;
2105 1920
1921 if (!treas)
1922 {
1923 op->statusmsg ("The chest was empty.");
1924 tmp->decrease ();
1925 return;
1926 }
1927
1928 while (tmp->inv)
1929 {
2106 treas = tmp->inv; 1930 treas = tmp->inv;
2107 if(treas==NULL) { 1931 treas->remove ();
2108 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2109 decrease_ob(tmp);
2110 return;
2111 }
2112 while (tmp->inv) {
2113 treas = tmp->inv;
2114 1932
2115 remove_ob(treas);
2116 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2117 query_name(treas));
2118
2119 treas->x=op->x; 1933 treas->x = op->x;
2120 treas->y=op->y; 1934 treas->y = op->y;
2121 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1935 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2122 1936
2123 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1937 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2124 && QUERY_FLAG (op, FLAG_ALIVE))
2125 spring_trap (treas, op); 1938 spring_trap (treas, op);
1939
2126 /* If either player or container was destroyed, no need to do 1940 /* If either player or container was destroyed, no need to do
2127 * further processing. I think this should be enclused with 1941 * further processing. I think this should be enclused with
2128 * spring trap above, as I don't think there is otherwise 1942 * spring trap above, as I don't think there is otherwise
2129 * any way for the treasure chest or player to get killed 1943 * any way for the treasure chest or player to get killed.
2130 */ 1944 */
2131 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1945 if (op->destroyed () || tmp->destroyed ())
2132 break; 1946 break;
2133 } 1947 }
2134 1948
2135 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1949 if (!tmp->destroyed () && !tmp->inv)
2136 decrease_ob (tmp); 1950 tmp->decrease (true);
2137
2138} 1951}
2139 1952
2140/** 1953/**
2141 * op eats food. 1954 * op eats food.
2142 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2143 */ 1956 */
1957static void
2144static void apply_food (object *op, object *tmp) 1958apply_food (object *op, object *tmp)
2145{ 1959{
2146 int capacity_remaining; 1960 int capacity_remaining;
2147 1961
2148 if(op->type!=PLAYER) 1962 if (op->type != PLAYER)
2149 op->stats.hp=op->stats.maxhp; 1963 op->stats.hp = op->stats.maxhp;
2150 else { 1964 else
1965 {
2151 /* check if this is a dragon (player), eating some flesh */ 1966 /* check if this is a dragon (player), eating some flesh */
2152 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1967 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2153 ; 1968 ;
2154 else { 1969 else
1970 {
2155 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
2156 if(op->stats.food+tmp->stats.food>999) { 1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
2157 if(tmp->type==FOOD || tmp->type==FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
2158 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1975 op->failmsg ("You feel full, but what a waste of food!");
2159 else 1976 else
2160 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1977 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 } 1978 }
2162 1979
1980 tmp->play_sound (
1981 tmp->sound
1982 ? tmp->sound
1983 : tmp->type == DRINK
1984 ? sound_find ("eat_drink")
1985 : sound_find ("eat_food")
1986 );
1987
2163 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2164 char buf[MAX_BUF]; 1989 {
2165 1990 const char *buf;
1991
2166 if (!is_dragon_pl(op)) { 1992 if (!is_dragon_pl (op))
1993 {
2167 /* eating message for normal players*/ 1994 /* eating message for normal players */
2168 if(tmp->type==DRINK) 1995 if (tmp->type == DRINK)
2169 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2170 else 1997 else
2171 sprintf(buf,"The %s tasted %s",tmp->name, 1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2172 tmp->type==FLESH?"terrible!":"good."); 1999 }
2173 } 2000 else
2174 else {
2175 /* eating message for dragon players*/ 2001 /* eating message for dragon players */
2176 sprintf(buf,"The %s tasted terrible!",tmp->name); 2002 buf = format ("The %s tasted terrible!", &tmp->name);
2177 }
2178 2003
2179 new_draw_info(NDI_UNIQUE, 0,op,buf); 2004 op->statusmsg (buf);
2005
2180 capacity_remaining = 999 - op->stats.food; 2006 capacity_remaining = 999 - op->stats.food;
2181 op->stats.food+=tmp->stats.food; 2007 op->stats.food += tmp->stats.food;
2182 if(capacity_remaining < tmp->stats.food) 2008 if (capacity_remaining < tmp->stats.food)
2183 op->stats.hp += capacity_remaining / 50; 2009 op->stats.hp += capacity_remaining / 50;
2184 else 2010 else
2185 op->stats.hp+=tmp->stats.food/50; 2011 op->stats.hp += tmp->stats.food / 50;
2012
2186 if(op->stats.hp>op->stats.maxhp) 2013 if (op->stats.hp > op->stats.maxhp)
2187 op->stats.hp=op->stats.maxhp; 2014 op->stats.hp = op->stats.maxhp;
2188 if (op->stats.food > 999) 2015 if (op->stats.food > 999)
2189 op->stats.food = 999; 2016 op->stats.food = 999;
2190 } 2017 }
2191 2018
2192 /* special food hack -b.t. */ 2019 /* special food hack -b.t. */
2193 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2194 eat_special_food(op,tmp); 2021 eat_special_food (op, tmp);
2195 } 2022 }
2196 } 2023 }
2024
2197 handle_apply_yield(tmp); 2025 handle_apply_yield (tmp);
2198 decrease_ob(tmp); 2026 tmp->decrease ();
2199} 2027}
2200 2028
2201/** 2029/**
2202 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
2203 * there is a chance for the dragon's skin to get improved. 2031 * there is a chance for the dragon's skin to get improved.
2206 * object *op the object (dragon player) eating the flesh 2034 * object *op the object (dragon player) eating the flesh
2207 * object *meal the flesh item, getting chewed in dragon's mouth 2035 * object *meal the flesh item, getting chewed in dragon's mouth
2208 * return: 2036 * return:
2209 * int 1 if eating successful, 0 if it doesn't work 2037 * int 1 if eating successful, 0 if it doesn't work
2210 */ 2038 */
2039int
2211int dragon_eat_flesh(object *op, object *meal) { 2040dragon_eat_flesh (object *op, object *meal)
2041{
2212 object *skin = NULL; /* pointer to dragon skin force*/ 2042 object *skin = NULL; /* pointer to dragon skin force */
2213 object *abil = NULL; /* pointer to dragon ability force*/ 2043 object *abil = NULL; /* pointer to dragon ability force */
2214 object *tmp = NULL; /* tmp. object */ 2044 object *tmp = NULL; /* tmp. object */
2215 2045
2216 char buf[MAX_BUF]; /* tmp. string buffer */
2217 double chance; /* improvement-chance of one resistance type */ 2046 double chance; /* improvement-chance of one resistance type */
2218 double totalchance=1; /* total chance of gaining one resistance */ 2047 double totalchance = 1; /* total chance of gaining one resistance */
2219 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2220 double mbonus=0; /* monster bonus */ 2049 double mbonus = 0; /* monster bonus */
2221 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2222 int winners=0; /* number of winners */ 2051 int winners = 0; /* number of winners */
2223 int i; /* index */ 2052 int i; /* index */
2224 2053
2225 /* let's make sure and doublecheck the parameters */ 2054 /* let's make sure and doublecheck the parameters */
2226 if (meal->type!=FLESH || !is_dragon_pl(op)) 2055 if (meal->type != FLESH || !is_dragon_pl (op))
2227 return 0; 2056 return 0;
2228 2057
2229 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2230 from the player's inventory */ 2059 from the player's inventory */
2231 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2060 for (tmp = op->inv; tmp; tmp = tmp->below)
2232 if (tmp->type == FORCE) { 2061 if (tmp->type == FORCE)
2233 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2062 if (tmp->arch->archname == shstr_dragon_skin_force)
2234 skin = tmp; 2063 skin = tmp;
2235 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2064 else if (tmp->arch->archname == shstr_dragon_ability_force)
2236 abil = tmp; 2065 abil = tmp;
2237 } 2066
2238 }
2239
2240 /* if either skin or ability are missing, this is an old player 2067 /* if either skin or ability are missing, this is an old player
2241 which is not to be considered a dragon -> bail out */ 2068 which is not to be considered a dragon -> bail out */
2242 if (skin == NULL || abil == NULL) return 0; 2069 if (skin == NULL || abil == NULL)
2243 2070 return 0;
2071
2244 /* now start by filling stomache and health, according to food-value */ 2072 /* now start by filling stomache and health, according to food-value */
2245 if((999 - op->stats.food) < meal->stats.food) 2073 if ((999 - op->stats.food) < meal->stats.food)
2246 op->stats.hp += (999 - op->stats.food) / 50; 2074 op->stats.hp += (999 - op->stats.food) / 50;
2247 else 2075 else
2248 op->stats.hp += meal->stats.food/50; 2076 op->stats.hp += meal->stats.food / 50;
2077
2249 if(op->stats.hp>op->stats.maxhp) 2078 if (op->stats.hp > op->stats.maxhp)
2250 op->stats.hp=op->stats.maxhp; 2079 op->stats.hp = op->stats.maxhp;
2251 2080
2252 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2253 2082
2254 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2083 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2255 2084
2256 /* on to the interesting part: chances for adding resistance */ 2085 /* on to the interesting part: chances for adding resistance */
2257 for (i=0; i<NROFATTACKS; i++) { 2086 for (i = 0; i < NROFATTACKS; i++)
2087 {
2258 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2088 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2089 {
2259 /* got positive resistance, now calculate improvement chance (0-100) */ 2090 /* got positive resistance, now calculate improvement chance (0-100) */
2260 2091
2261 /* this bonus makes resistance increase easier at lower levels */ 2092 /* this bonus makes resistance increase easier at lower levels */
2262 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2093 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2263 if (i == abil->stats.exp) 2094 if (i == abil->stats.exp)
2264 bonus += 5; /* additional bonus for resistance of ability-focus */ 2095 bonus += 5; /* additional bonus for resistance of ability-focus */
2265 2096
2266 /* monster bonus increases with level, because high-level 2097 /* monster bonus increases with level, because high-level
2267 flesh is too rare */ 2098 flesh is too rare */
2268 mbonus = op->level * 20. / ((double)settings.max_level); 2099 mbonus = op->level * 20. / ((double) settings.max_level);
2269 2100
2270 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2101 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2271 ((double)settings.max_level)) - skin->resist[i]; 2102 ((double) settings.max_level)) - skin->resist[i];
2272 2103
2273 if (chance >= 0.) 2104 if (chance >= 0.)
2274 chance += 1.; 2105 chance += 1.;
2275 else 2106 else
2276 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2107 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2277 2108
2278 /* chance is proportional to amount of resistance (max. 50) */ 2109 /* chance is proportional to amount of resistance (max. 50) */
2279 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2110 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2280 2111
2281 /* doubled chance for resistance of ability-focus */ 2112 /* doubled chance for resistance of ability-focus */
2282 if (i == abil->stats.exp) 2113 if (i == abil->stats.exp)
2283 chance = MIN(100., chance*2.); 2114 chance = MIN (100., chance * 2.);
2284 2115
2285 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2116 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2286 if (RANDOM()%10000 < (int)(chance*100)) { 2117 if (rndm (10000) < (unsigned int) (chance * 100))
2118 {
2287 atnr_winner[winners] = i; 2119 atnr_winner[winners] = i;
2288 winners++; 2120 winners++;
2289 } 2121 }
2290 2122
2291 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2123 if (chance >= 0.01)
2292 2124 totalchance *= 1 - chance / 100;
2125
2293 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2126 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2294 } 2127 }
2295 } 2128 }
2296 2129
2297 /* inverse totalchance as until now we have the failure-chance */ 2130 /* inverse totalchance as until now we have the failure-chance */
2298 totalchance = 100 - totalchance*100; 2131 totalchance = 100 - totalchance * 100;
2132
2299 /* print message according to totalchance */ 2133 /* print message according to totalchance */
2134 const char *buf;
2300 if (totalchance > 50.) 2135 if (totalchance > 50.)
2301 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2302 else if (totalchance > 10.) 2137 else if (totalchance > 10.)
2303 sprintf(buf, "The %s tasted very good.", meal->name); 2138 buf = format ("The %s tasted very good.", &meal->name);
2304 else if (totalchance > 1.) 2139 else if (totalchance > 1.)
2305 sprintf(buf, "The %s tasted good.", meal->name); 2140 buf = format ("The %s tasted good.", &meal->name);
2306 else if (totalchance > 0.1) 2141 else if (totalchance > 0.1)
2307 sprintf(buf, "The %s tasted bland.", meal->name); 2142 buf = format ("The %s tasted bland.", &meal->name);
2308 else if (totalchance >= 0.01) 2143 else if (totalchance >= 0.01)
2309 sprintf(buf, "The %s had a boring taste.", meal->name); 2144 buf = format ("The %s had a boring taste.", &meal->name);
2310 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2145 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2311 sprintf(buf, "The %s tasted strange.", meal->name); 2146 buf = format ("The %s tasted strange.", &meal->name);
2312 else 2147 else
2313 sprintf(buf, "The %s had no taste.", meal->name); 2148 buf = format ("The %s had no taste.", &meal->name);
2314 new_draw_info(NDI_UNIQUE, 0, op, buf); 2149
2315 2150 op->statusmsg (buf);
2151
2316 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2317 i = -1; 2153 i = -1;
2318 if (winners>0) 2154 if (winners > 0)
2319 i = atnr_winner[RANDOM()%winners]; 2155 i = atnr_winner [rndm (winners)];
2320 2156
2321 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2158 {
2322 /* resistance increased! */ 2159 /* resistance increased! */
2323 skin->resist[i]++; 2160 skin->resist[i]++;
2324 fix_player(op); 2161 op->update_stats ();
2162
2163 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2325 2164 }
2326 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2165
2327 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2328 }
2329
2330 /* if this flesh contains a new ability focus, we mark it 2166 /* if this flesh contains a new ability focus, we mark it
2331 into the ability_force and it will take effect on next level */ 2167 into the ability_force and it will take effect on next level */
2332 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2168 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2333 && meal->last_eat != abil->last_eat) { 2169 {
2334 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2170 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2335 2171
2336 if (meal->last_eat != abil->stats.exp) { 2172 if (meal->last_eat != abil->stats.exp)
2173 op->statusmsg (format (
2337 sprintf(buf, "Your metabolism prepares to focus on %s!", 2174 "Your metabolism prepares to focus on %s!\n"
2175 "The change will happen at level %d.",
2338 change_resist_msg[meal->last_eat]); 2176 change_resist_msg[meal->last_eat],
2339 new_draw_info(NDI_UNIQUE, 0, op, buf); 2177 abil->level + 1
2340 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2178 ));
2341 new_draw_info(NDI_UNIQUE, 0, op, buf);
2342 }
2343 else { 2179 else
2344 sprintf(buf, "Your metabolism will continue to focus on %s.", 2180 {
2345 change_resist_msg[meal->last_eat]); 2181 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2346 new_draw_info(NDI_UNIQUE, 0, op, buf);
2347 abil->last_eat = 0; 2182 abil->last_eat = 0;
2348 } 2183 }
2349 } 2184 }
2185
2350 return 1; 2186 return 1;
2351}
2352
2353static void apply_savebed (object *pl)
2354{
2355#ifndef COZY_SERVER
2356 if(!pl->contr->name_changed||!pl->stats.exp) {
2357 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2358 return;
2359 }
2360#endif
2361 /* Need to call terminate_all_pets() before we remove the player ob */
2362 terminate_all_pets(pl);
2363 remove_ob(pl);
2364 pl->direction=0;
2365 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2366 "%s leaves the game.",pl->name);
2367
2368 /* update respawn position */
2369 strcpy(pl->contr->savebed_map, pl->map->path);
2370 pl->contr->bed_x = pl->x;
2371 pl->contr->bed_y = pl->y;
2372
2373 strcpy(pl->contr->killer,"left");
2374 check_score(pl); /* Always check score */
2375 (void)save_player(pl,0);
2376 pl->map->players--;
2377#if MAP_MAXTIMEOUT
2378 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2379#endif
2380 play_again(pl);
2381 pl->speed = 0;
2382 update_ob_speed(pl);
2383} 2187}
2384 2188
2385/** 2189/**
2386 * Handles applying an improve armor scroll. 2190 * Handles applying an improve armor scroll.
2387 * Does some sanity checks, then calls improve_armour. 2191 * Does some sanity checks, then calls improve_armour.
2388 */ 2192 */
2193static void
2389static void apply_armour_improver (object *op, object *tmp) 2194apply_armour_improver (object *op, object *tmp)
2390{ 2195{
2391 object *armor; 2196 object *armor;
2392 2197
2393 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2198 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2394 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2395 return;
2396 } 2199 {
2397 armor=find_marked_object(op); 2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2398 if ( ! armor) {
2399 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2400 return; 2201 return;
2401 } 2202 }
2203
2204 armor = find_marked_object (op);
2205
2206 if (!armor)
2207 {
2208 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2209 return;
2210 }
2211
2402 if (armor->type != ARMOUR 2212 if (armor->type != ARMOUR
2403 && armor->type != CLOAK 2213 && armor->type != CLOAK
2404 && armor->type != BOOTS && armor->type != GLOVES 2214 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2405 && armor->type != BRACERS && armor->type != SHIELD
2406 && armor->type != HELMET)
2407 { 2215 {
2408 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2216 op->failmsg ("Your marked item is not armour!\n");
2409 return; 2217 return;
2410 } 2218 }
2411 2219
2412 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2413 improve_armour(op,tmp,armor); 2221 improve_armour (op, tmp, armor);
2414} 2222}
2415 2223
2416 2224void
2417extern void apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2418{ 2226{
2419 if (op->type == PLAYER) { 2227 // need to do it now when it is still on the map
2420 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2421 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2422 strcpy(op->contr->killer,"poisonous booze");
2423 }
2424 if (tmp->stats.hp > 0) {
2425 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2426 tmp->stats.hp);
2427 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2428 }
2429 op->stats.food-=op->stats.food/4;
2430 handle_apply_yield(tmp); 2228 handle_apply_yield (tmp);
2431 decrease_ob(tmp);
2432}
2433 2229
2230 object *poison = tmp->split (1);
2231
2232 if (op->type == PLAYER)
2233 {
2234 op->contr->play_sound (sound_find ("drink_poison"));
2235 op->failmsg ("Yech! That tasted poisonous!");
2236 op->contr->killer = poison;
2237 }
2238
2239 if (poison->stats.hp > 0)
2240 {
2241 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2242 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2243 }
2244
2245 op->stats.food -= op->stats.food / 4;
2246 poison->destroy ();
2247}
2248
2434/** 2249/**
2435 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2250 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2436 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2437 * -You can come back (there is another exit at the other side) 2252 * -You can come back (there is another exit at the other side)
2438 * -You are 2253 * -You are
2439 * ° the owner of the exit 2254 * ° the owner of the exit
2440 * ° or in the same party as the owner 2255 * ° or in the same party as the owner
2441 * 2256 *
2442 * Note: a owner in a 2 way exit is saved as the owner's name 2257 * Note: a owner in a 2 way exit is saved as the owner's name
2443 * in the field exit->name cause the field exit->owner doesn't 2258 * in the field exit->name cause the field exit->owner doesn't
2444 * survive in the swapping (in fact the whole exit doesn't survive). 2259 * survive in the swapping (in fact the whole exit doesn't survive).
2445 */ 2260 */
2261int
2446int is_legal_2ways_exit (object* op, object *exit) 2262is_legal_2ways_exit (object *op, object *exit)
2447 { 2263{
2448 object * tmp; 2264 if (exit->stats.exp != 1)
2449 object * exit_owner; 2265 return 1; /*This is not a 2 way, so it is legal */
2450 player * pp; 2266
2451 mapstruct * exitmap; 2267#if 0 //TODO
2452 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2268 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2453 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2269 return 0; /* This is a reset town portal */
2454 /* To know if an exit has a correspondant, we look at 2270#endif
2455 * all the exits in destination and try to find one with same path as 2271
2456 * the current exit's position */ 2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2457 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2273
2458 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2459 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2275
2460 if (exitmap) 2276 if (exitmap)
2461 { 2277 {
2462 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2278 exitmap->load_sync ();
2463 if (!tmp) return 0; 2279
2464 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2280 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2281
2282 if (!tmp)
2283 return 0;
2284
2285 for (; tmp; tmp = tmp->above)
2465 { 2286 {
2466 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2287 if (tmp->type != EXIT)
2467 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2288 continue; /*Not an exit */
2468 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2469 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2470 2289
2290 if (!EXIT_PATH (tmp))
2291 continue; /*Not a valid exit */
2292
2293 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2294 continue; /*Not in the same place */
2295
2296 if (exit->map->path != EXIT_PATH (tmp))
2297 continue; /*Not in the same map */
2298
2471 /* From here we have found the exit is valid. However we do 2299 /* From here we have found the exit is valid. However we do
2472 * here the check of the exit owner. It is important for the 2300 * here the check of the exit owner. It is important for the
2473 * town portals to prevent strangers from visiting your appartments 2301 * town portals to prevent strangers from visiting your appartments
2474 */ 2302 */
2303 if (!exit->race)
2475 if (!exit->race) return 1; /*No owner, free for all!*/ 2304 return 1; /*No owner, free for all! */
2476 exit_owner=NULL; 2305
2477 for (pp=first_player;pp;pp=pp->next) 2306 object *exit_owner = 0;
2307
2308 for_all_players (pp)
2478 { 2309 {
2479 if (!pp->ob) continue; 2310 if (!pp->ob)
2311 continue;
2312
2480 if (pp->ob->name!=exit->race) continue; 2313 if (pp->ob->name != exit->race)
2314 continue;
2315
2481 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2316 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2482 break; 2317 break;
2483 } 2318 }
2484 if (!exit_owner) return 0; /* No more owner*/ 2319
2485 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2320 if (!exit_owner)
2321 return 0; /* No more owner */
2322
2323 if (exit_owner->contr == op->contr)
2324 return 1; /*It is your exit */
2325
2486 if ( exit_owner && /*There is a owner*/ 2326 if (exit_owner && /*There is a owner */
2487 (op->contr) && /*A player tries to pass */ 2327 (op->contr) && /*A player tries to pass */
2488 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2328 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2489 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2329 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2490 return 0; 2330 return 0;
2331
2491 return 1; 2332 return 1;
2492 } 2333 }
2493 } 2334 }
2335
2494 return 0; 2336 return 0;
2337}
2338
2339/**
2340 * This function will try to apply a lighter and in case no lighter
2341 * is specified it will try to find a lighter in the players inventory,
2342 * and inform him about this requirement.
2343 *
2344 * who - the player
2345 * op - the item we want to light
2346 * ligher - the lighter or 0 if a lighter has yet to be found
2347 */
2348object *auto_apply_lighter (object *who, object *op, object *lighter)
2349{
2350 if (lighter == 0)
2351 {
2352 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2353 {
2354 if (tmp->type == LIGHTER)
2355 {
2356 lighter = tmp;
2357 break;
2358 }
2359 }
2360
2361 if (!lighter)
2362 {
2363 who->failmsg (format (
2364 "You can't light up the %s with your bare hands! "
2365 "H<You need a lighter in your inventory, for example a flint and steel.>",
2366 &op->name));
2367 return 0;
2368 }
2495 } 2369 }
2496 2370
2371 // last_eat == 0 means the lighter is not being used up!
2372 if (lighter->last_eat && lighter->stats.food)
2373 {
2374 /* lighter gets used up */
2375 lighter = lighter->split ();
2376 lighter->stats.food--;
2377 who->insert (lighter);
2378 }
2379 else if (lighter->last_eat)
2380 {
2381 /* no charges left in lighter */
2382 who->failmsg (format (
2383 "You attempt to light the %s with a used up %s.",
2384 &op->name, &lighter->name));
2385 return 0;
2386 }
2387
2388 return lighter;
2389}
2390
2391/**
2392 * Designed primarily to light torches/lanterns/etc.
2393 * Also burns up burnable material too. First object in the inventory is
2394 * the selected object to "burn". -b.t.
2395 */
2396void
2397apply_lighter (object *who, object *lighter)
2398{
2399 object *item;
2400 int is_player_env = 0;
2401
2402 item = find_marked_object (who);
2403 if (item)
2404 {
2405 if (!auto_apply_lighter (who, 0, lighter))
2406 return;
2407
2408 /* Perhaps we should split what we are trying to light on fire?
2409 * I can't see many times when you would want to light multiple
2410 * objects at once.
2411 */
2412
2413 save_throw_object (item, AT_FIRE, who);
2414
2415 if (item->destroyed ()
2416 || ((item->type == LAMP || item->type == TORCH)
2417 && item->glow_radius > 0))
2418 who->statusmsg (format (
2419 "You light the %s with the %s.",
2420 &item->name, &lighter->name));
2421 else
2422 who->failmsg (format (
2423 "You attempt to light the %s with the %s and fail.",
2424 &item->name, &lighter->name));
2425 }
2426 else
2427 who->failmsg ("You need to mark a lightable object.");
2428}
2429
2430/**
2431 * This function generates a cursed effect for cursed lamps and torches.
2432 */
2433void player_apply_lamp_cursed_effect (object *who, object *op)
2434{
2435 if (op->level)
2436 {
2437 who->failmsg (format (
2438 "The %s was cursed, it explodes in a big fireball!",
2439 &op->name));
2440 create_exploding_ball_at (who, op->level);
2441 }
2442 else
2443 {
2444 who->failmsg (format (
2445 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2446 &op->name));
2447 }
2448
2449 op->destroy ();
2450}
2451
2452/**
2453 * Apply for players and lamps
2454 *
2455 * who - the player
2456 * op - the lamp
2457 */
2458void player_apply_lamp (object *who, object *op)
2459{
2460 bool switch_on = op->glow_radius ? false : true;
2461
2462 if (switch_on)
2463 {
2464 object *lighter = 0;
2465
2466 if (op->flag [FLAG_IS_LIGHTABLE]
2467 && !(lighter = auto_apply_lighter (who, op, 0)))
2468 return;
2469
2470 if (op->stats.food < 1)
2471 {
2472 if (op->type == LAMP)
2473 who->failmsg (format (
2474 "The %s is out of fuel! "
2475 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2476 &op->name));
2477 else
2478 who->failmsg (format (
2479 "The %s is burnt out! "
2480 "H<Torches and similar items burn out and become worthless.>",
2481 &op->name));
2482 return;
2483 }
2484
2485 if (op->flag [FLAG_CURSED])
2486 {
2487 player_apply_lamp_cursed_effect (who, op);
2488 return;
2489 }
2490
2491 if (lighter)
2492 who->statusmsg (format (
2493 "You light up the %s with the %s.", &op->name, &lighter->name));
2494 else
2495 who->statusmsg (format ("You light up the %s.", &op->name));
2496 }
2497 else
2498 {
2499 if (op->flag [FLAG_CURSED])
2500 {
2501 player_apply_lamp_cursed_effect (who, op);
2502 return;
2503 }
2504
2505 if (op->type == TORCH)
2506 {
2507 if (!op->flag [FLAG_IS_LIGHTABLE])
2508 {
2509 who->statusmsg (format (
2510 "You put out the %s. "
2511 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2512 &op->name, &op->name));
2513 }
2514 else
2515 who->statusmsg (format (
2516 "You put out the %s."
2517 "H<Torches wear out if you put them out.>",
2518 &op->name));
2519 }
2520 else
2521 who->statusmsg (format ("You turn off the %s.", &op->name));
2522 }
2523
2524 apply_lamp (op, switch_on);
2525}
2526
2527void get_animation_from_arch (object *op, arch_ptr a)
2528{
2529 op->animation_id = a->animation_id;
2530 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2531 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2532 op->anim_speed = a->anim_speed;
2533 op->last_anim = 0;
2534 op->state = 0;
2535 op->face = a->face;
2536
2537 if (NUM_ANIMATIONS(op) > 1)
2538 {
2539 SET_ANIMATION(op, 0);
2540 animate_object (op, op->direction);
2541 }
2542 else
2543 update_object (op, UP_OBJ_FACE);
2544}
2545
2546/**
2547 * Apply for LAMPs and TORCHes.
2548 *
2549 * op - the lamp
2550 * switch_on - a flag which says whether the lamp should be switched on or off
2551 */
2552void apply_lamp (object *op, bool switch_on)
2553{
2554 op->set_glow_radius (switch_on ? op->range : 0);
2555 op->set_speed (switch_on ? op->arch->speed : 0);
2556
2557 // torches wear out if you put them out
2558 if (op->type == TORCH && !switch_on)
2559 {
2560 if (op->flag [FLAG_IS_LIGHTABLE])
2561 {
2562 op->stats.food -= (double) op->arch->stats.food / 15;
2563 if (op->stats.food < 0)
2564 op->stats.food = 0;
2565 }
2566 else
2567 op->stats.food = 0;
2568 }
2569
2570 // lamps and torched get worthless when used up
2571 if (op->stats.food <= 0)
2572 op->value = 0;
2573
2574 // FIXME: This is a hack to make the more sane torches and lamps
2575 // still animated ;-/
2576 if (op->other_arch)
2577 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2578
2579 if (object *pl = op->visible_to ())
2580 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2581}
2497 2582
2498/** 2583/**
2499 * Main apply handler. 2584 * Main apply handler.
2500 * 2585 *
2501 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2503 * Return value: 2588 * Return value:
2504 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2505 * 1: has been applied, or there was an error applying the object 2590 * 1: has been applied, or there was an error applying the object
2506 * 2: objects of that type can't be applied if not in inventory 2591 * 2: objects of that type can't be applied if not in inventory
2507 * 2592 *
2508 * op is the object that is causing object to be applied, tmp is the object 2593 * who is the object that is causing object to be applied, op is the object
2509 * being applied. 2594 * being applied.
2510 * 2595 *
2511 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2512 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2513 */ 2598 */
2514 2599int
2515int manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2516{ 2601{
2517 if (tmp->head) tmp=tmp->head; 2602 op = op->head_ ();
2518 2603
2519 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2605 {
2520 if (op->type == PLAYER) { 2606 if (who->type == PLAYER)
2521 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2607 {
2608 examine (who, op);
2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2522 return 1; 2610 return 1;
2523 } else { 2611 }
2612 else
2524 return 0; /* monsters just skip unpaid items */ 2613 return 0; /* monsters just skip unpaid items */
2525 } 2614 }
2615
2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 return RESULT_INT (0);
2618
2619 switch (op->type)
2526 } 2620 {
2527 2621 case CF_HANDLE:
2528 2622 who->play_sound (sound_find ("turn_handle"));
2529 /* Lauwenmark: Handle for plugin apply event */ 2623 who->statusmsg ("You turn the handle.");
2530 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2624 op->value = op->value ? 0 : 1;
2625 SET_ANIMATION (op, op->value);
2626 update_object (op, UP_OBJ_FACE);
2627 push_button (op, who);
2531 return 1; 2628 return 1;
2532 2629
2533 switch (tmp->type) { 2630 case TRIGGER:
2631 if (check_trigger (op, who))
2632 {
2633 who->statusmsg ("You turn the handle.");
2634 who->play_sound (sound_find ("turn_handle"));
2635 }
2636 else
2637 who->failmsg ("The handle doesn't move.");
2534 2638
2535 case TRANSPORT:
2536 return apply_transport(op, tmp, aflag);
2537
2538 case CF_HANDLE:
2539 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2540 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2541 tmp->value=tmp->value?0:1;
2542 SET_ANIMATION(tmp, tmp->value);
2543 update_object(tmp,UP_OBJ_FACE);
2544 push_button(tmp);
2545 return 1; 2639 return 1;
2546 2640
2547 case TRIGGER: 2641 case EXIT:
2548 if (check_trigger (tmp, op)) {
2549 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2550 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2551 } else {
2552 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2553 }
2554 return 1;
2555
2556 case EXIT:
2557 if (op->type != PLAYER) 2642 if (who->type != PLAYER)
2558 return 0; 2643 return 0;
2644
2559 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2560 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2561 query_name(tmp)); 2647 else
2562 } else { 2648 {
2563 /* Don't display messages for random maps. */ 2649 /* Don't display messages for random maps. */
2564 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2565 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2651 who->statusmsg (op->msg, NDI_NAVY);
2566 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2652
2567 enter_exit(op,tmp); 2653 who->enter_exit (op);
2568 } 2654 }
2655
2569 return 1; 2656 return 1;
2570 2657
2571 case SIGN: 2658 case INSCRIBABLE:
2572 apply_sign (op, tmp, 0); 2659 who->statusmsg (op->msg);
2660 // maybe show a spell menu to chose from or something like that
2573 return 1; 2661 return 1;
2574 2662
2575 case BOOK: 2663 case SIGN:
2576 if (op->type == PLAYER) { 2664 apply_sign (who, op, 0);
2577 apply_book (op, tmp);
2578 return 1;
2579 } else {
2580 return 0;
2581 }
2582
2583 case SKILLSCROLL:
2584 if (op->type == PLAYER) {
2585 apply_skillscroll (op, tmp);
2586 return 1;
2587 }
2588 return 0;
2589
2590 case SPELLBOOK:
2591 if (op->type == PLAYER) {
2592 apply_spellbook (op, tmp);
2593 return 1;
2594 }
2595 return 0;
2596
2597 case SCROLL:
2598 apply_scroll (op, tmp, 0);
2599 return 1; 2665 return 1;
2600 2666
2601 case POTION: 2667 case BOOK:
2602 (void) apply_potion(op, tmp); 2668 if (who->type == PLAYER)
2669 {
2670 apply_book (who, op);
2671 return 1;
2672 }
2673 else
2674 return 0;
2675
2676 case SKILLSCROLL:
2677 if (who->type == PLAYER)
2678 {
2679 apply_skillscroll (who, op);
2680 return 1;
2681 }
2682 else
2683 return 0;
2684
2685 case SPELLBOOK:
2686 if (who->type == PLAYER)
2687 {
2688 apply_spellbook (who, op);
2689 return 1;
2690 }
2691 else
2692 return 0;
2693
2694 case SCROLL:
2695 apply_scroll (who, op, 0);
2603 return 1; 2696 return 1;
2604 2697
2698 case POTION:
2699 apply_potion (who, op);
2700 return 1;
2701
2605 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2703 //TODO: remove, as it is unsed?
2606 case CLOSE_CON: 2704 case CLOSE_CON:
2607 if (op->type==PLAYER) 2705 apply_container (who, op->env);
2608 (void) esrv_apply_container (op, tmp->env);
2609 else
2610 (void) apply_container (op, tmp->env);
2611 return 1; 2706 return 1;
2612 2707
2613 case CONTAINER: 2708 case CONTAINER:
2614 if (op->type==PLAYER) 2709 apply_container (who, op);
2615 (void) esrv_apply_container (op, tmp);
2616 else
2617 (void) apply_container (op, tmp);
2618 return 1; 2710 return 1;
2619 2711
2620 case TREASURE: 2712 case TREASURE:
2621 if (op->type == PLAYER) { 2713 if (who->type == PLAYER)
2622 apply_treasure (op, tmp); 2714 {
2623 return 1; 2715 apply_treasure (who, op);
2624 } else { 2716 return 1;
2625 return 0; 2717 }
2718 else
2719 return 0;
2720
2721 case LAMP:
2722 case TORCH:
2723 player_apply_lamp (who, op);
2724 return 1;
2725
2726 case WEAPON:
2727 case ARMOUR:
2728 case BOOTS:
2729 case GLOVES:
2730 case AMULET:
2731 case GIRDLE:
2732 case BRACERS:
2733 case SHIELD:
2734 case HELMET:
2735 case RING:
2736 case CLOAK:
2737 case WAND:
2738 case ROD:
2739 case HORN:
2740 case SKILL:
2741 case BOW:
2742 case BUILDER:
2743 case SKILL_TOOL:
2744 if (op->env != who)
2745 return 2; /* not in inventory */
2746
2747 apply_special (who, op, aflag);
2748 return 1;
2749
2750 case DRINK:
2751 case FOOD:
2752 case FLESH:
2753 apply_food (who, op);
2754 return 1;
2755
2756 case POISON:
2757 apply_poison (who, op);
2758 return 1;
2759
2760 case SAVEBED:
2761 return 1;
2762
2763 case ARMOUR_IMPROVER:
2764 if (who->type == PLAYER)
2765 {
2766 apply_armour_improver (who, op);
2767 return 1;
2768 }
2769 else
2770 return 0;
2771
2772 case WEAPON_IMPROVER:
2773 check_improve_weapon (who, op);
2774 return 1;
2775
2776 case CLOCK:
2777 if (who->type == PLAYER)
2778 {
2779 char buf[MAX_BUF];
2780 timeofday_t tod;
2781
2782 get_tod (&tod);
2783 who->play_sound (sound_find ("sound_clock"));
2784 who->statusmsg (format (
2785 "It is %d minute%s past %d o'clock %s",
2786 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2787 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2788 ));
2789 return 1;
2790 }
2791 else
2792 return 0;
2793
2794 case MENU:
2795 if (who->type == PLAYER)
2796 {
2797 shop_listing (op, who);
2798 return 1;
2799 }
2800 else
2801 return 0;
2802
2803 case POWER_CRYSTAL:
2804 apply_power_crystal (who, op); /* see egoitem.c */
2805 return 1;
2806
2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2808 if (who->type == PLAYER)
2809 {
2810 apply_lighter (who, op);
2811 return 1;
2812 }
2813 else
2814 return 0;
2815
2816 case ITEM_TRANSFORMER:
2817 apply_item_transformer (who, op);
2818 return 1;
2819
2820 default:
2821 return 0;
2626 } 2822 }
2627
2628 case WEAPON:
2629 case ARMOUR:
2630 case BOOTS:
2631 case GLOVES:
2632 case AMULET:
2633 case GIRDLE:
2634 case BRACERS:
2635 case SHIELD:
2636 case HELMET:
2637 case RING:
2638 case CLOAK:
2639 case WAND:
2640 case ROD:
2641 case HORN:
2642 case SKILL:
2643 case BOW:
2644 case LAMP:
2645 case BUILDER:
2646 case SKILL_TOOL:
2647 if (tmp->env != op)
2648 return 2; /* not in inventory */
2649 (void) apply_special (op, tmp, aflag);
2650 return 1;
2651
2652 case DRINK:
2653 case FOOD:
2654 case FLESH:
2655 apply_food (op, tmp);
2656 return 1;
2657
2658 case POISON:
2659 apply_poison (op, tmp);
2660 return 1;
2661
2662 case SAVEBED:
2663 if (op->type == PLAYER) {
2664 apply_savebed (op);
2665 return 1;
2666 } else {
2667 return 0;
2668 }
2669
2670 case ARMOUR_IMPROVER:
2671 if (op->type == PLAYER) {
2672 apply_armour_improver (op, tmp);
2673 return 1;
2674 } else {
2675 return 0;
2676 }
2677
2678 case WEAPON_IMPROVER:
2679 (void) check_improve_weapon(op, tmp);
2680 return 1;
2681
2682 case CLOCK:
2683 if (op->type == PLAYER) {
2684 char buf[MAX_BUF];
2685 timeofday_t tod;
2686
2687 get_tod(&tod);
2688 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2689 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2690 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2691 ((tod.hour >= 14) ? "pm" : "am"));
2692 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2693 new_draw_info(NDI_UNIQUE, 0,op, buf);
2694 return 1;
2695 } else {
2696 return 0;
2697 }
2698
2699 case MENU:
2700 if (op->type == PLAYER) {
2701 shop_listing (op);
2702 return 1;
2703 } else {
2704 return 0;
2705 }
2706
2707 case POWER_CRYSTAL:
2708 apply_power_crystal(op,tmp); /* see egoitem.c */
2709 return 1;
2710
2711 case LIGHTER: /* for lighting torches/lanterns/etc */
2712 if (op->type == PLAYER) {
2713 apply_lighter(op,tmp);
2714 return 1;
2715 } else {
2716 return 0;
2717 }
2718
2719 case ITEM_TRANSFORMER:
2720 apply_item_transformer( op, tmp );
2721 return 1;
2722
2723 default:
2724 return 0;
2725 }
2726} 2823}
2727
2728 2824
2729/* quiet suppresses the "don't know how to apply" and "you must get it first" 2825/* quiet suppresses the "don't know how to apply" and "you must get it first"
2730 * messages as needed by player_apply_below(). But there can still be 2826 * messages as needed by player_apply_below(). But there can still be
2731 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2732 * 2828 *
2733 * Same return value as apply() function. 2829 * Same return value as apply() function.
2734 */ 2830 */
2831int
2735int player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2736{ 2833{
2737 int tmp;
2738
2739 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2835 {
2740 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2741 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2742 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2838 {
2743 "above the ground!"); 2839 pl->failmsg ("But you are floating high above the ground! "
2840 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2841 "or waiting till the levitation effect wears off.>");
2744 return 0; 2842 return 0;
2745 } 2843 }
2746 }
2747
2748 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2749 * applied.
2750 */
2751 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2752 { 2844 }
2753 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2754 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2755 "of smoke!");
2756 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2757 remove_ob (op);
2758 free_object (op);
2759 return 1;
2760 }
2761 2845
2762 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2763 pl->contr->last_used_id = op->count;
2764 2847
2765 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2766 if ( ! quiet) { 2850 if (!quiet)
2851 {
2767 if (tmp == 0) 2852 if (tmp == 0)
2768 new_draw_info_format (NDI_UNIQUE, 0, pl, 2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2769 "I don't know how to apply the %s.",
2770 query_name (op));
2771 else if (tmp == 2) 2854 else if (tmp == 2)
2772 new_draw_info_format (NDI_UNIQUE, 0, pl, 2855 pl->failmsg ("You must get it first!\n");
2773 "You must get it first!\n");
2774 } 2856 }
2857
2775 return tmp; 2858 return tmp;
2776} 2859}
2777 2860
2778/** 2861/**
2779 * player_apply_below attempts to apply the object 'below' the player. 2862 * player_apply_below attempts to apply the object 'below' the player.
2780 * If the player has an open container, we use that for below, otherwise 2863 * If the player has an open container, we use that for below, otherwise
2781 * we use the ground. 2864 * we use the ground.
2782 */ 2865 */
2783 2866void
2784void player_apply_below (object *pl) 2867player_apply_below (object *pl)
2785{ 2868{
2786 object *tmp, *next;
2787 int floors; 2869 int floors = 0;
2788 2870
2789 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2790 apply_transport(pl, pl->contr->transport, 0);
2791 return;
2792 }
2793
2794 /* If using a container, set the starting item to be the top 2871 /* If using a container, set the starting item to be the top
2795 * item in the container. Otherwise, use the map. 2872 * item in the container. Otherwise, use the map.
2796 */
2797 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2798
2799 /* This is perhaps more complicated. However, I want to make sure that 2873 * This is perhaps more complicated. However, I want to make sure that
2800 * we don't use a corrupt pointer for the next object, so we get the 2874 * we don't use a corrupt pointer for the next object, so we get the
2801 * next object in the stack before applying. This is can only be a 2875 * next object in the stack before applying. This is can only be a
2802 * problem if player_apply() has a bug in that it uses the object but does 2876 * problem if player_apply() has a bug in that it uses the object but does
2803 * not return a proper value. 2877 * not return a proper value.
2804 */ 2878 */
2805 for (floors = 0; tmp!=NULL; tmp=next) { 2879 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2880 {
2806 next = tmp->below; 2881 next = tmp->below;
2882
2807 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2808 floors++; 2884 floors++;
2809 else if (floors > 0) 2885 else if (floors > 0)
2810 return; /* process only floor objects after first floor object */ 2886 return; /* process only floor objects after first floor object */
2811 2887
2812 /* If it is visible, player can apply it. If it is applied by 2888 /* If it is visible, player can apply it. If it is applied by
2813 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2814 * so that at least one of players movement types be that which 2890 * so that at least one of players movement types be that which
2815 * the item needs. 2891 * the item needs.
2816 */ 2892 */
2817 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2818 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2819 return; 2895 return;
2820 } 2896
2821 if (floors >= 2) 2897 if (floors >= 2)
2822 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2823 } 2899 }
2824} 2900}
2825 2901
2826/** 2902/**
2827 * Unapplies specified item. 2903 * Unapplies specified item.
2828 * No check done on cursed/damned. 2904 * No check done on cursed/damned.
2829 * Break this out of apply_special - this is just done 2905 * Break this out of apply_special - this is just done
2830 * to keep the size of apply_special to a more managable size. 2906 * to keep the size of apply_special to a more managable size.
2831 */ 2907 */
2908static int
2832static int unapply_special (object *who, object *op, int aflags) 2909unapply_special (object *who, object *op, int aflags)
2833{ 2910{
2834 object *tmp2; 2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2913 return RESULT_INT (0);
2835 2914
2836 CLEAR_FLAG(op, FLAG_APPLIED); 2915 CLEAR_FLAG (op, FLAG_APPLIED);
2916
2837 switch(op->type) { 2917 switch (op->type)
2838 case WEAPON: 2918 {
2839 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2840
2841 (void) change_abil (who,op);
2842 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2843 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2844 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2845 who->current_weapon_script = NULL;
2846 who->current_weapon = NULL;
2847 clear_skill(who);
2848 break;
2849
2850 case SKILL: /* allows objects to impart skills */
2851 case SKILL_TOOL: 2919 case SKILL_TOOL:
2852 if (op != who->chosen_skill) { 2920 // unapplying a skill tool should also unapply the skill it governs
2853 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2921 // but this is hard, as it shouldn't do so when the skill can
2854 } 2922 // be used for other reasons
2855 if (who->type==PLAYER) { 2923 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2856 if (who->contr->shoottype == range_skill) 2924 if (tmp->skill == op->skill
2857 who->contr->shoottype = range_none; 2925 && tmp->type == SKILL
2858 if ( ! op->invisible) { 2926 && tmp->flag [FLAG_APPLIED]
2859 new_draw_info_format (NDI_UNIQUE, 0, who, 2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2860 "You stop using the %s.", query_name(op)); 2928 unapply_special (who, tmp, 0);
2861 } else {
2862 new_draw_info_format (NDI_UNIQUE, 0, who,
2863 "You can no longer use the skill: %s.",
2864 op->skill);
2865 }
2866 }
2867 (void) change_abil (who, op);
2868 who->chosen_skill = NULL;
2869 CLEAR_FLAG (who, FLAG_READY_SKILL);
2870 break;
2871 2929
2872 case ARMOUR: 2930 change_abil (who, op);
2873 case HELMET:
2874 case SHIELD:
2875 case RING:
2876 case BOOTS:
2877 case GLOVES:
2878 case AMULET:
2879 case GIRDLE:
2880 case BRACERS:
2881 case CLOAK:
2882 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2883 (void) change_abil (who,op);
2884 break;
2885 case LAMP:
2886 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2887 op->name);
2888 tmp2 = arch_to_object(op->other_arch);
2889 tmp2->x = op->x;
2890 tmp2->y = op->y;
2891 tmp2->map = op->map;
2892 tmp2->below = op->below;
2893 tmp2->above = op->above;
2894 tmp2->stats.food = op->stats.food;
2895 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2896 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2897 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2898 if (who->type == PLAYER)
2899 esrv_del_item(who->contr, (tag_t)op->count);
2900 remove_ob(op);
2901 free_object(op);
2902 insert_ob_in_ob(tmp2, who);
2903 fix_player(who);
2904 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2905 if (who->type == PLAYER) {
2906 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2907 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2908 }
2909 }
2910 if(who->type==PLAYER)
2911 esrv_send_item(who, tmp2);
2912 return 1; /* otherwise, an attempt to drop causes problems */
2913 break;
2914 case BOW:
2915 case WAND:
2916 case ROD:
2917 case HORN:
2918 clear_skill(who);
2919 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2920 if(who->type==PLAYER) {
2921 who->contr->shoottype = range_none;
2922 } else {
2923 if (op->type == BOW)
2924 CLEAR_FLAG (who, FLAG_READY_BOW);
2925 else
2926 CLEAR_FLAG(who, FLAG_READY_RANGE);
2927 }
2928 break;
2929
2930 case BUILDER:
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2932 who->contr->shoottype = range_none;
2933 who->contr->ranges[ range_builder ] = NULL;
2934 break; 2931 break;
2935 2932
2936 default: 2933 case WEAPON:
2937 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2934 if (player *pl = who->contr)
2938 break; 2935 if (op == pl->combat_ob)
2939 } 2936 {
2940 2937 pl->combat_ob = 0;
2941 fix_player(who); 2938 who->change_weapon (pl->ranged_ob);
2942
2943 if ( ! (aflags & AP_NO_MERGE)) {
2944 object *tmp;
2945
2946 tag_t del_tag = op->count;
2947 tmp = merge_ob (op, NULL);
2948 if (who->type == PLAYER) {
2949 if (tmp) { /* it was merged */
2950 esrv_del_item (who->contr, del_tag);
2951 op = tmp;
2952 } 2939 }
2940
2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2942
2943 change_abil (who, op);
2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2945 break;
2946
2947 case SKILL:
2948 if (who->contr)
2949 {
2950 if (IS_COMBAT_SKILL (op->subtype))
2951 who->change_weapon (who->contr->combat_ob = 0);
2952 else if (IS_RANGED_SKILL (op->subtype))
2953 who->change_weapon (who->contr->ranged_ob = 0);
2954
2955 if (op->invisible)
2956 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2957 else
2958 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2959 }
2960
2961 change_abil (who, op);
2962 CLEAR_FLAG (who, FLAG_READY_SKILL);
2963 break;
2964
2965 case ARMOUR:
2966 case HELMET:
2967 case SHIELD:
2968 case RING:
2969 case BOOTS:
2970 case GLOVES:
2971 case AMULET:
2972 case GIRDLE:
2973 case BRACERS:
2974 case CLOAK:
2975 who->statusmsg (format ("You unwear %s.", query_name (op)));
2976 change_abil (who, op);
2977 break;
2978
2979 case BOW:
2980 case WAND:
2981 case ROD:
2982 case HORN:
2983 if (player *pl = who->contr)
2984 {
2985 if (op == pl->ranged_ob)
2986 {
2987 pl->ranged_ob = 0;
2988 who->change_weapon (pl->combat_ob);
2989 }
2990
2991 who->statusmsg (format ("You unready %s.", query_name (op)));
2992 }
2993 else
2994 {
2995 who->change_skill (0);
2996
2997 if (op->type == BOW)
2998 CLEAR_FLAG (who, FLAG_READY_BOW);
2999 else
3000 CLEAR_FLAG (who, FLAG_READY_RANGE);
3001 }
3002
3003 break;
3004
3005 case BUILDER:
3006 if (who->contr)
3007 who->statusmsg (format ("You unready %s.", query_name (op)));
3008 break;
3009
3010 default:
3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
3012 break;
3013 }
3014
3015 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3016 if (object *pl = op->visible_to ())
2953 esrv_send_item (who, op); 3017 esrv_send_item (pl, op);
2954 } 3018
2955 } 3019 who->update_stats ();
3020
2956 return 0; 3021 return 0;
2957} 3022}
2958 3023
2959/** 3024/**
2960 * Returns the object that is using location 'loc'. 3025 * Returns the object that is using location 'loc'.
2961 * Note that 'start' is the first object to start examing - we 3026 * Note that 'start' is the first object to start examing - we
2962 * then go through the below of this. In this way, you can do 3027 * then go through the below of this. In this way, you can do
2963 * something like: 3028 * something like:
2964 * tmp = get_item_from_body_location(who->inv, 1); 3029 * tmp = get_next_item_from_body_location(who->inv, 1);
2965 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3030 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2966 * to find the second object that may use this location, etc. 3031 * to find the second object that may use this location, etc.
2967 * Returns NULL if no match is found. 3032 * Returns NULL if no match is found.
2968 * loc is the index into the array we are looking for a match. 3033 * loc is the index into the array we are looking for a match.
2969 * don't return invisible objects unless they are skill objects 3034 * don't return invisible objects unless they are skill objects
2970 * invisible other objects that use 3035 * invisible other objects that use
2971 * up body locations can be used as restrictions. 3036 * up body locations can be used as restrictions.
2972 */ 3037 */
2973object *get_item_from_body_location(object *start, int loc) 3038static object *
3039get_next_item_from_body_location (int loc, object *start)
2974{ 3040{
2975 object *tmp;
2976
2977 if (!start) return NULL;
2978
2979 for (tmp=start; tmp; tmp=tmp->below) 3041 for (object *tmp = start; tmp; tmp = tmp->below)
2980 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3042 if (tmp->flag [FLAG_APPLIED]
2981 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3043 && tmp->slot[loc].info
3044 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp;
2982 3046
2983 return NULL; 3047 return 0;
2984} 3048}
2985
2986
2987 3049
2988/** 3050/**
2989 * 'op' wants to apply an object, but can't because of other equipment. 3051 * 'op' wants to apply an object, but can't because of other equipment.
2990 * This should only be called when it is known 3052 * This should only be called when it is known
2991 * that there are objects to unapply. This makes pretty heavy 3053 * that there are objects to unapply. This makes pretty heavy
2994 * Returns 0 on success, returns 1 if there is some problem. 3056 * Returns 0 on success, returns 1 if there is some problem.
2995 * if aflags is AP_PRINT, we instead print out waht to unapply 3057 * if aflags is AP_PRINT, we instead print out waht to unapply
2996 * instead of doing it. This is a lot less code than having 3058 * instead of doing it. This is a lot less code than having
2997 * another function that does just that. 3059 * another function that does just that.
2998 */ 3060 */
3061
3062#define CANNOT_REMOVE_CURSED \
3063 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3064 "Praying over an altar, scrolls of remove curse/damnation, " \
3065 "priests or even other players might help.>"
3066
3067int
2999int unapply_for_ob(object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
3000{ 3069{
3001 int i; 3070 if (op->is_range ())
3002 object *tmp=NULL, *last;
3003
3004 /* If we are applying a shield or weapon, unapply any equipped shield
3005 * or weapons first - only allowed to use one weapon/shield at a time.
3006 */
3007 if (op->type == WEAPON || op->type == SHIELD) {
3008 for (tmp=who->inv; tmp; tmp=tmp->below) { 3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3009 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3010 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3073 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3011 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3074 {
3012 if (aflags & AP_PRINT) 3075 if (aflags & AP_PRINT)
3013 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3076 who->failmsg (query_name (tmp));
3014 else 3077 else
3015 unapply_special(who, tmp, aflags); 3078 unapply_special (who, tmp, aflags);
3016 } 3079 }
3017 else { 3080 else
3081 {
3018 /* In this case, we want to try and remove a cursed item. 3082 /* In this case, we want to try and remove a cursed item.
3019 * While we know it won't work, we want unapply_special to 3083 * While we know it won't work, we want unapply_special to
3020 * at least generate the message. 3084 * at least generate the message.
3021 */ 3085 */
3022 new_draw_info_format(NDI_UNIQUE, 0, who, 3086 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3023 "No matter how hard you try, you just can't\nremove %s.", 3087 return 1;
3024 query_name(tmp)); 3088 }
3025 return 1;
3026 }
3027 3089
3028 }
3029 }
3030 }
3031
3032 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3091 {
3033 /* this used up a slot that we need to free */ 3092 /* this used up a slot that we need to free */
3034 if (op->body_info[i]) { 3093 if (op->slot[i].info)
3035 last = who->inv; 3094 {
3095 object *last = who->inv;
3036 3096
3037 /* We do a while loop - may need to remove several items in order 3097 /* We do a while loop - may need to remove several items in order
3038 * to free up enough slots. 3098 * to free up enough slots.
3039 */ 3099 */
3040 while ((who->body_used[i] + op->body_info[i]) < 0) { 3100 while ((who->slot[i].used + op->slot[i].info) < 0)
3041 tmp = get_item_from_body_location(last, i); 3101 {
3042 if (!tmp) { 3102 object *tmp = get_next_item_from_body_location (i, last);
3103
3104 if (!tmp)
3105 {
3043#if 0 3106#if 0
3044 /* Not a bug - we'll get this if the player has cursed items 3107 /* Not a bug - we'll get this if the player has cursed items
3045 * equipped. 3108 * equipped.
3046 */ 3109 */
3047 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3110 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3048 i, body_locations[i].save_name, who->name);
3049#endif 3111#endif
3050 return 1; 3112 return 1;
3051 } 3113 }
3114
3052 /* If we are just printing, we don't care about cursed status */ 3115 /* If we are just printing, we don't care about cursed status */
3053 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3116 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3054 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3117 {
3055 if (aflags & AP_PRINT) 3118 if (aflags & AP_PRINT)
3056 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3119 who->failmsg (query_name (tmp));
3057 else 3120 else
3058 unapply_special(who, tmp, aflags); 3121 unapply_special (who, tmp, aflags);
3059 } 3122 }
3060 else { 3123 else
3124 {
3061 /* Cursed item that we can't unequip - tell the player. 3125 /* Cursed item that we can't unequip - tell the player.
3062 * Note this could be annoying if this is just one of a few, 3126 * Note this could be annoying if this is just one of a few,
3063 * so it may not be critical (eg, putting on a ring and you have 3127 * so it may not be critical (eg, putting on a ring and you have
3064 * one cursed ring.) 3128 * one cursed ring.)
3065 */ 3129 */
3066 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3067 } 3131 }
3068 last = tmp->below; 3132
3069 } 3133 last = tmp->below;
3134 }
3070 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3135 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3071 * return in the !tmp would have kicked in. 3136 * return in the !tmp would have kicked in.
3072 */ 3137 */
3073 } /* if op is using this body location */ 3138 } /* if op is using this body location */
3074 } /* for body lcoations */ 3139 } /* for body lcoations */
3140
3075 return 0; 3141 return 0;
3076} 3142}
3077 3143
3078/** 3144/**
3079 * Checks to see if 'who' can apply object 'op'. 3145 * Checks to see if 'who' can apply object 'op'.
3080 * Returns 0 if apply can be done without anything special. 3146 * Returns 0 if apply can be done without anything special.
3081 * Otherwise returns a bitmask - potentially several of these may be 3147 * Otherwise returns a bitmask - potentially several of these may be
3082 * set, but largely depends on circumstance - in the future, processing 3148 * set, but largely depends on circumstance - in the future, processing
3083 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3149 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3084 * is set, do we really are what the other flags may be?) 3150 * is set, do we really care what the other flags may be?)
3085 * 3151 *
3086 * See include/define.h for detailed description of the meaning of 3152 * See include/define.h for detailed description of the meaning of
3087 * these return values. 3153 * these return values.
3088 */ 3154 */
3155int
3089int can_apply_object(object *who, object *op) 3156can_apply_object (object *who, object *op)
3090{ 3157{
3158 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3159 return RESULT_INT (0);
3160
3091 int i, retval=0; 3161 int retval = 0;
3092 object *tmp=NULL, *ws=NULL; 3162 object *tmp = 0, *ws = 0;
3093 3163
3094 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3095 * 2 weapons, but we don't want to let them do that. So if they are
3096 * trying to equip a weapon or shield, see if they already have one
3097 * in place and store that way.
3098 */
3099 if (op->type == WEAPON || op->type == SHIELD) {
3100 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3101 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3102 retval = CAN_APPLY_UNAPPLY;
3103 ws = tmp;
3104 }
3105 }
3106 }
3107
3108
3109 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3164 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3110 if (op->body_info[i]) { 3165 {
3166 if (op->slot[i].info)
3167 {
3111 /* Item uses more slots than we have */ 3168 /* Item uses more slots than we have */
3112 if (FABS(op->body_info[i]) > who->body_info[i]) { 3169 if (who->slot[i].info + op->slot [i].info < 0)
3170 {
3113 /* Could return now for efficiently - rest of info below isn' 3171 /* Could return now for efficiency - rest of info below isn't
3114 * really needed. 3172 * really needed.
3115 */ 3173 */
3116 retval |= CAN_APPLY_NEVER; 3174 retval |= CAN_APPLY_NEVER;
3117 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3175 }
3176 else if (who->slot[i].used + op->slot[i].info < 0)
3177 {
3118 /* in this case, equipping this would use more free spots than 3178 /* in this case, equipping this would use more free spots than
3119 * we have. 3179 * we have.
3120 */ 3180 */
3121 object *tmp1;
3122 3181
3123
3124 /* if we have an applied weapon/shield, and unapply it would free 3182 /* if we have an applied weapon/shield, and unapply it would free
3125 * enough slots to equip the new item, then just set this can 3183 * enough slots to equip the new item, then just set "can
3126 * continue. We don't care about the logic below - if you have 3184 * apply unapply". We don't care about the logic below - if you have a
3127 * shield equipped and try to equip another shield, there is only 3185 * shield equipped and try to equip another shield, there is only
3128 * one choice. However, the check for the number of body locations 3186 * one choice. However, the check for the number of body locations
3129 * does take into the account cases where what is being applied 3187 * does take into the account cases where what is being applied
3130 * may be two handed for example. 3188 * may be two handed for example.
3131 */ 3189 */
3132 if (ws) { 3190 if (ws)
3133 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3191 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3134 retval |= CAN_APPLY_UNAPPLY; 3192 {
3135 continue; 3193 retval |= CAN_APPLY_UNAPPLY;
3136 } 3194 continue;
3137 } 3195 }
3138 3196
3139 tmp1 = get_item_from_body_location(who->inv, i); 3197 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3140 if (!tmp1) { 3198 if (!tmp1)
3199 {
3141#if 0 3200#if 0
3142 /* This is sort of an error, but happens a lot when old players 3201 /* This is sort of an error, but happens a lot when old players
3143 * join in with more stuff equipped than they are now allowed. 3202 * join in with more stuff equipped than they are now allowed.
3144 */ 3203 */
3145 LOG(llevError,"Can't find object using location %d on %s\n", 3204 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3146 i, who->name);
3147#endif 3205#endif
3148 retval |= CAN_APPLY_NEVER; 3206 retval |= CAN_APPLY_NEVER;
3149 } else { 3207 }
3208 else
3209 {
3150 /* need to unapply something. However, if this something 3210 /* need to unapply something. However, if this something
3151 * is different than we had found before, it means they need 3211 * is different than we had found before, it means they need
3152 * to apply multiple objects 3212 * to apply multiple objects
3153 */ 3213 */
3154 retval |= CAN_APPLY_UNAPPLY; 3214 retval |= CAN_APPLY_UNAPPLY;
3155 if (!tmp) tmp = tmp1; 3215
3156 else if (tmp != tmp1) { 3216 if (!tmp)
3157 retval |= CAN_APPLY_UNAPPLY_MULT; 3217 tmp = tmp1;
3158 } 3218 else if (tmp != tmp1)
3219 retval |= CAN_APPLY_UNAPPLY_MULT;
3220
3159 /* This object isn't using up all the slots, so there must 3221 /* This object isn't using up all the slots, so there must
3160 * be another. If so, and it the new item doesn't need all 3222 * be another. If so, and it the new item doesn't need all
3161 * the slots, the player then has a choice. 3223 * the slots, the player then has a choice.
3162 */ 3224 */
3163 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3225 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3164 (FABS(op->body_info[i]) < who->body_info[i])) 3226 && abs (op->slot[i].info) < who->slot[i].info)
3165 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3227 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3166 3228
3167 /* Does unequippint 'tmp1' free up enough slots for this to be 3229 /* Does unequippint 'tmp1' free up enough slots for this to be
3168 * equipped? If not, there must be something else to unapply. 3230 * equipped? If not, there must be something else to unapply.
3169 */ 3231 */
3170 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3232 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3171 retval |= CAN_APPLY_UNAPPLY_MULT; 3233 retval |= CAN_APPLY_UNAPPLY_MULT;
3172 3234 }
3173 } 3235 } /* if not enough free slots */
3174 } /* if not enough free slots */ 3236 } /* if this object uses location i */
3175 } /* if this object uses location i */
3176 } /* for i -> num_body_locations loop */ 3237 } /* for i -> num_body_locations loop */
3177 3238
3178 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3239 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3179 * really be controlled by use of body locations. We do have 3240 * really be controlled by use of body locations. We do have
3180 * the weapon/shield checks, and the range checks for monsters, 3241 * the weapon/shield checks, and the range checks for monsters,
3181 * because you can't control those just by body location - bows, shields, 3242 * because you can't control those just by body location - bows, shields,
3182 * and weapons all use the same slot. Similar for horn/rod/wand - they 3243 * and weapons all use the same slot. Similar for horn/rod/wand - they
3183 * all use the same location. 3244 * all use the same location.
3184 */ 3245 */
3185 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3246 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3186 retval |= CAN_APPLY_RESTRICTION;
3187 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3188 retval |= CAN_APPLY_RESTRICTION;
3189
3190
3191 if (who->type != PLAYER) {
3192 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3193 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3194 retval |= CAN_APPLY_RESTRICTION;
3195 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3196 retval |= CAN_APPLY_RESTRICTION; 3247 retval |= CAN_APPLY_RESTRICTION;
3248
3197 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3249 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3198 retval |= CAN_APPLY_RESTRICTION; 3250 retval |= CAN_APPLY_RESTRICTION;
3199 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3251
3252 if (who->type != PLAYER)
3253 {
3254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3200 retval |= CAN_APPLY_RESTRICTION; 3255 retval |= CAN_APPLY_RESTRICTION;
3256
3257 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3258 retval |= CAN_APPLY_RESTRICTION;
3259
3260 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3261 retval |= CAN_APPLY_RESTRICTION;
3262
3263 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3264 retval |= CAN_APPLY_RESTRICTION;
3201 } 3265 }
3266
3202 return retval; 3267 return retval;
3203} 3268}
3204
3205
3206 3269
3207/** 3270/**
3208 * who is the object using the object. It can be a monster. 3271 * who is the object using the object. It can be a monster.
3209 * op is the object they are using. op is an equipment type item, 3272 * op is the object they are using. op is an equipment type item,
3210 * eg, one which you put on and keep on for a while, and not something 3273 * eg, one which you put on and keep on for a while, and not something
3219 * AP_UNAPPLY=always unapply). 3282 * AP_UNAPPLY=always unapply).
3220 * 3283 *
3221 * Optional flags: 3284 * Optional flags:
3222 * AP_NO_MERGE: don't merge an unapplied object with other objects 3285 * AP_NO_MERGE: don't merge an unapplied object with other objects
3223 * AP_IGNORE_CURSE: unapply cursed items 3286 * AP_IGNORE_CURSE: unapply cursed items
3287 * AP_NO_READY: do not ready skills when applying skill tools
3224 * 3288 *
3225 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3289 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3226 * 3290 *
3227 * apply_special() doesn't check for unpaid items. 3291 * apply_special() doesn't check for unpaid items.
3228 */ 3292 */
3293
3294#define LACK_ITEM_POWER \
3295 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3296
3297int
3229int apply_special (object *who, object *op, int aflags) 3298apply_special (object *who, object *op, int aflags)
3230{ 3299{
3231 int basic_flag = aflags & AP_BASIC_FLAGS; 3300 int basic_flag = aflags & AP_BASIC_FLAGS;
3232 object *tmp, *tmp2, *skop=NULL; 3301 object *tmp, *tmp2, *skop = NULL;
3233 int i;
3234 3302
3235 if(who==NULL) { 3303 if (who == NULL)
3304 {
3236 LOG(llevError,"apply_special() from object without environment.\n"); 3305 LOG (llevError, "apply_special() from object without environment.\n");
3237 return 1; 3306 return 1;
3238 } 3307 }
3239 3308
3240 if(op->env!=who) 3309 if (op->env != who)
3241 return 1; /* op is not in inventory */ 3310 return 1; /* op is not in inventory */
3242 3311
3243 /* trying to unequip op */ 3312 /* trying to unequip op */
3244 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3313 if (QUERY_FLAG (op, FLAG_APPLIED))
3314 {
3245 /* always apply, so no reason to unapply */ 3315 /* always apply, so no reason to unapply */
3246 if (basic_flag == AP_APPLY) return 0; 3316 if (basic_flag == AP_APPLY)
3317 return 0;
3247 3318
3248 if ( ! (aflags & AP_IGNORE_CURSE) 3319 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3249 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3320 {
3250 new_draw_info_format(NDI_UNIQUE, 0, who, 3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3251 "No matter how hard you try, you just can't\nremove %s.",
3252 query_name(op));
3253 return 1; 3322 return 1;
3254 } 3323 }
3324
3255 return unapply_special(who, op, aflags); 3325 return unapply_special (who, op, aflags);
3326 }
3327 else if (basic_flag == AP_UNAPPLY)
3328 return 0;
3329
3330 // if the item is combat/ranged, wield the relevant slot first
3331 // to resolve conflicts.
3332 if (player *pl = who->contr)
3333 switch (op->slottype ())
3334 {
3335 case slot_combat: who->change_weapon (pl->combat_ob); break;
3336 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3256 } 3337 }
3257 3338
3258 if (basic_flag == AP_UNAPPLY) return 0; 3339 splay (op);
3259 3340
3260 i = can_apply_object(who, op);
3261
3262 /* Can't just apply this object. Lets see what not and what to do */ 3341 /* Can't just apply this object. Lets see what not and what to do */
3263 if (i) { 3342 if (int i = can_apply_object (who, op))
3343 {
3264 if (i & CAN_APPLY_NEVER) { 3344 if (i & CAN_APPLY_NEVER)
3265 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3345 {
3346 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3266 return 1; 3347 return 1;
3348 }
3267 } else if (i & CAN_APPLY_RESTRICTION) { 3349 else if (i & CAN_APPLY_RESTRICTION)
3268 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3350 {
3351 who->failmsg (format (
3352 "You have a prohibition against using a %s. "
3353 "H<Your belief, profession or class prevents you from applying this item.>",
3354 query_name (op)
3355 ));
3269 return 1; 3356 return 1;
3270 } 3357 }
3358
3271 if (who->type != PLAYER) { 3359 if (who->type != PLAYER)
3360 {
3272 /* Some error, so don't try to equip something more */ 3361 /* Some error, so don't try to equip something more */
3273 if (unapply_for_ob(who, op, aflags)) return 1; 3362 if (unapply_for_ob (who, op, aflags))
3274 } else { 3363 return 1;
3275 if (who->contr->unapply == unapply_never || 3364 }
3276 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3365 else
3277 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3366 {
3367 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3368 {
3369 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3278 unapply_for_ob(who, op, AP_PRINT); 3370 unapply_for_ob (who, op, AP_PRINT);
3279 return 1; 3371 return 1;
3280 } 3372 }
3281 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3373 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3282 i = unapply_for_ob(who, op, aflags); 3374 if (unapply_for_ob (who, op, aflags))
3283 if (i) return 1; 3375 return 1;
3376 }
3284 } 3377 }
3285 } 3378
3286 }
3287 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3380 {
3288 skop=find_skill_by_name(who, op->skill); 3381 skop = find_skill_by_name (who, op->skill);
3289 if (!skop) { 3382
3290 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3383 if (!skop)
3384 {
3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3291 return 1; 3386 return 1;
3292 } else { 3387 }
3388 else
3293 /* While experience will be credited properly, we want to change the 3389 /* While experience will be credited properly, we want to change the
3294 * skill so that the dam and wc get updated 3390 * skill so that the dam and wc get updated
3295 */ 3391 */
3296 change_skill(who, skop, 0); 3392 who->change_skill (skop);
3297 }
3298 } 3393 }
3299 3394
3300 if (who->type == PLAYER && op->item_power && 3395 if (who->type == PLAYER
3396 && op->item_power
3301 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) { 3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3302 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3303 return 1;
3304 } 3398 {
3305 3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3400 return 1;
3401 }
3306 3402
3307 /* Ok. We are now at the state where we can apply the new object. 3403 /* Ok. We are now at the state where we can apply the new object.
3308 * Note that we don't have the checks for can_use_... 3404 * Note that we don't have the checks for can_use_...
3309 * below - that is already taken care of by can_apply_object. 3405 * below - that is already taken care of by can_apply_object.
3310 */ 3406 */
3311 3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3312 3408
3313 if(op->nrof > 1) 3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3314 tmp = get_split_ob(op,op->nrof - 1); 3410 return RESULT_INT (0);
3315 else
3316 tmp = NULL;
3317 3411
3318 switch(op->type) { 3412 switch (op->type)
3413 {
3319 case WEAPON: 3414 case WEAPON:
3320 if (!check_weapon_power(who, op->last_eat)) { 3415 if (!check_weapon_power (who, op->last_eat))
3321 new_draw_info(NDI_UNIQUE, 0,who, 3416 {
3322 "That weapon is too powerful for you to use."); 3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3323 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3418
3324 if(tmp!=NULL) 3419 if (tmp)
3325 (void) insert_ob_in_ob(tmp,who); 3420 insert_ob_in_ob (tmp, who);
3326 return 1; 3421
3327 } 3422 return 1;
3328 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3423 }
3424
3425 //TODO: this obviously fails for players using a shorter prefix
3426 // i.e. "R" can use Ragnarok's sword.
3427 if (op->level && !op->name.starts_with (who->name))
3428 {
3329 /* if the weapon does not have the name as the character, can't use it. */ 3429 /* if the weapon does not have the name as the character, can't use it. */
3330 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3331 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3332 if(tmp!=NULL)
3333 (void) insert_ob_in_ob(tmp,who);
3334 return 1;
3335 }
3336 SET_FLAG(op, FLAG_APPLIED);
3337 3432
3338 if (skop) change_skill(who, skop, 1); 3433 if (tmp)
3339 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3340 SET_FLAG(who, FLAG_READY_WEAPON);
3341
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3343
3344 (void) change_abil (who,op);
3345 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3346 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3347 LOG(llevDebug, "Scripting Weapon wielded\n");
3348 if (who->current_weapon_script) free_string(who->current_weapon_script);
3349 who->current_weapon_script=add_string(query_name(op));
3350 }
3351 who->current_weapon = op;*/
3352 break;
3353
3354 case ARMOUR:
3355 case HELMET:
3356 case SHIELD:
3357 case BOOTS:
3358 case GLOVES:
3359 case GIRDLE:
3360 case BRACERS:
3361 case CLOAK:
3362 case RING:
3363 case AMULET:
3364 SET_FLAG(op, FLAG_APPLIED);
3365 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3366 (void) change_abil (who,op);
3367 break;
3368 case LAMP:
3369 if (op->stats.food < 1) {
3370 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3371 " fuel!", op->name);
3372 return 1;
3373 }
3374 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3375 op->name);
3376 tmp2 = arch_to_object(op->other_arch);
3377 tmp2->stats.food = op->stats.food;
3378 SET_FLAG(tmp2, FLAG_APPLIED);
3379 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3380 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3381 insert_ob_in_ob(tmp2, who); 3434 insert_ob_in_ob (tmp, who);
3382 3435
3383 /* Remove the old lantern */ 3436 return 1;
3384 if (who->type == PLAYER) 3437 }
3385 esrv_del_item(who->contr, (tag_t)op->count);
3386 remove_ob(op);
3387 free_object(op);
3388 3438
3389 /* insert the portion that was split off */ 3439 if (!skop)
3390 if(tmp!=NULL) { 3440 {
3391 (void) insert_ob_in_ob(tmp,who); 3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3392 if(who->type==PLAYER) 3442 return 1;
3393 esrv_send_item(who, tmp); 3443 }
3394 }
3395 fix_player(who);
3396 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3397 if (who->type == PLAYER) {
3398 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3399 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3400 }
3401 }
3402 if(who->type==PLAYER)
3403 esrv_send_item(who, tmp2);
3404 return 0;
3405 break;
3406 3444
3407 /* this part is needed for skill-tools */
3408 case SKILL:
3409 case SKILL_TOOL:
3410 if (who->chosen_skill) {
3411 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3412 return 1;
3413 }
3414 if (who->type == PLAYER) {
3415 who->contr->shoottype = range_skill;
3416 who->contr->ranges[range_skill] = op;
3417 if ( ! op->invisible) {
3418 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3419 query_name (op));
3420 new_draw_info_format (NDI_UNIQUE, 0, who,
3421 "You can now use the skill: %s.",
3422 op->skill);
3423 } else {
3424 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3425 op->skill? op->skill:op->name);
3426 }
3427 }
3428 SET_FLAG (op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3429 (void) change_abil (who, op); 3446 who->change_skill (skop);
3430 who->chosen_skill = op;
3431 SET_FLAG (who, FLAG_READY_SKILL);
3432 break;
3433
3434 case BOW:
3435 if (!check_weapon_power(who, op->last_eat)) {
3436 new_draw_info(NDI_UNIQUE, 0, who,
3437 "That item is too powerful for you to use.");
3438 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3439 if(tmp != NULL)
3440 (void)insert_ob_in_ob(tmp,who);
3441 return 1;
3442 }
3443 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3444 new_draw_info(NDI_UNIQUE, 0, who,
3445 "The weapon does not recognize you as its owner.");
3446 if(tmp != NULL)
3447 (void)insert_ob_in_ob(tmp,who);
3448 return 1;
3449 }
3450 /*FALLTHROUGH*/
3451 case WAND:
3452 case ROD:
3453 case HORN:
3454 /* check for skill, alter player status */
3455 SET_FLAG(op, FLAG_APPLIED);
3456 if (skop) change_skill(who, skop, 0);
3457 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3458 3447
3459 if(who->type==PLAYER) { 3448 if (who->contr)
3460 if (op->type == BOW) { 3449 who->change_weapon (who->contr->combat_ob = op);
3461 (void)change_abil(who, op); 3450
3462 new_draw_info_format (NDI_UNIQUE, 0, who, 3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3463 "You will now fire %s with %s.", 3452
3464 op->race ? op->race : "nothing", query_name(op));
3465 who->contr->shoottype = range_bow;
3466 } else {
3467 who->contr->shoottype = range_misc;
3468 }
3469 } else {
3470 if (op->type == BOW)
3471 SET_FLAG (who, FLAG_READY_BOW);
3472 else
3473 SET_FLAG (who, FLAG_READY_RANGE); 3453 SET_FLAG (who, FLAG_READY_WEAPON);
3474 } 3454 change_abil (who, op);
3475 break;
3476
3477 case BUILDER:
3478 if ( who->contr->ranges[ range_builder ] )
3479 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3480 who->contr->shoottype = range_builder;
3481 who->contr->ranges[ range_builder ] = op;
3482 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3483 break; 3455 break;
3484 3456
3485 default: 3457 case ARMOUR:
3486 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3458 case HELMET:
3487 } /* end of switch op->type */ 3459 case SHIELD:
3460 case BOOTS:
3461 case GLOVES:
3462 case GIRDLE:
3463 case BRACERS:
3464 case CLOAK:
3465 case RING:
3466 case AMULET:
3467 SET_FLAG (op, FLAG_APPLIED);
3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3469 change_abil (who, op);
3470 break;
3488 3471
3472 case SKILL_TOOL:
3473 // applying a skill tool also readies the skill
3474 SET_FLAG (op, FLAG_APPLIED);
3475
3476 if (!(aflags & AP_NO_READY))
3477 {
3478 skop = find_skill_by_name (who, op->skill);
3479 if (!skop->flag [FLAG_APPLIED])
3480 apply_special (who, skop, AP_APPLY);
3481 }
3482 break;
3483
3484 case SKILL:
3485 if (player *pl = who->contr)
3486 {
3487 if (IS_COMBAT_SKILL (op->subtype))
3488 {
3489 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3490 {
3491 for (object *item = who->inv; item; item = item->below)
3492 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3493 {
3494 if (item->skill == op->skill)
3495 {
3496 who->change_weapon (pl->combat_ob = item);
3497 goto found_weapon;
3498 }
3499 }
3500
3501 who->failmsg (format (
3502 "You need to apply a '%s' melee weapon before readying this skill. "
3503 "H<Some skills need an item, in this case a melee weapon, to function.>",
3504 &op->skill
3505 ));
3506 return 1;
3507
3508 found_weapon:;
3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op);
3512 }
3513 else if (IS_RANGED_SKILL (op->subtype))
3514 {
3515 if (skill_flags [op->subtype] & SF_NEED_BOW)
3516 {
3517 for (object *item = who->inv; item; item = item->below)
3518 if (item->type == BOW && item->flag [FLAG_APPLIED])
3519 {
3520 //TODO: bows should/must all have skill missile weapon right now
3521 who->change_weapon (pl->ranged_ob = item);
3522 goto found_bow;
3523 }
3524
3525 who->failmsg (
3526 "You need to apply a missile weapon before readying this skill. "
3527 "H<Some skills need an item, in this case a missile weapon, to function.>"
3528 );
3529 return 1;
3530
3531 found_bow:;
3532 }
3533 else
3534 who->change_weapon (pl->ranged_ob = op);
3535 }
3536
3537 if (!op->invisible)
3538 {
3539 who->statusmsg (format (
3540 "You ready %s."
3541 "You can now use the skill: %s.",
3542 query_name (op),
3543 &op->skill
3544 ));
3545 }
3546 else
3547 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3548 }
3549 else
3550 {
3551 SET_FLAG (op, FLAG_APPLIED);
3552 change_abil (who, op);
3553 who->chosen_skill = op;
3554 SET_FLAG (who, FLAG_READY_SKILL);
3555 }
3556
3557 break;
3558
3559 case BOW:
3560 if (!check_weapon_power (who, op->last_eat))
3561 {
3562 who->failmsg ("That weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3563
3564 if (tmp)
3565 insert_ob_in_ob (tmp, who);
3566
3567 return 1;
3568 }
3569
3570 if (op->level && !op->name.starts_with (who->name))
3571 {
3572 who->failmsg ("The weapon does not recognize you as its owner. "
3573 "H<Its name indicates that it belongs to somebody else.>");
3574 if (tmp)
3575 insert_ob_in_ob (tmp, who);
3576
3577 return 1;
3578 }
3579
3580 /*FALLTHROUGH*/
3581 case WAND:
3582 case ROD:
3583 case HORN:
3584 /* check for skill, alter player status */
3585
3586 if (!skop)
3587 {
3588 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3589 return 1;
3590 }
3591
3592 SET_FLAG (op, FLAG_APPLIED);
3593 who->change_skill (skop);
3594
3595 if (who->contr)
3596 {
3597 who->contr->ranged_ob = op;
3598
3599 who->statusmsg (format ("You ready %s.", query_name (op)));
3600
3601 if (op->type == BOW)
3602 {
3603 who->current_weapon = op;
3604 change_abil (who, op);
3605 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3606 }
3607 }
3608 else
3609 {
3610 if (op->type == BOW)
3611 SET_FLAG (who, FLAG_READY_BOW);
3612 else
3613 SET_FLAG (who, FLAG_READY_RANGE);
3614 }
3615
3616 break;
3617
3618 case BUILDER:
3619 if (who->type == PLAYER)
3620 {
3621 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3622 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3623 unapply_special (who, who->contr->ranged_ob, 0);
3624
3625 who->statusmsg (format ("You ready your %s.", query_name (op)));
3626
3627 who->contr->ranged_ob = op;
3628 }
3629 break;
3630
3631 default:
3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3633 }
3634
3489 SET_FLAG(op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3490 3636
3491 if(tmp!=NULL) 3637 if (tmp)
3492 tmp = insert_ob_in_ob(tmp,who); 3638 who->insert (tmp);
3493 3639
3494 fix_player(who); 3640 who->update_stats ();
3495 3641
3496 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3497 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3498 * you don't know anything about them. 3644 * you don't know anything about them.
3499 */ 3645 */
3500 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3646 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3501 op->type!=ROD)
3502 SET_FLAG(op,FLAG_BEEN_APPLIED); 3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3503 3648
3504 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3505 if (who->type == PLAYER) {
3506 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3507 SET_FLAG(op,FLAG_KNOWN_CURSED);
3508 }
3509 }
3510 if(who->type==PLAYER) { 3650 if (who->type == PLAYER)
3511 /* if multiple objects were applied, update both slots */ 3651 {
3512 if (tmp) 3652 who->failmsg (
3513 esrv_send_item(who, tmp); 3653 "Oops, it feels deadly cold! "
3514 esrv_send_item(who, op); 3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 );
3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3515 } 3657 }
3658
3659 if (object *pl = op->visible_to ())
3660 esrv_send_item (pl, op);
3661
3516 return 0; 3662 return 0;
3517} 3663}
3518 3664
3519 3665int
3520int monster_apply_special (object *who, object *op, int aflags) 3666monster_apply_special (object *who, object *op, int aflags)
3521{ 3667{
3522 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3523 return 1; 3669 return 1;
3670
3524 return apply_special (who, op, aflags); 3671 return apply_special (who, op, aflags);
3525} 3672}
3526 3673
3527/** 3674/**
3528 * Map was just loaded, handle op's initialisation. 3675 * Map was just loaded, handle op's initialisation.
3529 * 3676 *
3530 * Generates shop floor's item, and treasures. 3677 * Generates shop floor's item, and treasures.
3531 */ 3678 */
3679int
3532int auto_apply (object *op) { 3680auto_apply (object *op)
3681{
3533 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3534 int i; 3683 int i;
3535 3684
3536 switch(op->type) {
3537 case SHOP_FLOOR:
3538 if (!HAS_RANDOM_ITEMS(op)) return 0;
3539 do {
3540 i=10; /* let's give it 10 tries */
3541 while((tmp=generate_treasure(op->randomitems,
3542 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3543 if(tmp==NULL)
3544 return 0;
3545 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3546 free_object(tmp);
3547 tmp = NULL;
3548 }
3549 } while(!tmp);
3550 tmp->x=op->x;
3551 tmp->y=op->y;
3552 SET_FLAG(tmp,FLAG_UNPAID);
3553 insert_ob_in_map(tmp,op->map,NULL,0);
3554 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686
3687 switch (op->type)
3688 {
3689 case SHOP_FLOOR:
3690 if (!op->has_random_items ())
3691 return 0;
3692
3693 do
3694 {
3695 i = 10; /* let's give it 10 tries */
3696 while ((tmp = generate_treasure (op->randomitems,
3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3702 if (tmp == NULL)
3703 return 0;
3704
3705 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3706 {
3707 tmp->destroy ();
3708 tmp = NULL;
3709 }
3710 }
3711 while (!tmp);
3712
3713 tmp->x = op->x;
3714 tmp->y = op->y;
3715 SET_FLAG (tmp, FLAG_UNPAID);
3716 insert_ob_in_map (tmp, op->map, NULL, 0);
3555 identify(tmp); 3717 identify (tmp);
3556 break; 3718 break;
3557 3719
3558 case TREASURE: 3720 case TREASURE:
3559 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3560 return 0; 3722 return 0;
3723
3561 while ((op->stats.hp--)>0) 3724 while (op->stats.hp-- > 0)
3562 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3725 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3563 op->stats.exp ? (int)op->stats.exp : 3726 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3564 op->map == NULL ? 14: op->map->difficulty,0);
3565 3727
3566 /* If we generated an object and put it in this object inventory, 3728 /* If we generated an object and put it in this object inventory,
3567 * move it to the parent object as the current object is about 3729 * move it to the parent object as the current object is about
3568 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3569 * that is put inside other objects. 3731 * that is put inside other objects.
3570 */ 3732 */
3571 for (tmp=op->inv; tmp; tmp=tmp2) { 3733 if (op->env)
3572 tmp2 = tmp->below; 3734 while (op->inv)
3573 remove_ob(tmp); 3735 op->env->insert (op->inv);
3574 if (op->env) insert_ob_in_ob(tmp, op->env); 3736
3575 else free_object(tmp); 3737 op->destroy ();
3738 break;
3576 } 3739 }
3577 remove_ob(op);
3578 free_object(op);
3579 break;
3580 }
3581 return tmp ? 1 : 0;
3582}
3583 3740
3741 return !!tmp;
3742}
3743
3584/** 3744/**
3585 * fix_auto_apply goes through the entire map (only the first time 3745 * fix_auto_apply goes through the entire map every time a map
3586 * when an original map is loaded) and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3587 * certain objects (most initialization of chests and creation of 3747 * certain objects (most initialization of chests and creation of
3588 * treasures and stuff). Calls auto_apply if appropriate. 3748 * treasures and stuff). Calls auto_apply if appropriate.
3589 */ 3749 */
3750void
3751maptile::fix_auto_apply ()
3752{
3753 if (!spaces)
3754 return;
3590 3755
3591void fix_auto_apply(mapstruct *m) { 3756 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3592 object *tmp,*above=NULL; 3757 for (object *tmp = ms->bot; tmp; )
3593 int x,y; 3758 {
3759 object *above = tmp->above;
3594 3760
3595 if(m==NULL) return; 3761 if (tmp->inv)
3596 3762 {
3597 for(x=0;x<MAP_WIDTH(m);x++)
3598 for(y=0;y<MAP_HEIGHT(m);y++)
3599 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3600 above=tmp->above;
3601
3602 if (tmp->inv) {
3603 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3604 3764
3605 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3606 invnext = invtmp->below; 3766 {
3767 invnext = invtmp->below;
3607 3768
3608 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3609 auto_apply(invtmp); 3770 auto_apply (invtmp);
3610 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3611 while ((invtmp->stats.hp--)>0) 3772 {
3612 create_treasure(invtmp->randomitems, invtmp, 0, 3773 while (invtmp->stats.hp-- > 0)
3613 m->difficulty,0); 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3614 invtmp->randomitems = NULL; 3775
3615 } 3776 invtmp->randomitems = NULL;
3616 else if (invtmp && invtmp->arch && 3777 }
3617 invtmp->type!=TREASURE && 3778 else if (invtmp && invtmp->arch
3618 invtmp->type != SPELL && 3779 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3619 invtmp->type != CLASS && 3780 {
3620 HAS_RANDOM_ITEMS(invtmp)) { 3781 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3621 create_treasure(invtmp->randomitems, invtmp, 0,
3622 m->difficulty,0);
3623 /* Need to clear this so that we never try to create 3782 /* Need to clear this so that we never try to create
3624 * treasure again for this object 3783 * treasure again for this object
3625 */ 3784 */
3626 invtmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3627 } 3786 }
3628 } 3787 }
3629 /* This is really temporary - the code at the bottom will 3788 /* This is really temporary - the code at the bottom will
3630 * also set randomitems to null. The problem is there are bunches 3789 * also set randomitems to null. The problem is there are bunches
3631 * of maps/players already out there with items that have spells 3790 * of maps/players already out there with items that have spells
3632 * which haven't had the randomitems set to null yet. 3791 * which haven't had the randomitems set to null yet.
3633 * MSW 2004-05-13 3792 * MSW 2004-05-13
3634 * 3793 *
3635 * And if it's a spellbook, it's better to set randomitems to NULL too, 3794 * And if it's a spellbook, it's better to set randomitems to NULL too,
3636 * else you get two spells in the book ^_- 3795 * else you get two spells in the book ^_-
3637 * Ryo 2004-08-16 3796 * Ryo 2004-08-16
3638 */ 3797 */
3639 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3640 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3641 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3642 tmp->randomitems = NULL; 3800 tmp->randomitems = NULL;
3643 3801
3644 } 3802 }
3645 3803
3646 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3647 auto_apply(tmp); 3805 auto_apply (tmp);
3648 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3807 {
3649 while ((tmp->stats.hp--)>0) 3808 while ((tmp->stats.hp--) > 0)
3650 create_treasure(tmp->randomitems, tmp, 0, 3809 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3651 m->difficulty,0);
3652 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3653 } 3811 }
3654 else if(tmp->type==TIMED_GATE) { 3812 else if (tmp->type == TIMED_GATE)
3813 {
3655 object *head = tmp->head != NULL ? tmp->head : tmp; 3814 object *head = tmp->head != NULL ? tmp->head : tmp;
3815
3656 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3816 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3657 tmp->speed = 0; 3817 tmp->set_speed (0);
3658 update_ob_speed(tmp); 3818 }
3659 }
3660 }
3661 /* This function can be called everytime a map is loaded, even when 3819 /* This function can be called everytime a map is loaded, even when
3662 * swapping back in. As such, we don't want to create the treasure 3820 * swapping back in. As such, we don't want to create the treasure
3663 * over and ove again, so after we generate the treasure, blank out 3821 * over and ove again, so after we generate the treasure, blank out
3664 * randomitems so if it is swapped in again, it won't make anything. 3822 * randomitems so if it is swapped in again, it won't make anything.
3665 * This is a problem for the above objects, because they have counters 3823 * This is a problem for the above objects, because they have counters
3666 * which say how many times to make the treasure. 3824 * which say how many times to make the treasure.
3667 */ 3825 */
3668 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3826 else if (tmp && tmp->arch && tmp->type != PLAYER
3669 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3827 && tmp->type != TREASURE && tmp->type != SPELL
3670 HAS_RANDOM_ITEMS(tmp)) { 3828 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3829 {
3671 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3830 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3672 m->difficulty,0);
3673 tmp->randomitems = NULL; 3831 tmp->randomitems = NULL;
3674 } 3832 }
3833
3834 // close all containers
3835 else if (tmp->type == CONTAINER)
3836 tmp->flag [FLAG_APPLIED] = 0;
3837
3838 tmp = above;
3675 } 3839 }
3676 3840
3677 for(x=0;x<MAP_WIDTH(m);x++) 3841 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3678 for(y=0;y<MAP_HEIGHT(m);y++) 3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3679 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3680 if (tmp->above &&
3681 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3682 check_trigger (tmp, tmp->above); 3844 check_trigger (tmp, tmp->above);
3683} 3845}
3684 3846
3685/** 3847/**
3686 * Handles player eating food that temporarily changes status (resistances, stats). 3848 * Handles player eating food that temporarily changes status (resistances, stats).
3687 * This used to call cast_change_attr(), but 3849 * This used to call cast_change_attr(), but
3688 * that doesn't work with the new spell code. Since we know what 3850 * that doesn't work with the new spell code. Since we know what
3689 * the food changes, just grab a force and use that instead. 3851 * the food changes, just grab a force and use that instead.
3690 */ 3852 */
3691 3853void
3692void eat_special_food(object *who, object *food) { 3854eat_special_food (object *who, object *food)
3855{
3693 object *force; 3856 object *force;
3694 int i, did_one=0; 3857 int i, did_one = 0;
3695 sint8 k;
3696 3858
3697 force = get_archetype(FORCE_NAME); 3859 force = get_archetype (FORCE_NAME);
3698 3860
3699 for (i=0; i < NUM_STATS; i++) { 3861 for (i = 0; i < NUM_STATS; i++)
3700 k = get_attr_value(&food->stats, i); 3862 if (sint8 k = food->stats.stat (i))
3701 if (k) { 3863 {
3702 set_attr_value(&force->stats, i, k); 3864 force->stats.stat (i) = k;
3703 did_one = 1; 3865 did_one = 1;
3704 }
3705 } 3866 }
3706 3867
3707 /* check if we can protect the eater */ 3868 /* check if we can protect the eater */
3708 for (i=0; i<NROFATTACKS; i++) { 3869 for (i = 0; i < NROFATTACKS; i++)
3870 {
3709 if (food->resist[i]>0) { 3871 if (food->resist[i] > 0)
3872 {
3710 force->resist[i] = food->resist[i] / 2; 3873 force->resist[i] = food->resist[i] / 2;
3711 did_one = 1; 3874 did_one = 1;
3712 } 3875 }
3713 } 3876 }
3877
3714 if (did_one) { 3878 if (did_one)
3715 force->speed = 0.1; 3879 {
3716 update_ob_speed(force); 3880 force->set_speed (0.1);
3717 /* bigger morsel of food = longer effect time */ 3881 /* bigger morsel of food = longer effect time */
3718 force->stats.food = food->stats.food / 5; 3882 force->duration = food->stats.food / 5;
3719 SET_FLAG(force, FLAG_IS_USED_UP);
3720 SET_FLAG(force, FLAG_APPLIED); 3883 SET_FLAG (force, FLAG_APPLIED);
3721 change_abil(who, force); 3884 change_abil (who, force);
3722 insert_ob_in_ob(force, who); 3885 insert_ob_in_ob (force, who);
3723 } else {
3724 free_object(force);
3725 } 3886 }
3887 else
3888 force->destroy ();
3726 3889
3727 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3728 if(food->stats.hp!=0) { 3891 if (food->stats.hp != 0)
3892 {
3729 if(QUERY_FLAG(food, FLAG_CURSED)) { 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3730 strcpy(who->contr->killer,food->name); 3894 {
3895 who->contr->killer = food;
3731 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3732 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3733 } else { 3898 }
3899 else
3900 {
3734 if(food->stats.hp>0) 3901 if (food->stats.hp > 0)
3735 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3902 who->statusmsg ("You begin to feel better.");
3736 else 3903 else
3737 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3905
3738 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3739 } 3907 }
3740 }
3741 if(food->stats.sp!=0) {
3742 if(QUERY_FLAG(food, FLAG_CURSED)) {
3743 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3744 who->stats.sp -= food->stats.sp;
3745 if(who->stats.sp<0) who->stats.sp=0;
3746 } else {
3747 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3748 who->stats.sp += food->stats.sp;
3749 /* place limit on max sp from food? */
3750 } 3908 }
3909
3910 if (food->stats.sp != 0)
3751 } 3911 {
3752 fix_player(who); 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3753}
3754
3755
3756/**
3757 * Designed primarily to light torches/lanterns/etc.
3758 * Also burns up burnable material too. First object in the inventory is
3759 * the selected object to "burn". -b.t.
3760 */
3761
3762void apply_lighter(object *who, object *lighter) {
3763 object *item;
3764 int is_player_env=0;
3765 uint32 nrof;
3766 tag_t count;
3767 char item_name[MAX_BUF];
3768
3769 item=find_marked_object(who);
3770 if(item) {
3771 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3772 /* Split multiple lighters if they're being used up. Otherwise *
3773 * one charge from each would be used up. --DAMN */
3774 if(lighter->nrof > 1) {
3775 object *oneLighter = get_object();
3776 copy_object(lighter, oneLighter);
3777 lighter->nrof -= 1;
3778 oneLighter->nrof = 1;
3779 oneLighter->stats.food--;
3780 esrv_send_item(who, lighter);
3781 oneLighter=insert_ob_in_ob(oneLighter, who);
3782 esrv_send_item(who, oneLighter);
3783 } else {
3784 lighter->stats.food--;
3785 }
3786
3787 } else if(lighter->last_eat) { /* no charges left in lighter */
3788 new_draw_info_format(NDI_UNIQUE, 0,who,
3789 "You attempt to light the %s with a used up %s.",
3790 item->name, lighter->name);
3791 return;
3792 } 3913 {
3793 /* Perhaps we should split what we are trying to light on fire? 3914 who->failmsg ("You are drained of mana!");
3794 * I can't see many times when you would want to light multiple 3915 who->stats.sp -= food->stats.sp;
3795 * objects at once. 3916 if (who->stats.sp < 0)
3796 */ 3917 who->stats.sp = 0;
3797 nrof=item->nrof; 3918 }
3798 count=item->count; 3919 else
3799 /* If the item is destroyed, we don't have a valid pointer to the 3920 {
3800 * name object, so make a copy so the message we print out makes 3921 who->statusmsg ("You feel a rush of magical energy!");
3801 * some sense. 3922 who->stats.sp += food->stats.sp;
3802 */ 3923 /* place limit on max sp from food? */
3803 strcpy(item_name, item->name); 3924 }
3804 if (who == is_player_inv(item)) is_player_env=1; 3925 }
3805 3926
3806 save_throw_object(item,AT_FIRE,who); 3927 who->update_stats ();
3807 /* Change to check count and not freed, since the object pointer
3808 * may have gotten recycled
3809 */
3810 if ((nrof != item->nrof ) || (count != item->count)) {
3811 new_draw_info_format(NDI_UNIQUE, 0,who,
3812 "You light the %s with the %s.",item_name,lighter->name);
3813 /* Need to update the player so that the players glow radius
3814 * gets changed.
3815 */
3816 if (is_player_env) fix_player(who);
3817 } else {
3818 new_draw_info_format(NDI_UNIQUE, 0,who,
3819 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3820 }
3821
3822 } else /* nothing to light */
3823 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3824
3825} 3928}
3929
3826 3930
3827/** 3931/**
3828 * op made some mistake with a scroll, this takes care of punishment. 3932 * op made some mistake with a scroll, this takes care of punishment.
3829 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3830 */ 3934 */
3935void
3831void scroll_failure(object *op, int failure, int power) 3936scroll_failure (object *op, int failure, int power)
3832{ 3937{
3833 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3938 if (abs (failure / 4) > power)
3939 power = abs (failure / 4); /* set minimum effect */
3834 3940
3835 if(failure<= -1&&failure > -15) {/* wonder */ 3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3836 object *tmp; 3943 object *tmp;
3837 3944
3838 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3945 op->failmsg ("Your spell warps!");
3839 tmp=get_archetype(SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3840 cast_wonder(op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3841 free_object(tmp); 3948 tmp->destroy ();
3949 }
3842 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3950 else if (failure <= -15 && failure > -35)
3843 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3951 { /* drain mana */
3952 op->failmsg ("Your mana is drained!");
3844 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3845 if(op->stats.sp<0) op->stats.sp = 0; 3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3846 } else if (settings.spell_failure_effects == TRUE) { 3957 else if (settings.spell_failure_effects == TRUE)
3847 if (failure <= -35&&failure > -60) { /* confusion */ 3958 {
3848 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3959 if (failure <= -35 && failure > -60)
3960 { /* confusion */
3961 op->failmsg ("The magic recoils on you!");
3849 confuse_player(op,op,power); 3962 confuse_player (op, op, power);
3850 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3963 }
3851 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3964 else if (failure <= -60 && failure > -70)
3852 "you!"); 3965 { /* paralysis */
3966 op->failmsg ("The magic recoils and paralyzes you!");
3853 paralyze_player(op,op,power); 3967 paralyze_player (op, op, power);
3968 }
3854 } else if (failure <= -70&&failure> -80) {/* blind */ 3969 else if (failure <= -70 && failure > -80)
3855 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3970 { /* blind */
3971 op->failmsg ("The magic recoils on you!");
3856 blind_player(op,op,power); 3972 blind_player (op, op, power);
3857 } else if (failure <= -80) {/* blast the immediate area */ 3973 }
3858 object *tmp; 3974 else if (failure <= -80)
3859 tmp=get_archetype(LOOSE_MANA); 3975 { /* blast the immediate area */
3976 object *tmp = get_archetype (LOOSE_MANA);
3860 cast_magic_storm(op,tmp, power); 3977 cast_magic_storm (op, tmp, power);
3861 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3978 op->failmsg ("You unleash uncontrolled mana!");
3862 free_object(tmp); 3979 tmp->destroy ();
3863 } 3980 }
3864 } 3981 }
3865} 3982}
3866 3983
3984void
3867void apply_changes_to_player(object *pl, object *change) { 3985apply_changes_to_player (object *pl, object *change)
3986{
3868 int excess_stat=0; /* if the stat goes over the maximum 3987 int excess_stat = 0; /* if the stat goes over the maximum
3869 for the race, put the excess stat some 3988 for the race, put the excess stat some
3870 where else. */ 3989 where else. */
3871 3990
3872 switch (change->type) { 3991 switch (change->type)
3873 case CLASS: { 3992 {
3993 case CLASS:
3994 {
3874 living *stats = &(pl->contr->orig_stats); 3995 living *stats = &(pl->contr->orig_stats);
3875 living *ns = &(change->stats); 3996 living *ns = &(change->stats);
3876 object *walk; 3997 object *walk;
3877 int flag_change_face=1; 3998 int flag_change_face = 1;
3878 3999
3879 /* the following code assigns stats up to the stat max 4000 /* the following code assigns stats up to the stat max
3880 * for the race, and if the stat max is exceeded, 4001 * for the race, and if the stat max is exceeded,
3881 * tries to randomly reassign the excess stat 4002 * tries to randomly reassign the excess stat
3882 */ 4003 */
3883 int i,j; 4004 int i, j;
4005
3884 for(i=0;i<NUM_STATS;i++) { 4006 for (i = 0; i < NUM_STATS; i++)
3885 sint8 stat=get_attr_value(stats,i); 4007 {
3886 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4008 int race_bonus = pl->arch->stats.stat (i);
3887 stat += get_attr_value(ns,i); 4009 sint8 stat = stats->stat (i) + ns->stat (i);
3888 if(stat > 20 + race_bonus) {
3889 excess_stat++;
3890 stat = 20+race_bonus;
3891 }
3892 set_attr_value(stats,i,stat);
3893 }
3894 4010
3895 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4011 if (stat > 20 + race_bonus)
3896 int i = rndm(0, 6); 4012 {
3897 int stat=get_attr_value(stats,i); 4013 excess_stat++;
3898 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4014 stat = 20 + race_bonus;
3899 if(i==CHA) continue; /* exclude cha from this */ 4015 }
3900 if( stat < 20 + race_bonus) { 4016
4017 stats->stat (i) = stat;
4018 }
4019
4020 for (j = 0; excess_stat > 0 && j < 100; j++)
4021 { /* try 100 times to assign excess stats */
4022 int i = rndm (0, 6);
4023
4024 if (i == CHA)
4025 continue; /* exclude cha from this */
4026
4027 int stat = stats->stat (i);
4028 int race_bonus = pl->arch->stats.stat (i);
4029 if (stat < 20 + race_bonus)
4030 {
3901 change_attr_value(stats,i,1); 4031 change_attr_value (stats, i, 1);
3902 excess_stat--; 4032 excess_stat--;
3903 } 4033 }
3904 } 4034 }
3905 4035
3906 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3907 * the player ref: player.c 4037 * the player ref: player.c
3908 */ 4038 */
3909 if(change->randomitems!=NULL) 4039 if (change->randomitems)
3910 give_initial_items(pl,change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3911 4041
3912
3913 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3914 4043
3915 /* first, look for the force object banning 4044 /* first, look for the force object banning
3916 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3917 */ 4046 */
3918 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3919 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
4049 flag_change_face = 0;
3920 4050
3921 if(flag_change_face) { 4051 if (flag_change_face)
3922 pl->animation_id = GET_ANIM_ID(change); 4052 {
3923 pl->face = change->face; 4053 pl->face = change->face;
4054 pl->animation_id = change->animation_id;
4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4056 }
3924 4057
3925 if(QUERY_FLAG(change,FLAG_ANIMATE))
3926 SET_FLAG(pl,FLAG_ANIMATE);
3927 else
3928 CLEAR_FLAG(pl,FLAG_ANIMATE);
3929 }
3930
3931 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3932 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4059 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3933 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4060 if (change->name == shstr_monk)
4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3934 4062
3935 break; 4063 break;
3936 } 4064 }
3937 } 4065 }
3938} 4066}
3939 4067
3940/** 4068/**
3941 * This handles items of type 'transformer'. 4069 * This handles items of type 'transformer'.
3945 * Change information is contained in the 'slaying' field of the marked item. 4073 * Change information is contained in the 'slaying' field of the marked item.
3946 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4074 * The format is as follow: transformer:[number ]yield[;transformer:...].
3947 * This way an item can be transformed in many things, and/or many objects. 4075 * This way an item can be transformed in many things, and/or many objects.
3948 * The 'slaying' field for transformer is used as verb for the action. 4076 * The 'slaying' field for transformer is used as verb for the action.
3949 */ 4077 */
4078void
3950void apply_item_transformer( object* pl, object* transformer ) 4079apply_item_transformer (object *pl, object *transformer)
3951 { 4080{
3952 object* marked; 4081 object *marked;
3953 object* new_item; 4082 object *new_item;
3954 char* find; 4083 char *find;
3955 char* separator; 4084 char *separator;
3956 int yield; 4085 int yield;
3957 char got[ MAX_BUF ]; 4086 char got[MAX_BUF];
3958 int len; 4087 int len;
3959 4088
3960 if ( !pl || !transformer ) 4089 if (!pl || !transformer)
3961 return; 4090 return;
4091
3962 marked = find_marked_object( pl ); 4092 marked = find_marked_object (pl);
4093
3963 if ( !marked ) 4094 if (!marked)
3964 { 4095 {
3965 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4096 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3966 return; 4097 return;
3967 } 4098 }
4099
3968 if ( !marked->slaying ) 4100 if (!marked->slaying)
3969 { 4101 {
3970 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4102 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3971 return; 4103 return;
3972 } 4104 }
4105
3973 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3974 find = strstr( marked->slaying, transformer->arch->name ); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3975 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3976 { 4109 {
3977 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4110 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3978 return; 4111 return;
3979 } 4112 }
4113
3980 find += strlen( transformer->arch->name ) + 1; 4114 find += strlen (transformer->arch->archname) + 1;
3981 /* Item can be used, now find how many and what it yields */ 4115 /* Item can be used, now find how many and what it yields */
3982 if ( isdigit( *( find ) ) ) 4116 if (isdigit (*(find)))
3983 { 4117 {
3984 yield = atoi( find ); 4118 yield = atoi (find);
3985 if ( yield < 1 ) 4119 if (yield < 1)
3986 { 4120 {
3987 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4121 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3988 yield = 1; 4122 yield = 1;
3989 } 4123 }
3990 } 4124 }
3991 else 4125 else
3992 yield = 1; 4126 yield = 1;
3993 4127
3994 while ( isdigit( *find ) ) 4128 while (isdigit (*find))
3995 find++; 4129 find++;
4130
3996 while ( *find == ' ' ) 4131 while (*find == ' ')
3997 find++; 4132 find++;
4133
3998 memset( got, 0, MAX_BUF ); 4134 memset (got, 0, MAX_BUF);
4135
3999 if ( (separator = strchr( find, ';' ))!=NULL) 4136 if ((separator = strchr (find, ';')) != NULL)
4000 {
4001 len = separator - find; 4137 len = separator - find;
4002 }
4003 else 4138 else
4004 {
4005 len = strlen(find); 4139 len = strlen (find);
4006 } 4140
4007 if ( len > MAX_BUF-1) 4141 if (len > MAX_BUF - 1)
4008 len = MAX_BUF-1; 4142 len = MAX_BUF - 1;
4143
4009 strcpy( got, find ); 4144 strcpy (got, find);
4010 got[len] = '\0'; 4145 got[len] = '\0';
4011 4146
4012 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
4013 new_item = get_archetype( got ); 4148 new_item = get_archetype (got);
4014 if ( !new_item ) 4149 if (!new_item)
4015 { 4150 {
4016 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4151 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
4017 return; 4152 return;
4018 } 4153 }
4154
4019 new_item->nrof = yield; 4155 new_item->nrof = yield;
4020 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4156
4021 insert_ob_in_ob( new_item, pl ); 4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
4022 esrv_send_inventory( pl, pl ); 4158
4159 pl->insert (new_item);
4023 /* Eat up one item */ 4160 /* Eat up one item */
4024 decrease_ob_nr( marked, 1 ); 4161 marked->decrease ();
4162
4025 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
4026 if ( transformer->stats.food ) 4164 if (transformer->stats.food)
4027 if ( --transformer->stats.food == 0 ) 4165 if (--transformer->stats.food == 0)
4028 decrease_ob_nr( transformer, 1 ); 4166 transformer->decrease ();
4029 } 4167}
4168

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines