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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.14 by root, Tue Aug 29 08:01:37 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 1.14 2006/08/29 08:01:37 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
12 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
13 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
14 (at your option) any later version. 11 * (at your option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
22 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
24 21 * The authors can be reached via e-mail to <support@deliantra.net>
25 The authors can be reached via e-mail to crossfire-devel@real-time.com
26*/ 22 */
23
24#include <cmath>
27 25
28#include <global.h> 26#include <global.h>
29#include <living.h> 27#include <living.h>
30#include <spells.h> 28#include <spells.h>
31#include <skills.h> 29#include <skills.h>
32#include <tod.h> 30#include <tod.h>
33 31
34#ifndef __CEXTRACT__
35#include <sproto.h> 32#include <sproto.h>
36#endif
37 33
38/* Want this regardless of rplay. */ 34/* Want this regardless of rplay. */
39#include <sounds.h> 35#include <sounds.h>
40 36
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/** 37/**
45 * Check if op should abort moving victim because of it's race or slaying. 38 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 39 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 40 */
41int
48int should_director_abort(object *op, object *victim) 42should_director_abort (object *op, object *victim)
49{ 43{
50 int arch_flag, name_flag, race_flag; 44 int arch_flag, name_flag, race_flag;
45
51 /* Get flags to determine what of arch, name, and race should be checked. 46 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 47 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 48 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 49 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 50 * it. Examples:
56 * subtype 1: only arch 51 * subtype 1: only arch
57 * subtype 3: arch or name 52 * subtype 3: arch or name
58 * subtype 5: arch or race 53 * subtype 5: arch or race
59 * subtype 7: all three 54 * subtype 7: all three
60 */ 55 */
61 if (op->subtype) 56 if (op->subtype)
62 { 57 {
63 arch_flag = (op->subtype & 1); 58 arch_flag = op->subtype & 1;
64 name_flag = (op->subtype & 2); 59 name_flag = op->subtype & 2;
65 race_flag = (op->subtype & 4); 60 race_flag = op->subtype & 4;
66 } else { 61 }
62 else
63 {
67 arch_flag = 1; 64 arch_flag = 1;
68 name_flag = 1; 65 name_flag = 1;
69 race_flag = 1; 66 race_flag = 1;
70 } 67 }
68
71 /* If the director has race set, only affect objects with a arch, 69 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 70 * name or race that matches.
73 */ 71 */
74 if ( (op->race) && 72 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 73 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 74 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 75 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 76 return 1;
79 } 77
80 /* If the director has slaying set, only affect objects where none 78 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 79 * of arch, name, or race match.
82 */ 80 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 81 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 82 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 83 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 84 return 1;
88 } 85
89 return 0; 86 return 0;
90} 87}
91 88
92/** 89/**
93 * This handles a player dropping money on an altar to identify stuff. 90 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 91 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 92 * Return value: 1 if money was destroyed, 0 if not.
96 */ 93 */
94static int
97static int apply_id_altar (object *money, object *altar, object *pl) 95apply_id_altar (object *money, object *altar, object *pl)
98{ 96{
99 object *id, *marked; 97 dynbuf_text buf;
100 int success=0;
101 98
102 if (pl == NULL || pl->type != PLAYER) 99 if (!pl || pl->type != PLAYER)
103 return 0; 100 return 0;
104 101
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 102 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 103 * identifying' from being printed out more than it needs to be.
107 */ 104 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 105 if (!check_altar_sacrifice (altar, money) || money->type != MONEY)
109 return 0; 106 return 0;
110 107
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 108 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 109 * identified. If it doesn't, then go through the player inventory.
114 */ 110 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 111 if (object *marked = find_marked_object (pl))
116 && need_identify (marked)) 112 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 113 {
118 if (operate_altar (altar, &money)) { 114 if (operate_altar (altar, &money))
115 {
119 identify (marked); 116 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 117
121 "You have %s.", long_desc(marked, pl)); 118 buf.printf ("You have %s.\r", long_desc (marked, pl));
122 if (marked->msg) { 119 if (marked->msg)
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 120 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 121
122 return !money;
123 }
124 }
125
126 for (object *id = pl->inv; id; id = id->below)
127 {
128 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
129 {
130 if (operate_altar (altar, &money))
131 {
132 identify (id);
133
134 buf.printf ("You have %s.\r", long_desc (id, pl));
135 if (id->msg)
136 buf << "The item has a story:\r" << id->msg << "\n\n";
137
138 /* If no more money, might as well quit now */
139 if (!money || !check_altar_sacrifice (altar, money))
140 break;
125 } 141 }
126 return money == NULL; 142 else
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 143 {
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 144 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 145 break;
149 } 146 }
150 } 147 }
151 } 148 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 149
153 return money == NULL; 150 if (buf.empty ())
151 pl->failmsg ("You have nothing that needs identifying");
152 else
153 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
154
155 return !money;
154} 156}
155 157
156/** 158/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 159 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 160 * matching item.
159 **/ 161 **/
162void
160static void handle_apply_yield(object* tmp) 163handle_apply_yield (object *tmp)
161{ 164{
162 const char* yield; 165 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
163 166 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181} 167}
182 168
183/** 169/**
184 * Handles applying a potion. 170 * Handles applying a potion.
185 */ 171 */
172int
186int apply_potion (object * op, object * tmp) 173apply_potion (object *op, object *tmp)
187{ 174{
188 int got_one = 0, i; 175 int got_one = 0, i;
189 object *force = 0, *floor = 0; 176 object *force = 0, *floor = 0;
190 177
191 floor = get_map_ob (op->map, op->x, op->y); 178 floor = GET_MAP_OB (op->map, op->x, op->y);
192 179
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 180 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 181 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 182 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
198 ); 183
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 184 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 185 return 0;
201 } 186 }
202 187
203 if (op->type == PLAYER) 188 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 189 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 190 identify (tmp);
207 }
208 191
209 handle_apply_yield (tmp); 192 handle_apply_yield (tmp);
210 193
211 /* Potion of restoration - only for players */ 194 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 195 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 197 object *depl;
215 archetype *at; 198 archetype *at;
216 199
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 200 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 201 {
219 drain_stat (op); 202 op->drain_stat ();
220 fix_player (op); 203 op->update_stats ();
221 decrease_ob (tmp); 204 tmp->decrease ();
222 return 1; 205 return 1;
223 } 206 }
207
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 209 {
226 LOG (llevError, "Could not find archetype depletion\n"); 210 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 211 return 0;
228 } 212 }
213
229 depl = present_arch_in_ob (at, op); 214 depl = present_arch_in_ob (at, op);
215
230 if (depl != NULL) 216 if (depl)
231 { 217 {
232 for (i = 0; i < NUM_STATS; i++) 218 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 219 if (depl->stats.stat (i))
234 { 220 op->statusmsg (restore_msg[i]);
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 221
236 } 222 depl->destroy ();
237 remove_ob (depl); 223 op->update_stats ();
238 free_object (depl);
239 fix_player (op);
240 } 224 }
241 else 225 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 226 op->statusmsg ("Your potion had no effect.");
243 227
244 decrease_ob (tmp); 228 tmp->decrease ();
245 return 1; 229 return 1;
246 } 230 }
247 231
248 /* improvement potion - only for players */ 232 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 233 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
250 { 234 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 235 for (i = 1; i < MIN (11, op->level); i++)
253 { 236 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 237 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 238 {
256 if (op->contr->levhp[i] != 1) 239 if (op->contr->levhp[i] != 1)
257 { 240 {
258 op->contr->levhp[i] = 1; 241 op->contr->levhp[i] = 1;
259 break; 242 break;
260 } 243 }
244
261 if (op->contr->levsp[i] != 1) 245 if (op->contr->levsp[i] != 1)
262 { 246 {
263 op->contr->levsp[i] = 1; 247 op->contr->levsp[i] = 1;
264 break; 248 break;
265 } 249 }
250
266 if (op->contr->levgrace[i] != 1) 251 if (op->contr->levgrace[i] != 1)
267 { 252 {
268 op->contr->levgrace[i] = 1; 253 op->contr->levgrace[i] = 1;
269 break; 254 break;
270 } 255 }
274 if (op->contr->levhp[i] < 9) 259 if (op->contr->levhp[i] < 9)
275 { 260 {
276 op->contr->levhp[i] = 9; 261 op->contr->levhp[i] = 9;
277 break; 262 break;
278 } 263 }
264
279 if (op->contr->levsp[i] < 6) 265 if (op->contr->levsp[i] < 6)
280 { 266 {
281 op->contr->levsp[i] = 6; 267 op->contr->levsp[i] = 6;
282 break; 268 break;
283 } 269 }
270
284 if (op->contr->levgrace[i] < 3) 271 if (op->contr->levgrace[i] < 3)
285 { 272 {
286 op->contr->levgrace[i] = 3; 273 op->contr->levgrace[i] = 3;
287 break; 274 break;
288 } 275 }
289 } 276 }
290 } 277 }
278
291 /* Just makes checking easier */ 279 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 280 if (i < MIN (11, op->level))
293 got_one = 1; 281 got_one = 1;
282
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 283 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 284 {
296 if (got_one) 285 if (got_one)
297 { 286 {
298 fix_player (op); 287 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you"); 288 op->statusmsg ("The Gods smile upon you and remake you "
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image."); 289 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect."); 290 "You feel a little more perfect.", NDI_GREEN);
305 } 291 }
306 else 292 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect"); 293 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 294 }
310 else 295 else
311 { /* cursed potion */ 296 { /* cursed potion */
312 if (got_one) 297 if (got_one)
313 { 298 {
314 fix_player (op); 299 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you."); 300 op->failmsg ("The Gods are angry and punish you.");
317 } 301 }
318 else 302 else
319 new_draw_info (NDI_UNIQUE, 0, op, 303 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 "You are fortunate that you are so pathetic.");
321 } 304 }
305
322 decrease_ob (tmp); 306 tmp->decrease ();
323 return 1; 307 return 1;
324 } 308 }
325 309
326 310
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 311 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 */ 315 */
332 if (tmp->inv) 316 if (tmp->inv)
333 { 317 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 318 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 319 {
336 object *fball; 320 op->failmsg ("Yech! Your lungs are on fire!");
337 321 create_exploding_ball_at (op, op->level);
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 322 }
349 else 323 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 324 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 325
352 decrease_ob (tmp); 326 tmp->decrease ();
327
353 /* if youre dead, no point in doing this... */ 328 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 329 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 330 op->update_stats ();
331
356 return 1; 332 return 1;
357 } 333 }
358 334
359 /* Deal with protection potions */ 335 /* Deal with protection potions */
360 force = NULL; 336 force = NULL;
362 { 338 {
363 if (tmp->resist[i]) 339 if (tmp->resist[i])
364 { 340 {
365 if (!force) 341 if (!force)
366 force = get_archetype (FORCE_NAME); 342 force = get_archetype (FORCE_NAME);
343
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 344 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT; 345 force->type = POTION_EFFECT;
369 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 */
370 } 347 }
371 } 348 }
349
372 /* This is a protection potion */ 350 /* This is a protection potion */
373 if (force) 351 if (force)
374 { 352 {
375 /* cursed items last longer */ 353 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 354 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
378 force->stats.food *= 10; 356 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 357 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 358 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 359 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 360 }
361
383 force->speed_left = -1; 362 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 363 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 364 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 365 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 366 change_abil (op, force);
388 decrease_ob (tmp); 367 tmp->decrease ();
389 return 1; 368 return 1;
390 } 369 }
391 370
392 /* Only thing left are the stat potions */ 371 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 372 if (op->type == PLAYER)
394 { /* only for players */ 373 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 374 if ((QUERY_FLAG (tmp, FLAG_CURSED)
375 || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0) 376 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 377 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 378 else
399 SET_FLAG (tmp, FLAG_APPLIED); 379 SET_FLAG (tmp, FLAG_APPLIED);
380
400 if (!change_abil (op, tmp)) 381 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 382 op->statusmsg ("Nothing happened.");
402 } 383 }
403 384
404 /* CLEAR_FLAG is so that if the character has other potions 385 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his 386 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 387 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 388 * up all the stats.
408 */ 389 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 390 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 391 op->update_stats ();
411 decrease_ob (tmp); 392 tmp->decrease ();
412 return 1; 393 return 1;
413} 394}
414 395
415/**************************************************************************** 396/****************************************************************************
416 * Weapon improvement code follows 397 * Weapon improvement code follows
417 ****************************************************************************/ 398 ****************************************************************************/
418 399
419/** 400/**
420 * This returns the sum of nrof of item (arch name). 401 * This returns the sum of nrof of item (arch name).
421 */ 402 */
422static int check_item(object *op, const char *item) 403static int
404check_item (object *op, shstr_cmp item)
423{ 405{
424 int count=0; 406 int count = 0;
425 407
408 if (!item)
409 return 0;
426 410
427 if (item==NULL) return 0; 411 for (op = op->below; op; op = op->below)
428 op=op->below; 412 if (op->arch->archname == item)
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 413 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 414 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 415 count += op->number_of ();
438 } 416
439 }
440 op=op->below;
441 }
442 return count; 417 return count;
443} 418}
444 419
445/** 420/**
446 * This removes 'nrof' of what item->slaying says to remove. 421 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 422 * op is typically the player, which is only
448 * really used to determine what space to look at. 423 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 424 * Modified to only eat 'nrof' of objects.
450 */ 425 */
451static void eat_item(object *op,const char *item, uint32 nrof) 426static void
427eat_item (object *op, shstr_cmp item, uint32 nrof)
452{ 428{
453 object *prev; 429 object *prev;
454 430
455 prev = op; 431 prev = op;
456 op=op->below; 432 op = op->below;
457 433
458 while(op!=NULL) { 434 while (op)
459 if (strcmp(op->arch->name,item)==0) { 435 {
436 if (op->arch->archname == item)
437 {
460 if (op->nrof >= nrof) { 438 if (op->nrof >= nrof)
439 {
461 decrease_ob_nr(op,nrof); 440 op->decrease (nrof);
462 return; 441 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 442 }
443 else
444 {
445 op->decrease (nrof);
446 nrof -= op->nrof;
447 }
448
467 op=prev; 449 op = prev;
468 } 450 }
451
469 prev = op; 452 prev = op;
470 op=op->below; 453 op = op->below;
471 } 454 }
472} 455}
473 456
474/** 457/**
475 * 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
476 * with improvs improvements (typically last_eat). We take an int here 459 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the 460 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable. 461 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon. 462 * we return 1 (true) if the player can use the weapon.
480 */ 463 */
464static int
481static int check_weapon_power(const object *who, int improvs) 465check_weapon_power (const object *who, int improvs)
482{ 466{
483/* 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
484 * 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
485 * 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.
486 */ 470 */
487#if 1 471#if 1
488 if (((who->level/5)+5) >= improvs) return 1; 472 if (((who->level / 5) + 5) >= improvs)
473 return 1;
474 else
489 else return 0; 475 return 0;
490 476
491#else 477#else
492 int level=0; 478 int level = 0;
493 479
494 /* The skill system hands out wc and dam bonuses to fighters 480 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus 481 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons. 482 * we need to curtail the power of player enchanted weapons.
497 * 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.
498 * 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
499 * using normal level - it is just a matter of play balance. 485 * using normal level - it is just a matter of play balance.
500 */ 486 */
501 if(who->type==PLAYER) { 487 if (who->type == PLAYER)
488 {
502 object *wc_obj=NULL; 489 object *wc_obj = NULL;
503 490
504 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)
505 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)
506 level = wc_obj->level; 493 level = wc_obj->level;
507 494
508 if (!level ) { 495 if (!level)
496 {
509 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);
510 level = who->level; 498 level = who->level;
511 } 499 }
512 } 500 }
513 else 501 else
514 level=who->level; 502 level = who->level;
515 503
516 return (improvs <= ((level/5)+5)); 504 return (improvs <= ((level / 5) + 5));
517#endif 505#endif
518} 506}
519 507
520/** 508/**
521 * 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.
522 * 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.
523 */ 511 */
512static int
524static int check_sacrifice(object *op, const object *improver) 513check_sacrifice (object *op, const object *improver)
525{ 514{
526 int count=0; 515 int count = 0;
527 516
528 if (improver->slaying!=NULL) { 517 if (improver->slaying)
518 {
529 count = check_item(op,improver->slaying); 519 count = check_item (op, improver->slaying);
530 if (count<1) { 520 if (count < 1)
531 char buf[200]; 521 {
532 sprintf(buf,"The gods want more %ss",improver->slaying); 522 op->failmsg (format ("The gods want more %ss", &improver->slaying));
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 523 return 0;
535 } 524 }
536 } 525 }
537 else 526 else
538 count=1; 527 count = 1;
539 528
540 return count; 529 return count;
541} 530}
542 531
543/** 532/**
544 * Actually improves the weapon, and tells user. 533 * Actually improves the weapon, and tells user.
545 */ 534 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 535static int
547 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)
548{ 537{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 538 stat += sacrifice_count;
552 weapon->last_eat++; 539 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 540 improver->decrease ();
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556 541
557 /* So it updates the players stats and the window */ 542 /* So it updates the players stats and the window */
558 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
559 return 1; 551 return 1;
560} 552}
561 553
562/* Types of improvements, hidden in the sp field. */ 554/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 555#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 556#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 557#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 558#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 559#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 560#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 561#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 562#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 563#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 564#define IMPROVE_INT 10
573#define IMPROVE_POW 11 565#define IMPROVE_POW 11
574
575 566
576/** 567/**
577 * This does the prepare weapon scroll. 568 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 569 * Checks for sacrifice, and so on.
579 */ 570 */
580 571int
581int prepare_weapon(object *op, object *improver, object *weapon) 572prepare_weapon (object *op, object *improver, object *weapon)
582{ 573{
583 int sacrifice_count,i; 574 int sacrifice_count, i;
584 char buf[MAX_BUF]; 575 char buf[MAX_BUF];
585 576
586 if (weapon->level!=0) { 577 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 578 {
579 op->failmsg ("Weapon is already prepared!");
588 return 0; 580 return 0;
589 } 581 }
582
590 for (i=0; i<NROFATTACKS; i++) 583 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 584 if (weapon->resist[i])
585 break;
592 586
593 /* If we break out, i will be less than nrofattacks, preventing 587 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 588 * improvement of items that already have protections.
595 */ 589 */
596 if (i<NROFATTACKS || 590 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 591 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 592 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 593 weapon->stats.ac) /* AC - only taifu's I think */
601 { 594 {
602 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.>");
603 return 0; 598 return 0;
604 } 599 }
600
605 sacrifice_count=check_sacrifice(op,improver); 601 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 602 if (sacrifice_count <= 0)
607 return 0; 603 return 0;
604
608 weapon->level=isqrt(sacrifice_count); 605 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 606 eat_item (op, improver->slaying, sacrifice_count);
611 607
612 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.",
613 weapon->name,weapon->level); 611 &weapon->name, weapon->level
612 ));
614 613
615 sprintf(buf,"%s's %s",op->name,weapon->name); 614 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 FREE_AND_COPY(weapon->name, buf); 615 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 616 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 617 slot at once! */
620 decrease_ob(improver); 618 improver->decrease ();
621 weapon->last_eat=0; 619 weapon->last_eat = 0;
622 return 1; 620 return 1;
623} 621}
624
625 622
626/** 623/**
627 * 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.
628 * This is the new improve weapon code. 625 * This is the new improve weapon code.
629 * 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.
632 * 629 *
633 * 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
634 * 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 ??
635 * level == max improve last_eat == current improve 632 * level == max improve last_eat == current improve
636 */ 633 */
634int
637int improve_weapon(object *op,object *improver,object *weapon) 635improve_weapon (object *op, object *improver, object *weapon)
638{ 636{
639 int sacrifice_count, sacrifice_needed=0; 637 int sacrifice_count, sacrifice_needed = 0;
640 638
641 if(improver->stats.sp==IMPROVE_PREPARE) { 639 if (improver->stats.sp == IMPROVE_PREPARE)
642 return prepare_weapon(op, improver, weapon); 640 return prepare_weapon (op, improver, weapon);
643 } 641
644 if (weapon->level==0) { 642 if (weapon->level == 0)
645 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.>");
646 return 0; 645 return 0;
647 } 646 }
647
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 648 if (weapon->level == weapon->last_eat && weapon->item_power >= 100)
649 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 649 {
650 return 0; 650 op->failmsg ("This weapon cannot be improved any more.");
651 }
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) &&
653 !check_weapon_power(op, weapon->last_eat+1)) {
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too");
655 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you");
656 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it.");
657 return 0; 651 return 0;
658 } 652 }
653
654 if (QUERY_FLAG (weapon, FLAG_APPLIED) && !check_weapon_power (op, weapon->last_eat + 1))
655 {
656 op->failmsg ("Improving the weapon will make it too "
657 "powerful for you to use. Unready it if you "
658 "really want to improve it.");
659 return 0;
660 }
661
659 /* 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
660 * 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,
661 * 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
662 * weapon can be improved. 665 * weapon can be improved.
663 */ 666 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 667 if (improver->stats.sp == IMPROVE_DAMAGE)
668 {
665 weapon->stats.dam += 5; 669 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 670 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "Damage has been increased by 5 to %d", weapon->stats.dam); 671 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
669 weapon->last_eat++; 672 weapon->last_eat++;
670 673
671 weapon->item_power++; 674 weapon->item_power++;
672 decrease_ob(improver); 675 improver->decrease ();
673 return 1; 676 return 1;
674 } 677 }
678
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 679 if (improver->stats.sp == IMPROVE_WEIGHT)
680 {
676 /* Reduce weight by 20% */ 681 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 682 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 683 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 684 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 685
681 (float)weapon->weight/1000.0); 686 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
682 weapon->last_eat++; 687 weapon->last_eat++;
683 weapon->item_power++; 688 weapon->item_power++;
684 decrease_ob(improver); 689 improver->decrease ();
685 return 1; 690 return 1;
686 } 691 }
692
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 693 if (improver->stats.sp == IMPROVE_ENCHANT)
694 {
688 weapon->magic++; 695 weapon->magic++;
689 weapon->last_eat++; 696 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 697 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
691 ,"Weapon magic increased to %d",weapon->magic); 698 improver->decrease ();
692 decrease_ob(improver);
693 weapon->item_power++; 699 weapon->item_power++;
694 return 1; 700 return 1;
695 } 701 }
696 702
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 703 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 704 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 705
701 if (sacrifice_needed<1) 706 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 707 sacrifice_needed = 1;
703 sacrifice_needed *=2; 708 sacrifice_needed *= 2;
704 709
705 sacrifice_count = check_sacrifice(op,improver); 710 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 711 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 712 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 713 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
709 return 0; 714 return 0;
710 } 715 }
716
711 eat_item(op,improver->slaying, sacrifice_needed); 717 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 718 weapon->item_power++;
713 719
714 switch (improver->stats.sp) { 720 switch (improver->stats.sp)
715 case IMPROVE_STR: 721 {
716 return improve_weapon_stat(op,improver,weapon, 722 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
717 (signed char *) &(weapon->stats.Str), 723 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
718 1, "strength"); 724 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
719 case IMPROVE_DEX: 725 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
720 return improve_weapon_stat(op,improver,weapon, 726 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
721 (signed char *) &(weapon->stats.Dex), 727 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
722 1, "dexterity"); 728 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 729 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 730 op->failmsg ("Unknown improvement type.");
745 } 731 }
732
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 733 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 734 return 0;
748} 735}
749 736
750/** 737/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 738 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * 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, ...),
753 * then calls improve_weapon to do the dirty work. 740 * then calls improve_weapon to do the dirty work.
754 */ 741 */
742int
755int check_improve_weapon (object *op, object *tmp) 743check_improve_weapon (object *op, object *tmp)
756{ 744{
757 object *otmp; 745 object *otmp;
758 746
759 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!");
760 return 0; 753 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 754 }
755
765 otmp=find_marked_object(op); 756 otmp = find_marked_object (op);
757
766 if(!otmp) { 758 if (!otmp)
767 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.>");
768 return 0; 761 return 0;
769 } 762 }
763
770 if (otmp->type != WEAPON && otmp->type != BOW) { 764 if (otmp->type != WEAPON && otmp->type != BOW)
771 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!");
772 return 0; 767 return 0;
773 } 768 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 769
770 op->statusmsg ("Applied weapon builder.");
771
775 improve_weapon(op,tmp,otmp); 772 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 773 esrv_send_item (op, otmp);
777 return 1; 774 return 1;
778} 775}
779 776
780/** 777/**
781 * This code deals with the armour improvment scrolls. 778 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 779 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 794 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 795 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 796 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 797 * changing of physical area right now.
801 */ 798 */
799int
802int improve_armour(object *op, object *improver, object *armour) 800improve_armour (object *op, object *improver, object *armour)
803{ 801{
804 object *tmp; 802 object *tmp;
805 803
806 if (armour->magic >= settings.armor_max_enchant) { 804 if (armour->magic >= settings.armor_max_enchant)
807 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 805 {
806 op->failmsg ("This armour can not be enchanted any further!");
808 return 0; 807 return 0;
809 } 808 }
809
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 813 * of gnarg and what not?)
814 */ 814 */
815 if (armour->title) { 815 if (armour->title)
816 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 816 {
817 op->failmsg ("This armour will not accept further enchantment.");
817 return 0; 818 return 0;
818 } 819 }
819 820
820 /* Split objects if needed. Can't insert tmp until the 821 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 822 * end of this function - otherwise it will just re-merge.
822 */ 823 */
823 if(armour->nrof > 1) 824 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else
826 tmp = NULL;
827 825
828 armour->magic++; 826 armour->magic++;
829 827
830 if ( !settings.armor_speed_linear ) 828 if (!settings.armor_speed_linear)
831 { 829 {
832 int base = 100; 830 int base = 100;
833 int pow = 0; 831 int pow = 0;
832
834 while ( pow < armour->magic ) 833 while (pow < armour->magic)
835 { 834 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 835 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 836 pow++;
838 } 837 }
839 838
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 839 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
841 } 840 }
842 else 841 else
843 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;
844 843
845 if ( !settings.armor_weight_linear ) 844 if (!settings.armor_weight_linear)
846 { 845 {
847 int base = 100; 846 int base = 100;
848 int pow = 0; 847 int pow = 0;
848
849 while ( pow < armour->magic ) 849 while (pow < armour->magic)
850 { 850 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 851 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 852 pow++;
853 } 853 }
854 854
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 855 armour->weight = (armour->arch->weight * base) / 100;
856 } 856 }
857 else 857 else
858 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;
859 859
860 if ( armour->weight <= 0 ) 860 if (armour->weight <= 0)
861 { 861 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 862 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 863 armour->weight = 1;
864 } 864 }
865 865
866 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);
867 867
868 if (op->type == PLAYER) { 868 if (op->type == PLAYER)
869 {
869 esrv_send_item(op, armour); 870 esrv_send_item (op, armour);
871
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 872 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 873 op->update_stats ();
872 } 874 }
873 decrease_ob(improver); 875
876 improver->decrease ();
877
874 if (tmp) { 878 if (tmp)
875 insert_ob_in_ob(tmp, op); 879 op->insert (tmp);
876 esrv_send_item(op, tmp); 880
877 }
878 return 1; 881 return 1;
879} 882}
880
881 883
882/* 884/*
883 * 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
884 * what the converter wants, -1 if the converter is broken. 886 * what the converter wants, -1 if the converter is broken.
885 */ 887 *
886#define CONV_FROM(xyz) xyz->slaying
887#define CONV_TO(xyz) xyz->other_arch
888#define CONV_NR(xyz) xyz->stats.sp
889#define CONV_NEED(xyz) xyz->stats.food
890
891/* Takes one items and makes another. 888 * Takes one type of items and makes another.
892 * converter is the object that is doing the conversion. 889 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 891 * what the converter wants, this will not do anything.
895 */ 892 */
893static int
896int convert_item(object *item, object *converter) { 894convert_item (object *item, object *converter)
897 int nr=0; 895{
898 object *tmp; 896 sint64 nr, price_in;
899 int is_in_shop;
900 uint32 price_in;
901 897
902 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 898 if (item->flag [FLAG_UNPAID])
903 tmp != NULL;
904 tmp = tmp->above) {
905 if(tmp->type == SHOP_FLOOR)
906 break;
907 }
908 is_in_shop = (tmp != NULL);
909
910 /* We make some assumptions - we assume if it takes money as it type,
911 * it wants some amount. We don't make change (ie, if something costs
912 * 3 gp and player drops a platinum, tough luck)
913 */
914 if (!strcmp(CONV_FROM(converter),"money")) {
915 int cost;
916
917 if(item->type!=MONEY)
918 return 0;
919
920 nr=(item->nrof*item->value)/CONV_NEED(converter);
921 if (!nr) return 0;
922 cost=nr*CONV_NEED(converter)/item->value;
923 /* take into account rounding errors */
924 if (nr*CONV_NEED(converter)%item->value) cost++;
925 decrease_ob_nr(item, cost);
926
927 price_in = cost*item->value;
928 }
929 else {
930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
932 return 0;
933
934 if(CONV_NEED(converter)) {
935 nr=item->nrof/CONV_NEED(converter);
936 decrease_ob_nr(item,nr*CONV_NEED(converter));
937 price_in = nr*CONV_NEED(converter)*item->value;
938 } else {
939 price_in = item->value;
940 remove_ob(item);
941 free_object(item);
942 }
943 }
944
945 if (converter->inv != NULL) {
946 object *ob;
947 int i;
948 object *ob_to_copy;
949
950 /* select random object from inventory to copy */
951 ob_to_copy = converter->inv;
952 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
953 if (rndm(0, i) == 0) {
954 ob_to_copy = ob;
955 }
956 }
957 item = object_create_clone(ob_to_copy);
958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
959 unflag_inv(item, FLAG_IS_A_TEMPLATE);
960 } else {
961 if (converter->other_arch == NULL) {
962 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);
963 return -1;
964 }
965
966 item = object_create_arch(converter->other_arch);
967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
968 }
969
970 if(CONV_NR(converter))
971 item->nrof=CONV_NR(converter);
972 if(nr)
973 item->nrof*=nr;
974 if(is_in_shop)
975 SET_FLAG(item,FLAG_UNPAID);
976 else if(price_in < item->nrof*item->value) {
977 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
978 converter->name, converter->map->path, converter->x, converter->y, price_in,
979 item->nrof*item->value, item->name);
980 /**
981 * elmex: we are going to let the game continue, as the mapcreator
982 * propably had something in mind when doing this
983 */
984 }
985 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
986 return 1; 899 return 0;
987}
988 900
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
989/** 1014/**
990 * Handle apply on containers. 1015 * Handle apply on containers.
991 * By Eneq(@csd.uu.se). 1016 * By Eneq(@csd.uu.se).
992 * 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]
993 * added the alchemical cauldron to the code -b.t. 1018 * added the alchemical cauldron to the code -b.t.
994 */ 1019 */
995 1020int
996int apply_container (object *op, object *sack) 1021apply_container (object *op, object *sack)
997{ 1022{
998 char buf[MAX_BUF]; 1023 if (op->type != PLAYER || !op->contr->ns)
999 object *tmp;
1000
1001 if(op->type!=PLAYER)
1002 return 0; /* This might change */ 1024 return 0; /* This might change */
1003 1025
1004 if (sack==NULL || sack->type != CONTAINER) { 1026 if (!sack || sack->type != CONTAINER)
1027 {
1005 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]");
1006 return 0; 1029 return 0;
1007 } 1030 }
1008 op->contr->last_used = NULL; 1031
1009 op->contr->last_used_id = 0; 1032 op->contr->last_used = 0;
1010 1033
1011 if (sack->env!=op) { 1034 if (sack->env && sack->env != op)
1012 if (sack->other_arch == NULL || sack->env != NULL) {
1013 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1014 return 1;
1015 }
1016 /* It's on the ground, the problems begin */
1017 if (op->container != sack) {
1018 /* it's closed OR some player has opened it */
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1021 tmp && tmp->container != sack; tmp=tmp->above);
1022 if (tmp) {
1023 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op,
1025 "%s is already occupied.", query_name(sack));
1026 return 1;
1027 }
1028 }
1029 }
1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1031 if (op->container == NULL) {
1032 tmp = arch_to_object (sack->other_arch);
1033 /* not good, but insert_ob_in_ob() is too smart */
1034 CLEAR_FLAG (tmp, FLAG_REMOVED);
1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1036 tmp->map = NULL;
1037 tmp->env = sack;
1038 if (sack->inv)
1039 sack->inv->above = tmp;
1040 tmp->below = sack->inv;
1041 tmp->above = NULL;
1042 sack->inv = tmp;
1043 sack->move_off = MOVE_ALL; /* trying force closing it */
1044 } else {
1045 sack->move_off = 0;
1046 tmp = sack->inv;
1047 if (tmp && tmp->type == CLOSE_CON) {
1048 remove_ob(tmp);
1049 free_object (tmp);
1050 }
1051 }
1052 }
1053 } 1035 {
1054 1036 op->failmsg ("You must put it onto the floor or into your inventory first.");
1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1056 if (op->container) {
1057 if (op->container != sack) {
1058 tmp = op->container;
1059 apply_container (op, tmp);
1060 sprintf (buf, "You close %s and open ", query_name(tmp));
1061 op->container = sack;
1062 strcat (buf, query_name(sack));
1063 strcat (buf, ".");
1064 } else {
1065 CLEAR_FLAG (sack, FLAG_APPLIED);
1066 op->container = NULL;
1067 sprintf (buf, "You close %s.", query_name(sack));
1068 }
1069 } else {
1070 CLEAR_FLAG (sack, FLAG_APPLIED);
1071 sprintf (buf, "You open %s.", query_name(sack));
1072 SET_FLAG (sack, FLAG_APPLIED);
1073 op->container = sack;
1074 }
1075 } else { /* not applied */
1076 if (sack->slaying) { /* it's locked */
1077 tmp = find_key(op, op, sack);
1078 if (tmp) {
1079 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1080 SET_FLAG (sack, FLAG_APPLIED);
1081 if (sack->env == NULL) { /* if it's on ground,open it also */
1082 new_draw_info (NDI_UNIQUE,0,op, buf);
1083 apply_container (op, sack);
1084 return 1;
1085 }
1086 } else {
1087 sprintf (buf, "You don't have the key to unlock %s.",
1088 query_name(sack));
1089 }
1090 } else {
1091 sprintf (buf, "You readied %s.", query_name(sack));
1092 SET_FLAG (sack, FLAG_APPLIED);
1093 if (sack->env == NULL) { /* if it's on ground,open it also */
1094 new_draw_info (NDI_UNIQUE, 0, op, buf);
1095 apply_container (op, sack);
1096 return 1;
1097 }
1098 }
1099 }
1100 new_draw_info (NDI_UNIQUE, 0, op, buf);
1101 if (op->contr) op->contr->socket.update_look=1;
1102 return 1; 1037 return 1;
1103} 1038 }
1104 1039
1105/** 1040 // already applied == open on ground, or open in inv, or active in inv
1106 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1041 if (sack->flag [FLAG_APPLIED])
1107 * the player has in their inventory, eg, sacks, luggages, etc.
1108 *
1109 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1110 * This version is for client/server mode.
1111 * op is the player, sack is the container the player is opening or closing.
1112 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1113 *
1114 * Reminder - there are three states for any container - closed (non applied),
1115 * applied (not open, but objects that match get tossed into it), and open
1116 * (applied flag set, and op->container points to the open container)
1117 */
1118
1119int esrv_apply_container (object *op, object *sack)
1120{
1121 object *tmp=op->container;
1122 if(op->type!=PLAYER)
1123 return 0; /* This might change */
1124
1125 if (sack==NULL || sack->type != CONTAINER) {
1126 LOG (llevError,
1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1128 return 0;
1129 } 1042 {
1130 1043 if (op->container == sack)
1131 /* If we have a currently open container, then it needs to be closed in all cases
1132 * if we are opening this one up. We then fall through if appropriate for
1133 * openening the new container.
1134 */
1135
1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1137 if (op->container->env != op) { /* if container is on the ground */
1138 op->container->move_off = 0;
1139 } 1044 {
1140 1045 // open on ground or inv, so close
1141 if (INVOKE_OBJECT (CLOSE, op)) 1046 op->close_container ();
1142 return 1; 1047 return 1;
1143
1144 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1145 query_name(op->container));
1146 CLEAR_FLAG(op->container, FLAG_APPLIED);
1147 op->container=NULL;
1148 esrv_update_item (UPD_FLAGS, op, tmp);
1149 if (tmp == sack) return 1;
1150 }
1151
1152
1153 /* If the player is trying to open it (which he must be doing if we got here),
1154 * and it is locked, check to see if player has the equipment to open it.
1155 */
1156
1157 if (sack->slaying) { /* it's locked */
1158 tmp=find_key(op, op, sack);
1159 if (tmp) {
1160 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1161 } else {
1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1163 query_name(sack));
1164 return 0;
1165 } 1048 }
1166 }
1167
1168 /* By the time we get here, we have made sure any other container has been closed and
1169 * if this is a locked container, the player they key to open it.
1170 */
1171
1172 /* There are really two cases - the sack is either on the ground, or the sack is
1173 * part of the players inventory. If on the ground, we assume that the player is
1174 * opening it, since if it was being closed, that would have been taken care of above.
1175 */
1176
1177
1178 if (sack->env != op) {
1179 /* Hypothetical case - the player is trying to open a sack that belong to someone
1180 * else. This normally should not happen, but a misbehaving client/player could
1181 * try to do it, so lets handle it gracefully.
1182 */
1183 if (sack->env) { 1049 else if (!sack->env)
1184 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1050 {
1185 query_name(sack)); 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)));
1186 return 0; 1053 return 1;
1187 } 1054 }
1188 /* set these so when the player walks off, we can unapply the sack */
1189 sack->move_off = MOVE_ALL; /* trying force closing it */
1190 1055
1191 CLEAR_FLAG (sack, FLAG_APPLIED); 1056 // fall through to opening it (active in inv)
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1057 }
1193 SET_FLAG (sack, FLAG_APPLIED); 1058 else if (sack->env)
1194 op->container = sack; 1059 {
1060 // it is in our env, so activate it, do not open yet
1061 op->close_container ();
1062 sack->flag [FLAG_APPLIED] = 1;
1195 esrv_update_item (UPD_FLAGS, op, sack); 1063 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack); 1064 op->statusmsg (format ("You ready %s.", query_name (sack)));
1197
1198 } else { /* sack is in players inventory */
1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1200 CLEAR_FLAG (sack, FLAG_APPLIED);
1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1202 SET_FLAG (sack, FLAG_APPLIED);
1203 op->container = sack;
1204 esrv_update_item (UPD_FLAGS, op, sack);
1205 esrv_send_inventory (op, sack);
1206 }
1207 else {
1208 CLEAR_FLAG (sack, FLAG_APPLIED);
1209 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1210 SET_FLAG (sack, FLAG_APPLIED);
1211 esrv_update_item (UPD_FLAGS, op, sack);
1212 }
1213 }
1214 return 1; 1065 return 1;
1215} 1066 }
1216 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}
1217 1084
1218/** 1085/**
1219 * Handles dropping things on altar. 1086 * Handles dropping things on altar.
1220 * Returns true if sacrifice was accepted. 1087 * Returns true if sacrifice was accepted.
1221 */ 1088 */
1089static int
1222static int apply_altar (object *altar, object *sacrifice, object *originator) 1090apply_altar (object *altar, object *sacrifice, object *originator)
1223{ 1091{
1224 /* Only players can make sacrifices on spell casting altars. */ 1092 /* Only players can make sacrifices on spell casting altars. */
1225 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1093 if (altar->inv && (!originator || originator->type != PLAYER))
1226 return 0; 1094 return 0;
1227 1095
1228 if (operate_altar (altar, &sacrifice)) { 1096 if (operate_altar (altar, &sacrifice))
1097 {
1229 /* Simple check. Unfortunately, it means you can't cast magic bullet 1098 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230 * 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
1231 * is up to map designers to use them properly. 1100 * is up to map designers to use them properly.
1232 */ 1101 */
1233 if (altar->inv && altar->inv->type==SPELL) { 1102 if (altar->inv && altar->inv->type == SPELL)
1234 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1103 {
1235 altar->inv->name); 1104 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1236 cast_spell (originator, altar, 0, altar->inv, NULL); 1105 cast_spell (originator, altar, 0, altar->inv, NULL);
1237 /* If it is connected, push the button. Fixes some problems with 1106 /* If it is connected, push the button. Fixes some problems with
1238 * old maps. 1107 * old maps.
1239 */ 1108 */
1109
1240/* push_button (altar);*/ 1110/* push_button (altar);*/
1111 }
1241 } else { 1112 else
1113 {
1242 altar->value = 1; /* works only once */ 1114 altar->value = 1; /* works only once */
1243 push_button (altar); 1115 push_button (altar, originator);
1244 } 1116 }
1117
1245 return sacrifice == NULL; 1118 return !sacrifice;
1246 } else { 1119 }
1120 else
1247 return 0; 1121 return 0;
1248 }
1249} 1122}
1250
1251 1123
1252/** 1124/**
1253 * Handles 'movement' of shop mats. 1125 * Handles 'movement' of shop mats.
1254 * Returns 1 if 'op' was destroyed, 0 if not. 1126 * Returns 1 if 'op' was destroyed, 0 if not.
1255 * Largely re-written to not use nearly as many gotos, plus 1127 * Largely re-written to not use nearly as many gotos, plus
1256 * some of this code just looked plain out of date. 1128 * some of this code just looked plain out of date.
1257 * MSW 2001-08-29 1129 * MSW 2001-08-29
1258 */ 1130 */
1131int
1259int apply_shop_mat (object *shop_mat, object *op) 1132apply_shop_mat (object *shop_mat, object *op)
1260{ 1133{
1261 int rv = 0; 1134 int rv = 0;
1262 double opinion; 1135 double opinion;
1263 object *tmp, *next; 1136 object *tmp, *next;
1264 1137
1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1138 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1266 1139
1267 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 {
1268 /* Remove all the unpaid objects that may be carried here. 1153 /* Remove all the unpaid objects that may be carried here.
1269 * This could be pets or monsters that are somehow in 1154 * This could be pets or monsters that are somehow in
1270 * the shop. 1155 * the shop.
1271 */ 1156 */
1272 for (tmp=op->inv; tmp; tmp=next) { 1157 for (tmp = op->inv; tmp; tmp = next)
1158 {
1273 next = tmp->below; 1159 next = tmp->below;
1160
1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1161 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1162 {
1275 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);
1276 1164
1165 if (i >= 0)
1277 remove_ob(tmp); 1166 tmp->move (i);
1278 if (i==-1) i=0;
1279 tmp->map = op->map;
1280 tmp->x = op->x + freearr_x[i];
1281 tmp->y = op->y + freearr_y[i];
1282 insert_ob_in_map(tmp, op->map, op, 0);
1283 } 1167 }
1284 } 1168 }
1285 1169
1286 /* Don't teleport things like spell effects */ 1170 /* Don't teleport things like spell effects */
1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1171 if (QUERY_FLAG (op, FLAG_NO_PICK))
1172 return 0;
1288 1173
1289 /* unpaid objects, or non living objects, can't transfer by 1174 /* unpaid objects, or non living objects, can't transfer by
1290 * shop mats. Instead, put it on a nearby space. 1175 * shop mats. Instead, put it on a nearby space.
1291 */ 1176 */
1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1177 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1293 1178 {
1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1179 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1295 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1180 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1181
1296 if (i != -1) { 1182 if (i != -1)
1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, 1183 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1298 shop_mat); 1184
1299 }
1300 return 0; 1185 return 0;
1301 } 1186 }
1187
1302 /* Removed code that checked for multipart objects - it appears that 1188 /* Removed code that checked for multipart objects - it appears that
1303 * the teleport function should be able to handle this just fine. 1189 * the teleport function should be able to handle this just fine.
1304 */ 1190 */
1305 rv = teleport (shop_mat, SHOP_MAT, op); 1191 rv = teleport (shop_mat, SHOP_MAT, op);
1192 }
1193 else if (can_pay (op) && get_payment (op))
1306 } 1194 {
1307 /* immediate block below is only used for players */ 1195 /* this is only used for players */
1308 else if (can_pay(op)) {
1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op); 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
1311 if (shop_mat->msg) { 1205 if (shop_mat->msg)
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg); 1206 op->statusmsg (shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1207 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is 1208 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1209 * actually the shop floor.
1317 */ 1210 */
1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL 1211 else if (!rv && !is_in_shop (op))
1319 && tmp->type != SHOP_FLOOR) { 1212 {
1320 opinion = shopkeeper_approval(op->map, op); 1213 opinion = shopkeeper_approval (op->map, op);
1321 if ( opinion > 0.9) 1214
1322 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave."); 1215 op->statusmsg (
1323 else if ( opinion > 0.75) 1216 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1217 : opinion >= 0.75 ? "The shopkeeper waves to you."
1325 else if ( opinion > 0.5) 1218 : opinion >= 0.50 ? "The shopkeeper ignores you."
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you."); 1219 : "The shopkeeper glares at you with contempt."
1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 } 1220 );
1221 }
1222 }
1223 else
1330 } 1224 {
1331 else {
1332 /* if we get here, a player tried to leave a shop but was not able 1225 /* if we get here, a player tried to leave a shop but was not able
1333 * to afford the items he has. We try to move the player so that 1226 * to afford the items he has. We try to move the player so that
1334 * they are not on the mat anymore 1227 * they are not on the mat anymore
1335 */ 1228 */
1336
1337 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
1338 if(i == -1) { 1231 if (i == -1)
1339 LOG (llevError, "Internal shop-mat problem.\n"); 1232 LOG (llevError, "Internal shop-mat problem.\n");
1340 } else { 1233 else
1234 {
1341 remove_ob (op); 1235 op->remove ();
1342 op->x += freearr_x[i]; 1236 op->x += freearr_x[i];
1343 op->y += freearr_y[i]; 1237 op->y += freearr_y[i];
1344 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;
1345 } 1239 }
1346 } 1240 }
1241
1347 CLEAR_FLAG (op, FLAG_NO_APPLY); 1242 CLEAR_FLAG (op, FLAG_NO_APPLY);
1348 return rv; 1243 return rv;
1349} 1244}
1350 1245
1351/** 1246/**
1352 * Handles applying a sign. 1247 * Handles applying a sign.
1353 */ 1248 */
1249static void
1354static void apply_sign (object *op, object *sign, int autoapply) 1250apply_sign (object *op, object *sign, int autoapply)
1355{ 1251{
1356 readable_message_type* msgType; 1252 if (!op->is_player())
1357 char newbuf[HUGE_BUF]; 1253 return;
1358 if (sign->msg == NULL) { 1254
1359 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1255 if (sign->has_dialogue ())
1256 {
1257 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1360 return; 1258 return;
1259 }
1260
1261 if (!sign->msg)
1361 } 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 }
1362 1269
1363 if (sign->stats.food) { 1270 if (sign->stats.food)
1271 {
1364 if (sign->last_eat >= sign->stats.food) { 1272 if (sign->last_eat >= sign->stats.food)
1273 {
1365 if (!sign->move_on) 1274 if (!sign->move_on)
1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1275 op->failmsg ("You cannot read it anymore.");
1276
1367 return; 1277 return;
1368 } 1278 }
1369 1279
1370 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1280 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1371 sign->last_eat++; 1281 sign->last_eat++;
1372 } 1282 }
1373 1283
1374 /* 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?
1375 * 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
1376 * 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
1377 * to us). 1287 * to us).
1378 */ 1288 */
1379 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)
1380 new_draw_info (NDI_UNIQUE, 0, op, 1290 {
1381 "You are unable to read while blind."); 1291 op->failmsg ("You are unable to read while blind!");
1382 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));
1383 } 1304 }
1384 msgType=get_readable_message_type(sign);
1385 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1386 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1387} 1305}
1388 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}
1389 1338
1390/** 1339/**
1391 * 'victim' moves onto 'trap' 1340 * 'victim' moves onto 'trap'
1392 * 'victim' leaves 'trap' 1341 * 'victim' leaves 'trap'
1393 * 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.
1394 * 1343 *
1395 * originator: Player, monster or other object that caused 'victim' to move 1344 * originator: Player, monster or other object that caused 'victim' to move
1396 * 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.
1397 * However, some types of traps require an originator to function. 1346 * However, some types of traps require an originator to function.
1398 */ 1347 */
1348void
1399void move_apply (object *trap, object *victim, object *originator) 1349move_apply (object *trap, object *victim, object *originator)
1400{ 1350{
1401 static int recursion_depth = 0; 1351 static int recursion_depth = 0;
1402 1352
1403 /* Only exits affect DMs. */ 1353 /* Only exits affect DMs. */
1404 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)
1405 return; 1355 return;
1406 1356
1407 /* move_apply() is the most likely candidate for causing unwanted and 1357 /* move_apply() is the most likely candidate for causing unwanted and
1408 * possibly unlimited recursion. 1358 * possibly unlimited recursion.
1409 */ 1359 */
1411 * maps to fail. 1) it's not an error to recurse: 1361 * maps to fail. 1) it's not an error to recurse:
1412 * rune detonates, summoning monster. monster lands on nearby rune. 1362 * rune detonates, summoning monster. monster lands on nearby rune.
1413 * nearby rune detonates. This sort of recursion is expected and 1363 * nearby rune detonates. This sort of recursion is expected and
1414 * proper. This code was causing needless crashes. 1364 * proper. This code was causing needless crashes.
1415 */ 1365 */
1416 if (recursion_depth >= 500) { 1366 if (recursion_depth >= 500)
1367 {
1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1368 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418 "[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);
1419 trap->arch->name, trap->name, victim->arch->name, victim->name);
1420 return; 1370 return;
1421 } 1371 }
1372
1422 recursion_depth++; 1373 recursion_depth++;
1423 if (trap->head) trap=trap->head; 1374 if (trap->head)
1375 trap = trap->head;
1424 1376
1425 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1377 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
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 }
1426 goto leave; 1401 goto leave;
1427 1402
1428 switch (trap->type) { 1403 case SPINNER:
1429 case PLAYERMOVER: 1404 if (victim->direction)
1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1405 {
1431 !should_director_abort(trap, victim)) { 1406 victim->direction = absdir (victim->direction - trap->stats.sp);
1432 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1407 update_turn_face (victim);
1408 }
1409 goto leave;
1433 1410
1434 /* Is this correct? From the docs, it doesn't look like it 1411 case DIRECTOR:
1435 * should be divided by trap->speed 1412 if (victim->direction && !should_director_abort (trap, victim))
1413 {
1414 victim->direction = trap->stats.sp;
1415 update_turn_face (victim);
1416 }
1417 goto leave;
1418
1419 case BUTTON:
1420 case PEDESTAL:
1421 update_button (trap, originator);
1422 goto leave;
1423
1424 case ALTAR:
1425 /* sacrifice victim on trap */
1426 apply_altar (trap, victim, originator);
1427 goto leave;
1428
1429 case THROWN_OBJ:
1430 if (trap->inv == NULL)
1431 goto leave;
1432 /* fallthrough */
1433
1434 case ARROW:
1435 /* bad bug: monster throw a object, make a step forwards, step on object ,
1436 * trigger this here and get hit by own missile - and will be own enemy.
1437 * Victim then is his own enemy and will start to kill herself (this is
1438 * removed) but we have not synced victim and his missile. To avoid senseless
1439 * action, we avoid hits here
1440 */
1441 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1442 hit_with_arrow (trap, victim);
1443 goto leave;
1444
1445 case SPELL_EFFECT:
1446 apply_spell_effect (trap, victim);
1447 goto leave;
1448
1449 case TRAPDOOR:
1450 {
1451 int max, sound_was_played;
1452 object *ab, *ab_next;
1453
1454 if (!trap->value)
1436 */ 1455 {
1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1456 int tot;
1438 1457
1439 /* Just put in some sanity check. I think there is a bug in the 1458 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1440 * above with some objects have zero speed, and thus the player 1459 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1441 * getting permanently paralyzed. 1460 tot += ab->head_ ()->total_weight ();
1442 */ 1461
1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1462 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1444 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1463 goto leave;
1464
1465 SET_ANIMATION (trap, trap->value);
1466 update_object (trap, UP_OBJ_FACE);
1445 } 1467 }
1446 goto leave;
1447 1468
1448 case SPINNER:
1449 if(victim->direction) {
1450 victim->direction=absdir(victim->direction-trap->stats.sp);
1451 update_turn_face(victim);
1452 }
1453 goto leave;
1454
1455 case DIRECTOR:
1456 if(victim->direction && !should_director_abort(trap, victim)) {
1457 victim->direction=trap->stats.sp;
1458 update_turn_face(victim);
1459 }
1460 goto leave;
1461
1462 case BUTTON:
1463 case PEDESTAL:
1464 update_button(trap);
1465 goto leave;
1466
1467 case ALTAR:
1468 /* sacrifice victim on trap */
1469 apply_altar (trap, victim, originator);
1470 goto leave;
1471
1472 case THROWN_OBJ:
1473 if (trap->inv == NULL)
1474 goto leave;
1475 /* fallthrough */
1476
1477 case ARROW:
1478
1479 /* bad bug: monster throw a object, make a step forwards, step on object ,
1480 * trigger this here and get hit by own missile - and will be own enemy.
1481 * Victim then is his own enemy and will start to kill herself (this is
1482 * removed) but we have not synced victim and his missile. To avoid senseless
1483 * action, we avoid hits here
1484 */
1485 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1486 hit_with_arrow (trap, victim);
1487 goto leave;
1488
1489 case SPELL_EFFECT:
1490 apply_spell_effect(trap, victim);
1491 goto leave;
1492
1493 case TRAPDOOR:
1494 {
1495 int max, sound_was_played;
1496 object *ab, *ab_next;
1497 if(!trap->value) {
1498 int tot;
1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above)
1500 if ((ab->move_type && trap->move_on) || ab->move_type==0)
1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying;
1502
1503 if(!(trap->value=(tot>trap->weight)?1:0))
1504 goto leave;
1505
1506 SET_ANIMATION(trap, trap->value);
1507 update_object(trap,UP_OBJ_FACE);
1508 }
1509
1510 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 {
1511 /* 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,
1512 * ab->above would be bogus 1472 * ab->above would be bogus
1513 */ 1473 */
1514 ab_next = ab->above; 1474 ab_next = ab->above;
1515 1475
1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1476 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1477 {
1517 if ( ! sound_was_played) { 1478 if (!sound_was_played)
1518 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1479 {
1480 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1519 sound_was_played = 1; 1481 sound_was_played = 1;
1520 } 1482 }
1521 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1483
1484 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1522 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);
1523 } 1486 }
1524 } 1487 }
1525 goto leave; 1488 goto leave;
1526 } 1489 }
1527 1490
1528
1529 case CONVERTER: 1491 case CONVERTER:
1530 if (convert_item (victim, trap) < 0) { 1492 if (convert_item (victim, trap) < 0)
1531 object *op; 1493 {
1532 1494 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1533 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1495 archetype::get (shstr_burnout)->insert_at (trap, trap);
1534
1535 op = get_archetype("burnout");
1536 if (op != NULL) {
1537 op->x = trap->x;
1538 op->y = trap->y;
1539 insert_ob_in_map(op, trap->map, trap, 0);
1540 }
1541 } 1496 }
1497
1542 goto leave; 1498 goto leave;
1543 1499
1544 case TRIGGER_BUTTON: 1500 case TRIGGER_BUTTON:
1545 case TRIGGER_PEDESTAL: 1501 case TRIGGER_PEDESTAL:
1546 case TRIGGER_ALTAR: 1502 case TRIGGER_ALTAR:
1547 check_trigger (trap, victim); 1503 check_trigger (trap, victim);
1548 goto leave; 1504 goto leave;
1549 1505
1550 case DEEP_SWAMP: 1506 case DEEP_SWAMP:
1551 walk_on_deep_swamp (trap, victim); 1507 walk_on_deep_swamp (trap, victim);
1552 goto leave; 1508 goto leave;
1553 1509
1554 case CHECK_INV: 1510 case CHECK_INV:
1555 check_inv (victim, trap); 1511 check_inv (victim, trap);
1556 goto leave; 1512 goto leave;
1557 1513
1558 case HOLE: 1514 case HOLE:
1559 /* Hole not open? */ 1515 move_apply_hole (trap, victim);
1560 if(trap->stats.wc > 0)
1561 goto leave; 1516 goto leave;
1562 1517
1563 /* Is this a multipart monster and not the head? If so, return. 1518 case EXIT:
1564 * Processing will happen if the head runs into the pit 1519 if (victim->type == PLAYER && EXIT_PATH (trap))
1520 {
1521 /* Basically, don't show exits leading to random maps the
1522 * players output.
1565 */ 1523 */
1566 if (victim->head) 1524 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1567 goto leave; 1525 victim->statusmsg (trap->msg, NDI_NAVY);
1568 1526
1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE); 1527 trap->play_sound (trap->sound);
1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572 goto leave;
1573
1574 case EXIT:
1575 if (victim->type == PLAYER && EXIT_PATH (trap)) {
1576 /* Basically, don't show exits leading to random maps the
1577 * players output.
1578 */
1579 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8))
1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg);
1581 enter_exit (victim, trap); 1528 victim->enter_exit (trap);
1582 } 1529 }
1583 goto leave; 1530 goto leave;
1584 1531
1585 case ENCOUNTER: 1532 case ENCOUNTER:
1586 /* may be some leftovers on this */ 1533 /* may be some leftovers on this */
1587 goto leave; 1534 goto leave;
1588 1535
1589 case SHOP_MAT: 1536 case SHOP_MAT:
1590 apply_shop_mat (trap, victim); 1537 apply_shop_mat (trap, victim);
1591 goto leave; 1538 goto leave;
1592 1539
1593 /* Drop a certain amount of gold, and have one item identified */ 1540 /* Drop a certain amount of gold, and have one item identified */
1594 case IDENTIFY_ALTAR: 1541 case IDENTIFY_ALTAR:
1595 apply_id_altar (victim, trap, originator); 1542 apply_id_altar (victim, trap, originator);
1596 goto leave; 1543 goto leave;
1597 1544
1598 case SIGN: 1545 case SIGN:
1599 if (victim->type != PLAYER && trap->stats.food > 0) 1546 if (victim->type != PLAYER && trap->stats.food > 0)
1600 goto leave; /* monsters musn't apply magic_mouths with counters */ 1547 goto leave; /* monsters musn't apply magic_mouths with counters */
1601 1548
1602 apply_sign (victim, trap, 1); 1549 apply_sign (victim, trap, 1);
1603 goto leave; 1550 goto leave;
1604 1551
1605 case CONTAINER: 1552 case CONTAINER:
1606 if (victim->type==PLAYER)
1607 (void) esrv_apply_container (victim, trap);
1608 else
1609 (void) apply_container (victim, trap); 1553 apply_container (victim, trap);
1610 goto leave; 1554 goto leave;
1611 1555
1612 case RUNE: 1556 case RUNE:
1613 case TRAP: 1557 case TRAP:
1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1558 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1615 spring_trap(trap, victim); 1559 spring_trap (trap, victim);
1616 }
1617 goto leave; 1560 goto leave;
1618 1561
1619 default: 1562 default:
1620 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 "
1621 "handled in move_apply()\n", trap->name, trap->arch->name, 1564 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1622 trap->type);
1623 goto leave; 1565 goto leave;
1624 } 1566 }
1625 1567
1626 leave: 1568leave:
1627 recursion_depth--; 1569 recursion_depth--;
1628} 1570}
1629 1571
1630/** 1572/**
1631 * Handles reading a regular (ie not containing a spell) book. 1573 * Handles reading a regular (ie not containing a spell) book.
1632 */ 1574 */
1575static void
1633static void apply_book (object *op, object *tmp) 1576apply_book (object *op, object *tmp)
1634{ 1577{
1635 int lev_diff; 1578 int lev_diff;
1636 object *skill_ob; 1579 object *skill_ob;
1637 1580
1638 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1581 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1639 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!");
1640 return; 1584 return;
1641 } 1585 }
1642 if(tmp->msg==NULL) { 1586
1643 new_draw_info_format(NDI_UNIQUE, 0, op, 1587 if (!tmp->msg)
1588 {
1644 "You open the %s and find it empty.", tmp->name); 1589 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1645 return; 1590 return;
1646 } 1591 }
1647 1592
1648 /* need a literacy skill to read stuff! */ 1593 /* need a literacy skill to read stuff! */
1649 skill_ob = find_skill_by_name(op, tmp->skill); 1594 skill_ob = find_skill_by_name (op, tmp->skill);
1650 if ( ! skill_ob) { 1595 if (!skill_ob)
1651 new_draw_info(NDI_UNIQUE, 0,op, 1596 {
1652 "You are unable to decipher the strange symbols."); 1597 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1653 return; 1598 return;
1654 } 1599 }
1600
1655 lev_diff = tmp->level - (skill_ob->level + 5); 1601 lev_diff = tmp->level - (skill_ob->level + 5);
1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1602 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1657 if (lev_diff < 2) 1603 {
1658 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1604 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1659 else if (lev_diff < 3) 1605 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1660 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1606 : lev_diff < 5 ? "This book is beyond your comprehension."
1661 else if (lev_diff < 5) 1607 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1608 : lev_diff < 15 ? "This book is way beyond your comprehension."
1663 else if (lev_diff < 8) 1609 : "This book is totally beyond your comprehension.");
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1665 else if (lev_diff < 15)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1667 else
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1669 return; 1610 return;
1670 } 1611 }
1671 1612
1672 readable_message_type* msgType = get_readable_message_type(tmp); 1613 readable_message_type *msgType = get_readable_message_type (tmp);
1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1674 msgType->message_type, msgType->message_subtype,
1675 "You open the %s and start reading.\n%s",
1676 "%s\n%s",
1677 long_desc(tmp,op), tmp->msg);
1678 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
1679 /* gain xp from reading */ 1619 /* gain xp from reading */
1680 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 */
1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1622 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1623
1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1624 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1625 {
1683 /*exp_gain *= 2; because they just identified it too */ 1626 /*exp_gain *= 2; because they just identified it too */
1684 SET_FLAG(tmp,FLAG_IDENTIFIED); 1627 SET_FLAG (tmp, FLAG_IDENTIFIED);
1685 /* If in a container, update how it looks */ 1628
1629 if (object *pl = tmp->visible_to ())
1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1630 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1687 else op->contr->socket.update_look=1;
1688 } 1631 }
1632
1689 change_exp(op,exp_gain, skill_ob->skill, 0); 1633 change_exp (op, exp_gain, skill_ob->skill, 0);
1690 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 */
1691 } 1635 }
1692} 1636}
1693 1637
1694/** 1638/**
1695 * Handles the applying of a skill scroll, calling learn_skill straight. 1639 * Handles the applying of a skill scroll, calling learn_skill straight.
1696 * 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
1697 */ 1641 */
1642static void
1698static void apply_skillscroll (object *op, object *tmp) 1643apply_skillscroll (object *op, object *tmp)
1699{ 1644{
1700 switch ((int) learn_skill (op, tmp)) { 1645 switch (learn_skill (op, tmp))
1646 {
1701 case 0: 1647 case 0:
1702 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1648 op->play_sound (sound_find ("generic_fail"));
1703 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1649 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1704 return; 1650 break;
1705 1651
1706 case 1: 1652 case 1:
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1653 tmp->decrease ();
1708 tmp->skill); 1654 op->play_sound (sound_find ("skill_learn"));
1709 new_draw_info_format(NDI_UNIQUE, 0, op, 1655 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1710 "Type 'bind ready_skill %s",tmp->skill); 1656 break;
1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1712 decrease_ob(tmp);
1713 return;
1714 1657
1715 default: 1658 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1659 tmp->decrease ();
1660 op->play_sound (sound_find ("generic_fail"));
1717 "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)));
1718 decrease_ob(tmp); 1662 break;
1719 return;
1720 } 1663 }
1721} 1664}
1722 1665
1723/** 1666/**
1724 * Actually makes op learn spell. 1667 * Actually makes op learn spell.
1725 * Informs player of what happens. 1668 * Informs player of what happens.
1726 */ 1669 */
1670void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1671do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1672{
1729 object *tmp; 1673 object *tmp;
1730 1674
1731 if (op->type != PLAYER) { 1675 if (op->type != PLAYER)
1676 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1677 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1678 return;
1734 } 1679 }
1735 1680
1736 /* Upgrade special prayers to normal prayers */ 1681 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1682 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1683 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1684 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1685 {
1739 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");
1740 return; 1687 return;
1741 } 1688 }
1742 return; 1689 return;
1743 } 1690 }
1744 1691
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1692 op->contr->play_sound (sound_find ("learn_spell"));
1746 tmp = get_object(); 1693
1747 copy_object(spell, tmp); 1694 tmp = spell->clone ();
1748 insert_ob_in_ob(tmp, op); 1695 insert_ob_in_ob (tmp, op);
1749 1696
1750 if (special_prayer) { 1697 if (special_prayer)
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1698 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 }
1753 1699
1754 new_draw_info_format (NDI_UNIQUE, 0, op,
1755 "Type 'bind cast %s", spell->name);
1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1757 esrv_add_spells(op->contr, tmp); 1700 esrv_add_spells (op->contr, tmp);
1758} 1701}
1759 1702
1760/** 1703/**
1761 * Erases spell from player's inventory. 1704 * Erases spell from player's inventory.
1762 */ 1705 */
1706void
1763void do_forget_spell (object *op, const char *spell) 1707do_forget_spell (object *op, const char *spell)
1764{ 1708{
1765 object *spob; 1709 object *spob;
1766 1710
1767 if (op->type != PLAYER) { 1711 if (op->type != PLAYER)
1712 {
1768 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1713 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1769 return; 1714 return;
1770 } 1715 }
1771 if ( (spob=check_spell_known (op, spell)) == NULL) { 1716 if ((spob = check_spell_known (op, spell)) == NULL)
1717 {
1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1718 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773 return; 1719 return;
1774 }
1775 1720 }
1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1721
1777 "You lose knowledge of %s.", spell); 1722 op->failmsg (format ("You lose knowledge of %s.", spell));
1778 player_unready_range_ob(op->contr, spob); 1723 player_unready_range_ob (op->contr, spob);
1779 esrv_remove_spell(op->contr, spob); 1724 esrv_remove_spell (op->contr, spob);
1780 remove_ob(spob); 1725 spob->destroy ();
1781 free_object(spob);
1782} 1726}
1783 1727
1784/** 1728/**
1785 * Handles player applying a spellbook. 1729 * Handles player applying a spellbook.
1786 * 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,
1787 * stuff like that. Random learning failure too. 1731 * stuff like that. Random learning failure too.
1788 */ 1732 */
1733static void
1789static void apply_spellbook (object *op, object *tmp) 1734apply_spellbook (object *op, object *tmp)
1790{ 1735{
1791 object *skop, *spell, *spell_skill; 1736 object *skop, *spell, *spell_skill;
1792 1737
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1738 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1739 {
1740 op->failmsg ("You are unable to read while blind.");
1795 return; 1741 return;
1796 } 1742 }
1797 1743
1798 /* artifact_spellbooks have 'slaying' field point to a spell name, 1744 /* artifact_spellbooks have 'slaying' field point to a spell name,
1799 * instead of having their spell stored in stats.sp. These are 1745 * instead of having their spell stored in stats.sp. These are
1800 * legacy spellbooks 1746 * legacy spellbooks
1801 */ 1747 */
1802 1748 if (tmp->slaying)
1803 if(tmp->slaying != NULL) { 1749 {
1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1750 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1805 if (!spell) { 1751 if (!spell)
1806 new_draw_info_format(NDI_UNIQUE, 0, op, 1752 {
1807 "The book's formula for %s is incomplete", tmp->slaying); 1753 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1808 return; 1754 return;
1809 } 1755 }
1810 else 1756 else
1811 insert_ob_in_ob(spell, tmp); 1757 insert_ob_in_ob (spell, tmp);
1812 free_string(tmp->slaying); 1758
1813 tmp->slaying=NULL; 1759 tmp->slaying = 0;
1814 } 1760 }
1815 1761
1816 skop = find_skill_by_name(op, tmp->skill); 1762 skop = find_skill_by_name (op, tmp->skill);
1817 1763
1818 /* 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
1819 * lower than the spell will make learning the spell more difficult */ 1765 * lower than the spell will make learning the spell more difficult */
1820 if ( !skop) { 1766 if (!skop)
1821 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1767 {
1768 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1822 return; 1769 return;
1823 } 1770 }
1824 1771
1825 spell = tmp->inv; 1772 spell = tmp->inv;
1773
1826 if (!spell) { 1774 if (!spell)
1775 {
1827 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);
1828 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!");
1829 return;
1830 }
1831 if (spell->level > (skop->level+10)) {
1832 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1833 return; 1778 return;
1834 } 1779 }
1835 1780
1836 new_draw_info_format(NDI_UNIQUE, 0, op, 1781 if (skop->level < int (sqrtf (spell->level) * 1.5f))
1837 "The spellbook contains the %s level spell %s.", 1782 {
1838 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 }
1839 1786
1787 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1788
1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1789 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1841 identify(tmp); 1790 identify (tmp);
1842 if (tmp->env)
1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1844 else
1845 op->contr->socket.update_look=1;
1846 }
1847 1791
1848 /* 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
1849 * 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
1850 * 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
1851 * they would have a special prayer mark. 1795 * they would have a special prayer mark.
1852 */ 1796 */
1853 if (check_spell_known (op, spell->name)) { 1797 if (check_spell_known (op, spell->name))
1854 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 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");
1855 return; 1800 return;
1856 } 1801 }
1857 1802
1858 if (spell->skill) { 1803 if (spell->skill)
1804 {
1859 spell_skill = find_skill_by_name(op, spell->skill); 1805 spell_skill = find_skill_by_name (op, spell->skill);
1806
1860 if (!spell_skill) { 1807 if (!spell_skill)
1861 new_draw_info_format(NDI_UNIQUE, 0, op, 1808 {
1862 "You lack the skill %s to use this spell", 1809 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1863 spell->skill);
1864 return; 1810 return;
1865 } 1811 }
1812
1866 if (spell_skill->level < spell->level) { 1813 if (spell_skill->level < spell->level)
1867 new_draw_info_format(NDI_UNIQUE, 0, op, 1814 {
1868 "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));
1869 spell->level, spell->skill);
1870 return; 1816 return;
1871 } 1817 }
1872 } 1818 }
1873 1819
1874 /* Logic as follows 1820 /* Logic as follows
1875 * 1821 *
1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1822 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1877 * 1823 *
1878 * 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
1879 * a spell. 1825 * a spell.
1880 * 1826 *
1881 * 3 -Automatically fail to learn if you read while confused 1827 * 3 -Automatically fail to learn if you read while confused
1882 * 1828 *
1883 * 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
1884 * literacy rate very useful! -b.t. 1830 * literacy rate very useful! -b.t.
1885 */ 1831 */
1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1832 if (QUERY_FLAG (op, FLAG_CONFUSED))
1833 {
1887 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1834 op->failmsg ("In your confused state you flub the wording of the text!");
1888 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 }
1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1837 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1890 (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])
1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1839 {
1892 1840 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1893 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1894 do_learn_spell (op, spell, 0); 1841 do_learn_spell (op, spell, 0);
1895 1842
1896 /* xp gain to literacy for spell learning */ 1843 /* xp gain to literacy for spell learning */
1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1844 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898 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);
1899 } else { 1846 }
1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1847 else
1901 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1902 } 1848 {
1903 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 ();
1904} 1854}
1905 1855
1906/** 1856/**
1907 * Handles applying a spell scroll. 1857 * Handles applying a spell scroll.
1908 */ 1858 */
1859void
1909void apply_scroll (object *op, object *tmp, int dir) 1860apply_scroll (object *op, object *tmp, int dir)
1910{ 1861{
1911 object *skop; 1862 object *skop;
1912 1863
1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1864 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1914 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1865 {
1866 op->failmsg ("You are unable to read while blind.");
1915 return; 1867 return;
1916 } 1868 }
1917 1869
1918 if (!tmp->inv || tmp->inv->type != SPELL) { 1870 if (!tmp->inv || tmp->inv->type != SPELL)
1919 new_draw_info (NDI_UNIQUE, 0, op, 1871 {
1920 "The scroll just doesn't make sense!"); 1872 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1921 return; 1873 return;
1922 } 1874 }
1923 1875
1924 if(op->type==PLAYER) { 1876 if (op->type == PLAYER)
1877 {
1925 /* players need a literacy skill to read stuff! */ 1878 /* players need a literacy skill to read stuff! */
1926 int exp_gain=0; 1879 int exp_gain = 0;
1927 1880
1928 /* hard code literacy - tmp->skill points to where the exp 1881 /* hard code literacy - tmp->skill points to where the exp
1929 * should go for anything killed by the spell. 1882 * should go for anything killed by the spell.
1930 */ 1883 */
1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1884 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1932 1885
1933 if ( ! skop) { 1886 if (!skop)
1934 new_draw_info(NDI_UNIQUE, 0,op, 1887 {
1935 "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]));
1936 return; 1889 return;
1937 } 1890 }
1938 1891
1939 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1892 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1940 change_exp(op,exp_gain, skop->skill, 0); 1893 change_exp (op, exp_gain, skop->skill, 0);
1941 } 1894 }
1942 1895
1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1896 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1944 identify(tmp); 1897 identify (tmp);
1945 1898
1946 new_draw_info_format(NDI_BLACK, 0, op, 1899 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1947 "The scroll of %s turns to dust.", tmp->inv->name);
1948 1900
1949
1950 cast_spell(op,tmp,dir,tmp->inv, NULL); 1901 cast_spell (op, tmp, dir, tmp->inv, NULL);
1951 decrease_ob(tmp); 1902 tmp->decrease ();
1952} 1903}
1953 1904
1954/** 1905/**
1955 * Applies a treasure object - by default, chest. op 1906 * Applies a treasure object - by default, chest. op
1956 * is the person doing the applying, tmp is the treasure 1907 * is the person doing the applying, tmp is the treasure
1957 * chest. 1908 * chest.
1958 */ 1909 */
1910static void
1959static void apply_treasure (object *op, object *tmp) 1911apply_treasure (object *op, object *tmp)
1960{ 1912{
1961 object *treas;
1962 tag_t tmp_tag = tmp->count, op_tag = op->count;
1963
1964
1965 /* 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
1966 * 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
1967 * 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
1968 * 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
1969 * treasure 1917 * treasure
1970 */ 1918 */
1971
1972 treas = tmp->inv; 1919 object *treas = tmp->inv;
1973 if(treas==NULL) { 1920
1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1921 if (!treas)
1975 decrease_ob(tmp); 1922 {
1923 op->statusmsg ("The chest was empty.");
1924 tmp->decrease ();
1976 return; 1925 return;
1977 } 1926 }
1927
1978 while (tmp->inv) { 1928 while (tmp->inv)
1929 {
1979 treas = tmp->inv; 1930 treas = tmp->inv;
1931 treas->remove ();
1980 1932
1981 remove_ob(treas);
1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983 query_name(treas));
1984
1985 treas->x=op->x; 1933 treas->x = op->x;
1986 treas->y=op->y; 1934 treas->y = op->y;
1987 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);
1988 1936
1989 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))
1990 && QUERY_FLAG (op, FLAG_ALIVE))
1991 spring_trap (treas, op); 1938 spring_trap (treas, op);
1939
1992 /* If either player or container was destroyed, no need to do 1940 /* If either player or container was destroyed, no need to do
1993 * further processing. I think this should be enclused with 1941 * further processing. I think this should be enclused with
1994 * spring trap above, as I don't think there is otherwise 1942 * spring trap above, as I don't think there is otherwise
1995 * any way for the treasure chest or player to get killed 1943 * any way for the treasure chest or player to get killed.
1996 */ 1944 */
1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1945 if (op->destroyed () || tmp->destroyed ())
1998 break; 1946 break;
1999 } 1947 }
2000 1948
2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1949 if (!tmp->destroyed () && !tmp->inv)
2002 decrease_ob (tmp); 1950 tmp->decrease (true);
2003
2004} 1951}
2005 1952
2006/** 1953/**
2007 * op eats food. 1954 * op eats food.
2008 * If player, takes care of messages and dragon special food. 1955 * If player, takes care of messages and dragon special food.
2009 */ 1956 */
1957static void
2010static void apply_food (object *op, object *tmp) 1958apply_food (object *op, object *tmp)
2011{ 1959{
2012 int capacity_remaining; 1960 int capacity_remaining;
2013 1961
2014 if(op->type!=PLAYER) 1962 if (op->type != PLAYER)
2015 op->stats.hp=op->stats.maxhp; 1963 op->stats.hp = op->stats.maxhp;
2016 else { 1964 else
1965 {
2017 /* check if this is a dragon (player), eating some flesh */ 1966 /* check if this is a dragon (player), eating some flesh */
2018 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))
2019 ; 1968 ;
2020 else { 1969 else
1970 {
2021 /* usual case - no dragon meal: */ 1971 /* usual case - no dragon meal: */
2022 if(op->stats.food+tmp->stats.food>999) { 1972 if (op->stats.food + tmp->stats.food > 999)
1973 {
2023 if(tmp->type==FOOD || tmp->type==FLESH) 1974 if (tmp->type == FOOD || tmp->type == FLESH)
2024 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!");
2025 else 1976 else
2026 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!");
2027 } 1978 }
2028 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
2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1988 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2030 char buf[MAX_BUF];
2031 1989 {
1990 const char *buf;
1991
2032 if (!is_dragon_pl(op)) { 1992 if (!is_dragon_pl (op))
1993 {
2033 /* eating message for normal players*/ 1994 /* eating message for normal players */
2034 if(tmp->type==DRINK) 1995 if (tmp->type == DRINK)
2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name); 1996 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1997 else
1998 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1999 }
2036 else 2000 else
2037 sprintf(buf,"The %s tasted %s",tmp->name,
2038 tmp->type==FLESH?"terrible!":"good.");
2039 }
2040 else {
2041 /* eating message for dragon players*/ 2001 /* eating message for dragon players */
2042 sprintf(buf,"The %s tasted terrible!",tmp->name); 2002 buf = format ("The %s tasted terrible!", &tmp->name);
2043 }
2044 2003
2045 new_draw_info(NDI_UNIQUE, 0,op,buf); 2004 op->statusmsg (buf);
2005
2046 capacity_remaining = 999 - op->stats.food; 2006 capacity_remaining = 999 - op->stats.food;
2047 op->stats.food+=tmp->stats.food; 2007 op->stats.food += tmp->stats.food;
2048 if(capacity_remaining < tmp->stats.food) 2008 if (capacity_remaining < tmp->stats.food)
2049 op->stats.hp += capacity_remaining / 50; 2009 op->stats.hp += capacity_remaining / 50;
2050 else 2010 else
2051 op->stats.hp+=tmp->stats.food/50; 2011 op->stats.hp += tmp->stats.food / 50;
2012
2052 if(op->stats.hp>op->stats.maxhp) 2013 if (op->stats.hp > op->stats.maxhp)
2053 op->stats.hp=op->stats.maxhp; 2014 op->stats.hp = op->stats.maxhp;
2054 if (op->stats.food > 999) 2015 if (op->stats.food > 999)
2055 op->stats.food = 999; 2016 op->stats.food = 999;
2056 } 2017 }
2057 2018
2058 /* special food hack -b.t. */ 2019 /* special food hack -b.t. */
2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 2020 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2060 eat_special_food(op,tmp); 2021 eat_special_food (op, tmp);
2061 } 2022 }
2062 } 2023 }
2024
2063 handle_apply_yield(tmp); 2025 handle_apply_yield (tmp);
2064 decrease_ob(tmp); 2026 tmp->decrease ();
2065} 2027}
2066 2028
2067/** 2029/**
2068 * A dragon is eating some flesh. If the flesh contains resistances, 2030 * A dragon is eating some flesh. If the flesh contains resistances,
2069 * 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.
2072 * object *op the object (dragon player) eating the flesh 2034 * object *op the object (dragon player) eating the flesh
2073 * object *meal the flesh item, getting chewed in dragon's mouth 2035 * object *meal the flesh item, getting chewed in dragon's mouth
2074 * return: 2036 * return:
2075 * int 1 if eating successful, 0 if it doesn't work 2037 * int 1 if eating successful, 0 if it doesn't work
2076 */ 2038 */
2039int
2077int dragon_eat_flesh(object *op, object *meal) { 2040dragon_eat_flesh (object *op, object *meal)
2041{
2078 object *skin = NULL; /* pointer to dragon skin force*/ 2042 object *skin = NULL; /* pointer to dragon skin force */
2079 object *abil = NULL; /* pointer to dragon ability force*/ 2043 object *abil = NULL; /* pointer to dragon ability force */
2080 object *tmp = NULL; /* tmp. object */ 2044 object *tmp = NULL; /* tmp. object */
2081 2045
2082 char buf[MAX_BUF]; /* tmp. string buffer */
2083 double chance; /* improvement-chance of one resistance type */ 2046 double chance; /* improvement-chance of one resistance type */
2084 double totalchance=1; /* total chance of gaining one resistance */ 2047 double totalchance = 1; /* total chance of gaining one resistance */
2085 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2048 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2086 double mbonus=0; /* monster bonus */ 2049 double mbonus = 0; /* monster bonus */
2087 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2050 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2088 int winners=0; /* number of winners */ 2051 int winners = 0; /* number of winners */
2089 int i; /* index */ 2052 int i; /* index */
2090 2053
2091 /* let's make sure and doublecheck the parameters */ 2054 /* let's make sure and doublecheck the parameters */
2092 if (meal->type!=FLESH || !is_dragon_pl(op)) 2055 if (meal->type != FLESH || !is_dragon_pl (op))
2093 return 0; 2056 return 0;
2094 2057
2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2058 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096 from the player's inventory */ 2059 from the player's inventory */
2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2060 for (tmp = op->inv; tmp; tmp = tmp->below)
2098 if (tmp->type == FORCE) { 2061 if (tmp->type == FORCE)
2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2062 if (tmp->arch->archname == shstr_dragon_skin_force)
2100 skin = tmp; 2063 skin = tmp;
2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2064 else if (tmp->arch->archname == shstr_dragon_ability_force)
2102 abil = tmp; 2065 abil = tmp;
2103 } 2066
2104 }
2105
2106 /* 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
2107 which is not to be considered a dragon -> bail out */ 2068 which is not to be considered a dragon -> bail out */
2108 if (skin == NULL || abil == NULL) return 0; 2069 if (skin == NULL || abil == NULL)
2109 2070 return 0;
2071
2110 /* now start by filling stomache and health, according to food-value */ 2072 /* now start by filling stomache and health, according to food-value */
2111 if((999 - op->stats.food) < meal->stats.food) 2073 if ((999 - op->stats.food) < meal->stats.food)
2112 op->stats.hp += (999 - op->stats.food) / 50; 2074 op->stats.hp += (999 - op->stats.food) / 50;
2113 else 2075 else
2114 op->stats.hp += meal->stats.food/50; 2076 op->stats.hp += meal->stats.food / 50;
2077
2115 if(op->stats.hp>op->stats.maxhp) 2078 if (op->stats.hp > op->stats.maxhp)
2116 op->stats.hp=op->stats.maxhp; 2079 op->stats.hp = op->stats.maxhp;
2117 2080
2118 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2081 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2119 2082
2120 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2083 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2121 2084
2122 /* on to the interesting part: chances for adding resistance */ 2085 /* on to the interesting part: chances for adding resistance */
2123 for (i=0; i<NROFATTACKS; i++) { 2086 for (i = 0; i < NROFATTACKS; i++)
2087 {
2124 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2088 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2089 {
2125 /* got positive resistance, now calculate improvement chance (0-100) */ 2090 /* got positive resistance, now calculate improvement chance (0-100) */
2126 2091
2127 /* this bonus makes resistance increase easier at lower levels */ 2092 /* this bonus makes resistance increase easier at lower levels */
2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2093 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2129 if (i == abil->stats.exp) 2094 if (i == abil->stats.exp)
2130 bonus += 5; /* additional bonus for resistance of ability-focus */ 2095 bonus += 5; /* additional bonus for resistance of ability-focus */
2131 2096
2132 /* monster bonus increases with level, because high-level 2097 /* monster bonus increases with level, because high-level
2133 flesh is too rare */ 2098 flesh is too rare */
2134 mbonus = op->level * 20. / ((double)settings.max_level); 2099 mbonus = op->level * 20. / ((double) settings.max_level);
2135 2100
2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2101 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2137 ((double)settings.max_level)) - skin->resist[i]; 2102 ((double) settings.max_level)) - skin->resist[i];
2138 2103
2139 if (chance >= 0.) 2104 if (chance >= 0.)
2140 chance += 1.; 2105 chance += 1.;
2141 else 2106 else
2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2107 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2143 2108
2144 /* chance is proportional to amount of resistance (max. 50) */ 2109 /* chance is proportional to amount of resistance (max. 50) */
2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2110 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2146 2111
2147 /* doubled chance for resistance of ability-focus */ 2112 /* doubled chance for resistance of ability-focus */
2148 if (i == abil->stats.exp) 2113 if (i == abil->stats.exp)
2149 chance = MIN(100., chance*2.); 2114 chance = MIN (100., chance * 2.);
2150 2115
2151 /* 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!) */
2152 if (RANDOM()%10000 < (int)(chance*100)) { 2117 if (rndm (10000) < (unsigned int) (chance * 100))
2118 {
2153 atnr_winner[winners] = i; 2119 atnr_winner[winners] = i;
2154 winners++; 2120 winners++;
2155 } 2121 }
2156 2122
2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2123 if (chance >= 0.01)
2158 2124 totalchance *= 1 - chance / 100;
2125
2159 /*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); */
2160 } 2127 }
2161 } 2128 }
2162 2129
2163 /* inverse totalchance as until now we have the failure-chance */ 2130 /* inverse totalchance as until now we have the failure-chance */
2164 totalchance = 100 - totalchance*100; 2131 totalchance = 100 - totalchance * 100;
2132
2165 /* print message according to totalchance */ 2133 /* print message according to totalchance */
2134 const char *buf;
2166 if (totalchance > 50.) 2135 if (totalchance > 50.)
2167 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2136 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2168 else if (totalchance > 10.) 2137 else if (totalchance > 10.)
2169 sprintf(buf, "The %s tasted very good.", meal->name); 2138 buf = format ("The %s tasted very good.", &meal->name);
2170 else if (totalchance > 1.) 2139 else if (totalchance > 1.)
2171 sprintf(buf, "The %s tasted good.", meal->name); 2140 buf = format ("The %s tasted good.", &meal->name);
2172 else if (totalchance > 0.1) 2141 else if (totalchance > 0.1)
2173 sprintf(buf, "The %s tasted bland.", meal->name); 2142 buf = format ("The %s tasted bland.", &meal->name);
2174 else if (totalchance >= 0.01) 2143 else if (totalchance >= 0.01)
2175 sprintf(buf, "The %s had a boring taste.", meal->name); 2144 buf = format ("The %s had a boring taste.", &meal->name);
2176 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))
2177 sprintf(buf, "The %s tasted strange.", meal->name); 2146 buf = format ("The %s tasted strange.", &meal->name);
2178 else 2147 else
2179 sprintf(buf, "The %s had no taste.", meal->name); 2148 buf = format ("The %s had no taste.", &meal->name);
2180 new_draw_info(NDI_UNIQUE, 0, op, buf); 2149
2181 2150 op->statusmsg (buf);
2151
2182 /* now choose a winner if we have any */ 2152 /* now choose a winner if we have any */
2183 i = -1; 2153 i = -1;
2184 if (winners>0) 2154 if (winners > 0)
2185 i = atnr_winner[RANDOM()%winners]; 2155 i = atnr_winner [rndm (winners)];
2186 2156
2187 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2157 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2158 {
2188 /* resistance increased! */ 2159 /* resistance increased! */
2189 skin->resist[i]++; 2160 skin->resist[i]++;
2190 fix_player(op); 2161 op->update_stats ();
2162
2163 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2191 2164 }
2192 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2165
2193 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2194 }
2195
2196 /* if this flesh contains a new ability focus, we mark it 2166 /* if this flesh contains a new ability focus, we mark it
2197 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 */
2198 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)
2199 && meal->last_eat != abil->last_eat) { 2169 {
2200 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> */
2201 2171
2202 if (meal->last_eat != abil->stats.exp) { 2172 if (meal->last_eat != abil->stats.exp)
2173 op->statusmsg (format (
2203 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.",
2204 change_resist_msg[meal->last_eat]); 2176 change_resist_msg[meal->last_eat],
2205 new_draw_info(NDI_UNIQUE, 0, op, buf); 2177 abil->level + 1
2206 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2178 ));
2207 new_draw_info(NDI_UNIQUE, 0, op, buf);
2208 }
2209 else { 2179 else
2210 sprintf(buf, "Your metabolism will continue to focus on %s.", 2180 {
2211 change_resist_msg[meal->last_eat]); 2181 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2212 new_draw_info(NDI_UNIQUE, 0, op, buf);
2213 abil->last_eat = 0; 2182 abil->last_eat = 0;
2214 } 2183 }
2215 } 2184 }
2185
2216 return 1; 2186 return 1;
2217}
2218
2219static void apply_savebed (object *pl)
2220{
2221#ifndef COZY_SERVER
2222 if(!pl->contr->name_changed||!pl->stats.exp) {
2223 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2224 return;
2225 }
2226#endif
2227 /* Need to call terminate_all_pets() before we remove the player ob */
2228 terminate_all_pets(pl);
2229 remove_ob(pl);
2230 pl->direction=0;
2231 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2232 "%s leaves the game.",pl->name);
2233
2234 /* update respawn position */
2235 strcpy(pl->contr->savebed_map, pl->map->path);
2236 pl->contr->bed_x = pl->x;
2237 pl->contr->bed_y = pl->y;
2238
2239 strcpy(pl->contr->killer,"left");
2240 check_score(pl); /* Always check score */
2241 (void)save_player(pl,0);
2242 pl->map->players--;
2243#if MAP_MAXTIMEOUT
2244 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2245#endif
2246 play_again(pl);
2247 pl->speed = 0;
2248 update_ob_speed(pl);
2249} 2187}
2250 2188
2251/** 2189/**
2252 * Handles applying an improve armor scroll. 2190 * Handles applying an improve armor scroll.
2253 * Does some sanity checks, then calls improve_armour. 2191 * Does some sanity checks, then calls improve_armour.
2254 */ 2192 */
2193static void
2255static void apply_armour_improver (object *op, object *tmp) 2194apply_armour_improver (object *op, object *tmp)
2256{ 2195{
2257 object *armor; 2196 object *armor;
2258 2197
2259 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))
2260 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2261 return;
2262 } 2199 {
2263 armor=find_marked_object(op); 2200 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2264 if ( ! armor) {
2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2266 return; 2201 return;
2267 } 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
2268 if (armor->type != ARMOUR 2212 if (armor->type != ARMOUR
2269 && armor->type != CLOAK 2213 && armor->type != CLOAK
2270 && armor->type != BOOTS && armor->type != GLOVES 2214 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2271 && armor->type != BRACERS && armor->type != SHIELD
2272 && armor->type != HELMET)
2273 { 2215 {
2274 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2216 op->failmsg ("Your marked item is not armour!\n");
2275 return; 2217 return;
2276 } 2218 }
2277 2219
2278 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2220 op->statusmsg ("Applying armour enchantment.");
2279 improve_armour(op,tmp,armor); 2221 improve_armour (op, tmp, armor);
2280} 2222}
2281 2223
2282 2224void
2283extern void apply_poison (object *op, object *tmp) 2225apply_poison (object *op, object *tmp)
2284{ 2226{
2285 if (op->type == PLAYER) { 2227 // need to do it now when it is still on the map
2286 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2287 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2288 strcpy(op->contr->killer,"poisonous booze");
2289 }
2290 if (tmp->stats.hp > 0) {
2291 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2292 tmp->stats.hp);
2293 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2294 }
2295 op->stats.food-=op->stats.food/4;
2296 handle_apply_yield(tmp); 2228 handle_apply_yield (tmp);
2297 decrease_ob(tmp);
2298}
2299 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
2300/** 2249/**
2301 * 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.
2302 * A valid 2 way exit means: 2251 * A valid 2 way exit means:
2303 * -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)
2304 * -You are 2253 * -You are
2305 * ° the owner of the exit 2254 * ° the owner of the exit
2306 * ° or in the same party as the owner 2255 * ° or in the same party as the owner
2307 * 2256 *
2308 * 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
2309 * 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
2310 * 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).
2311 */ 2260 */
2261int
2312int is_legal_2ways_exit (object* op, object *exit) 2262is_legal_2ways_exit (object *op, object *exit)
2313 { 2263{
2314 object * tmp; 2264 if (exit->stats.exp != 1)
2315 object * exit_owner; 2265 return 1; /*This is not a 2 way, so it is legal */
2316 player * pp; 2266
2317 mapstruct * exitmap; 2267#if 0 //TODO
2318 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)
2319 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 */
2320 /* To know if an exit has a correspondant, we look at 2270#endif
2321 * all the exits in destination and try to find one with same path as 2271
2322 * the current exit's position */ 2272 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2323 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2273
2324 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2274 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2325 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2275
2326 if (exitmap) 2276 if (exitmap)
2327 { 2277 {
2328 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2278 exitmap->load_sync ();
2329 if (!tmp) return 0; 2279
2330 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)
2331 { 2286 {
2332 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2287 if (tmp->type != EXIT)
2333 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2288 continue; /*Not an exit */
2334 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2335 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2336 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
2337 /* 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
2338 * 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
2339 * town portals to prevent strangers from visiting your appartments 2301 * town portals to prevent strangers from visiting your appartments
2340 */ 2302 */
2303 if (!exit->race)
2341 if (!exit->race) return 1; /*No owner, free for all!*/ 2304 return 1; /*No owner, free for all! */
2342 exit_owner=NULL; 2305
2343 for (pp=first_player;pp;pp=pp->next) 2306 object *exit_owner = 0;
2307
2308 for_all_players (pp)
2344 { 2309 {
2345 if (!pp->ob) continue; 2310 if (!pp->ob)
2311 continue;
2312
2346 if (pp->ob->name!=exit->race) continue; 2313 if (pp->ob->name != exit->race)
2314 continue;
2315
2347 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 */
2348 break; 2317 break;
2349 } 2318 }
2350 if (!exit_owner) return 0; /* No more owner*/ 2319
2351 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
2352 if ( exit_owner && /*There is a owner*/ 2326 if (exit_owner && /*There is a owner */
2353 (op->contr) && /*A player tries to pass */ 2327 (op->contr) && /*A player tries to pass */
2354 ( (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 */
2355 (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 */
2356 return 0; 2330 return 0;
2331
2357 return 1; 2332 return 1;
2358 } 2333 }
2359 } 2334 }
2335
2360 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 }
2361 } 2369 }
2362 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}
2363 2582
2364/** 2583/**
2365 * Main apply handler. 2584 * Main apply handler.
2366 * 2585 *
2367 * Checks for unpaid items before applying. 2586 * Checks for unpaid items before applying.
2369 * Return value: 2588 * Return value:
2370 * 0: player or monster can't apply objects of that type 2589 * 0: player or monster can't apply objects of that type
2371 * 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
2372 * 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
2373 * 2592 *
2374 * 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
2375 * being applied. 2594 * being applied.
2376 * 2595 *
2377 * aflag is special (always apply/unapply) flags. Nothing is done with 2596 * aflag is special (always apply/unapply) flags. Nothing is done with
2378 * them in this function - they are passed to apply_special 2597 * them in this function - they are passed to apply_special
2379 */ 2598 */
2380 2599int
2381int manual_apply (object *op, object *tmp, int aflag) 2600manual_apply (object *who, object *op, int aflag)
2382{ 2601{
2383 if (tmp->head) tmp=tmp->head; 2602 op = op->head_ ();
2384 2603
2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2604 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2605 {
2606 if (who->type == PLAYER)
2607 {
2608 examine (who, op);
2609 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2610 return 1;
2611 }
2612 else
2613 return 0; /* monsters just skip unpaid items */
2614 }
2615
2616 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2617 return RESULT_INT (0);
2618
2619 switch (op->type)
2620 {
2621 case CF_HANDLE:
2622 who->play_sound (sound_find ("turn_handle"));
2623 who->statusmsg ("You turn the handle.");
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);
2628 return 1;
2629
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.");
2638
2639 return 1;
2640
2641 case EXIT:
2642 if (who->type != PLAYER)
2643 return 0;
2644
2645 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2646 who->failmsg (format ("The %s is closed.", query_name (op)));
2647 else
2648 {
2649 /* Don't display messages for random maps. */
2650 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2651 who->statusmsg (op->msg, NDI_NAVY);
2652
2653 who->enter_exit (op);
2654 }
2655
2656 return 1;
2657
2658 case INSCRIBABLE:
2659 who->statusmsg (op->msg);
2660 // maybe show a spell menu to chose from or something like that
2661 return 1;
2662
2663 case SIGN:
2664 apply_sign (who, op, 0);
2665 return 1;
2666
2667 case BOOK:
2386 if (op->type == PLAYER) { 2668 if (who->type == PLAYER)
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2669 {
2670 apply_book (who, op);
2388 return 1; 2671 return 1;
2389 } else {
2390 return 0; /* monsters just skip unpaid items */
2391 } 2672 }
2392 } 2673 else
2674 return 0;
2393 2675
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2676 case SKILLSCROLL:
2395 return RESULT_INT (0); 2677 if (who->type == PLAYER)
2396 2678 {
2397 switch (tmp->type) { 2679 apply_skillscroll (who, op);
2398
2399 case CF_HANDLE:
2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2402 tmp->value=tmp->value?0:1;
2403 SET_ANIMATION(tmp, tmp->value);
2404 update_object(tmp,UP_OBJ_FACE);
2405 push_button(tmp);
2406 return 1; 2680 return 1;
2407
2408 case TRIGGER:
2409 if (check_trigger (tmp, op)) {
2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2412 } else {
2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2414 } 2681 }
2682 else
2683 return 0;
2684
2685 case SPELLBOOK:
2686 if (who->type == PLAYER)
2687 {
2688 apply_spellbook (who, op);
2415 return 1; 2689 return 1;
2416
2417 case EXIT:
2418 if (op->type != PLAYER)
2419 return 0;
2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2422 query_name(tmp));
2423 } else {
2424 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2426 strncmp(EXIT_PATH(tmp), "/random/", 8))
2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2428 enter_exit(op,tmp);
2429 } 2690 }
2691 else
2692 return 0;
2693
2694 case SCROLL:
2695 apply_scroll (who, op, 0);
2696 return 1;
2697
2698 case POTION:
2699 apply_potion (who, op);
2700 return 1;
2701
2702 /* Eneq(@csd.uu.se): Handle apply on containers. */
2703 //TODO: remove, as it is unsed?
2704 case CLOSE_CON:
2705 apply_container (who, op->env);
2706 return 1;
2707
2708 case CONTAINER:
2709 apply_container (who, op);
2710 return 1;
2711
2712 case TREASURE:
2713 if (who->type == PLAYER)
2714 {
2715 apply_treasure (who, op);
2430 return 1; 2716 return 1;
2717 }
2718 else
2719 return 0;
2431 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:
2432 case SIGN: 2735 case RING:
2433 apply_sign (op, tmp, 0); 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);
2434 return 1; 2767 return 1;
2435
2436 case BOOK:
2437 if (op->type == PLAYER) {
2438 apply_book (op, tmp);
2439 return 1;
2440 } else {
2441 return 0;
2442 } 2768 }
2443 2769 else
2444 case SKILLSCROLL:
2445 if (op->type == PLAYER) {
2446 apply_skillscroll (op, tmp);
2447 return 1;
2448 }
2449 return 0; 2770 return 0;
2450 2771
2772 case WEAPON_IMPROVER:
2773 check_improve_weapon (who, op);
2774 return 1;
2775
2451 case SPELLBOOK: 2776 case CLOCK:
2452 if (op->type == PLAYER) { 2777 if (who->type == PLAYER)
2453 apply_spellbook (op, tmp); 2778 {
2454 return 1; 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")
2455 } 2788 ));
2456 return 0;
2457
2458 case SCROLL:
2459 apply_scroll (op, tmp, 0);
2460 return 1; 2789 return 1;
2790 }
2791 else
2792 return 0;
2461 2793
2462 case POTION: 2794 case MENU:
2463 (void) apply_potion(op, tmp); 2795 if (who->type == PLAYER)
2796 {
2797 shop_listing (op, who);
2464 return 1; 2798 return 1;
2799 }
2800 else
2801 return 0;
2465 2802
2466 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2803 case POWER_CRYSTAL:
2467 case CLOSE_CON: 2804 apply_power_crystal (who, op); /* see egoitem.c */
2805 return 1;
2806
2807 case LIGHTER: /* for lighting torches/lanterns/etc */
2468 if (op->type==PLAYER) 2808 if (who->type == PLAYER)
2469 (void) esrv_apply_container (op, tmp->env); 2809 {
2470 else 2810 apply_lighter (who, op);
2471 (void) apply_container (op, tmp->env);
2472 return 1; 2811 return 1;
2473
2474 case CONTAINER:
2475 if (op->type==PLAYER)
2476 (void) esrv_apply_container (op, tmp);
2477 else
2478 (void) apply_container (op, tmp);
2479 return 1;
2480
2481 case TREASURE:
2482 if (op->type == PLAYER) {
2483 apply_treasure (op, tmp);
2484 return 1;
2485 } else {
2486 return 0;
2487 } 2812 }
2488 2813 else
2489 case WEAPON:
2490 case ARMOUR:
2491 case BOOTS:
2492 case GLOVES:
2493 case AMULET:
2494 case GIRDLE:
2495 case BRACERS:
2496 case SHIELD:
2497 case HELMET:
2498 case RING:
2499 case CLOAK:
2500 case WAND:
2501 case ROD:
2502 case HORN:
2503 case SKILL:
2504 case BOW:
2505 case LAMP:
2506 case BUILDER:
2507 case SKILL_TOOL:
2508 if (tmp->env != op)
2509 return 2; /* not in inventory */
2510 (void) apply_special (op, tmp, aflag);
2511 return 1; 2814 return 0;
2512 2815
2513 case DRINK:
2514 case FOOD:
2515 case FLESH:
2516 apply_food (op, tmp);
2517 return 1;
2518
2519 case POISON:
2520 apply_poison (op, tmp);
2521 return 1;
2522
2523 case SAVEBED:
2524 if (op->type == PLAYER) {
2525 apply_savebed (op);
2526 return 1;
2527 } else {
2528 return 0;
2529 }
2530
2531 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case WEAPON_IMPROVER:
2540 (void) check_improve_weapon(op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER) {
2545 char buf[MAX_BUF];
2546 timeofday_t tod;
2547
2548 get_tod(&tod);
2549 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2552 ((tod.hour >= 14) ? "pm" : "am"));
2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2554 new_draw_info(NDI_UNIQUE, 0,op, buf);
2555 return 1;
2556 } else {
2557 return 0;
2558 }
2559
2560 case MENU:
2561 if (op->type == PLAYER) {
2562 shop_listing (op);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case POWER_CRYSTAL:
2569 apply_power_crystal(op,tmp); /* see egoitem.c */
2570 return 1;
2571
2572 case LIGHTER: /* for lighting torches/lanterns/etc */
2573 if (op->type == PLAYER) {
2574 apply_lighter(op,tmp);
2575 return 1;
2576 } else {
2577 return 0;
2578 }
2579
2580 case ITEM_TRANSFORMER: 2816 case ITEM_TRANSFORMER:
2581 apply_item_transformer( op, tmp ); 2817 apply_item_transformer (who, op);
2582 return 1; 2818 return 1;
2583 2819
2584 default: 2820 default:
2585 return 0; 2821 return 0;
2586 } 2822 }
2587} 2823}
2588
2589 2824
2590/* 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"
2591 * 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
2592 * "but you are floating high above the ground" messages. 2827 * "but you are floating high above the ground" messages.
2593 * 2828 *
2594 * Same return value as apply() function. 2829 * Same return value as apply() function.
2595 */ 2830 */
2831int
2596int player_apply (object *pl, object *op, int aflag, int quiet) 2832player_apply (object *pl, object *op, int aflag, int quiet)
2597{ 2833{
2598 int tmp;
2599
2600 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2834 if (!op->env && (pl->move_type & MOVE_FLYING))
2835 {
2601 /* player is flying and applying object not in inventory */ 2836 /* player is flying and applying object not in inventory */
2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2837 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2838 {
2604 "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.>");
2605 return 0; 2842 return 0;
2606 } 2843 }
2607 }
2608
2609 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2610 * applied.
2611 */
2612 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2613 { 2844 }
2614 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2615 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2616 "of smoke!");
2617 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2618 remove_ob (op);
2619 free_object (op);
2620 return 1;
2621 }
2622 2845
2623 pl->contr->last_used = op; 2846 pl->contr->last_used = op;
2624 pl->contr->last_used_id = op->count;
2625 2847
2626 tmp = manual_apply (pl, op, aflag); 2848 int tmp = manual_apply (pl, op, aflag);
2849
2627 if ( ! quiet) { 2850 if (!quiet)
2851 {
2628 if (tmp == 0) 2852 if (tmp == 0)
2629 new_draw_info_format (NDI_UNIQUE, 0, pl, 2853 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2630 "I don't know how to apply the %s.",
2631 query_name (op));
2632 else if (tmp == 2) 2854 else if (tmp == 2)
2633 new_draw_info_format (NDI_UNIQUE, 0, pl, 2855 pl->failmsg ("You must get it first!\n");
2634 "You must get it first!\n");
2635 } 2856 }
2857
2636 return tmp; 2858 return tmp;
2637} 2859}
2638 2860
2639/** 2861/**
2640 * player_apply_below attempts to apply the object 'below' the player. 2862 * player_apply_below attempts to apply the object 'below' the player.
2641 * 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
2642 * we use the ground. 2864 * we use the ground.
2643 */ 2865 */
2644 2866void
2645void player_apply_below (object *pl) 2867player_apply_below (object *pl)
2646{ 2868{
2647 object *tmp, *next;
2648 int floors; 2869 int floors = 0;
2649 2870
2650 /* 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
2651 * item in the container. Otherwise, use the map. 2872 * item in the container. Otherwise, use the map.
2652 */
2653 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2654
2655 /* 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
2656 * 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
2657 * 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
2658 * 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
2659 * not return a proper value. 2877 * not return a proper value.
2660 */ 2878 */
2661 for (floors = 0; tmp!=NULL; tmp=next) { 2879 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2880 {
2662 next = tmp->below; 2881 next = tmp->below;
2882
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2883 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++; 2884 floors++;
2665 else if (floors > 0) 2885 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */ 2886 return; /* process only floor objects after first floor object */
2667 2887
2668 /* 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
2669 * person moving on it, also activate. Added code to make it 2889 * person moving on it, also activate. Added code to make it
2670 * 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
2671 * the item needs. 2891 * the item needs.
2672 */ 2892 */
2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2893 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2674 if (player_apply (pl, tmp, 0, 1) == 1) 2894 if (player_apply (pl, tmp, 0, 1) == 1)
2675 return; 2895 return;
2676 } 2896
2677 if (floors >= 2) 2897 if (floors >= 2)
2678 return; /* process at most two floor objects */ 2898 return; /* process at most two floor objects */
2679 } 2899 }
2680} 2900}
2681 2901
2682/** 2902/**
2683 * Unapplies specified item. 2903 * Unapplies specified item.
2684 * No check done on cursed/damned. 2904 * No check done on cursed/damned.
2685 * Break this out of apply_special - this is just done 2905 * Break this out of apply_special - this is just done
2686 * 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.
2687 */ 2907 */
2908static int
2688static int unapply_special (object *who, object *op, int aflags) 2909unapply_special (object *who, object *op, int aflags)
2689{ 2910{
2690 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2911 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2691 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2912 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2692 return RESULT_INT (0); 2913 return RESULT_INT (0);
2693 2914
2694 object *tmp2;
2695
2696 CLEAR_FLAG(op, FLAG_APPLIED); 2915 CLEAR_FLAG (op, FLAG_APPLIED);
2916
2697 switch(op->type) { 2917 switch (op->type)
2698 case WEAPON: 2918 {
2699 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2700
2701 (void) change_abil (who,op);
2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2703 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2704 clear_skill(who);
2705 break;
2706
2707 case SKILL: /* allows objects to impart skills */
2708 case SKILL_TOOL: 2919 case SKILL_TOOL:
2709 if (op != who->chosen_skill) { 2920 // unapplying a skill tool should also unapply the skill it governs
2710 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
2922 // be used for other reasons
2923 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2924 if (tmp->skill == op->skill
2925 && tmp->type == SKILL
2926 && tmp->flag [FLAG_APPLIED]
2927 && !tmp->flag [FLAG_CAN_USE_SKILL])
2928 unapply_special (who, tmp, 0);
2929
2930 change_abil (who, op);
2931 break;
2932
2933 case WEAPON:
2934 if (player *pl = who->contr)
2935 if (op == pl->combat_ob)
2936 {
2937 pl->combat_ob = 0;
2938 who->change_weapon (pl->ranged_ob);
2711 } 2939 }
2712 if (who->type==PLAYER) { 2940
2713 if (who->contr->shoottype == range_skill) 2941 who->statusmsg (format ("You unwield %s.", query_name (op)));
2714 who->contr->shoottype = range_none; 2942
2715 if ( ! op->invisible) {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You stop using the %s.", query_name(op));
2718 } else {
2719 new_draw_info_format (NDI_UNIQUE, 0, who,
2720 "You can no longer use the skill: %s.",
2721 op->skill);
2722 }
2723 }
2724 (void) change_abil (who, op); 2943 change_abil (who, op);
2725 who->chosen_skill = NULL;
2726 CLEAR_FLAG (who, FLAG_READY_SKILL); 2944 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2727 break;
2728
2729 case ARMOUR:
2730 case HELMET:
2731 case SHIELD:
2732 case RING:
2733 case BOOTS:
2734 case GLOVES:
2735 case AMULET:
2736 case GIRDLE:
2737 case BRACERS:
2738 case CLOAK:
2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2740 (void) change_abil (who,op);
2741 break;
2742 case LAMP:
2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2744 op->name);
2745 tmp2 = arch_to_object(op->other_arch);
2746 tmp2->x = op->x;
2747 tmp2->y = op->y;
2748 tmp2->map = op->map;
2749 tmp2->below = op->below;
2750 tmp2->above = op->above;
2751 tmp2->stats.food = op->stats.food;
2752 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2754 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2755 if (who->type == PLAYER)
2756 esrv_del_item(who->contr, (tag_t)op->count);
2757 remove_ob(op);
2758 free_object(op);
2759 insert_ob_in_ob(tmp2, who);
2760 fix_player(who);
2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2762 if (who->type == PLAYER) {
2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2765 }
2766 }
2767 if(who->type==PLAYER)
2768 esrv_send_item(who, tmp2);
2769 return 1; /* otherwise, an attempt to drop causes problems */
2770 break;
2771 case BOW:
2772 case WAND:
2773 case ROD:
2774 case HORN:
2775 clear_skill(who);
2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2777 if(who->type==PLAYER) {
2778 who->contr->shoottype = range_none;
2779 } else {
2780 if (op->type == BOW)
2781 CLEAR_FLAG (who, FLAG_READY_BOW);
2782 else
2783 CLEAR_FLAG(who, FLAG_READY_RANGE);
2784 }
2785 break;
2786
2787 case BUILDER:
2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2789 who->contr->shoottype = range_none;
2790 who->contr->ranges[ range_builder ] = NULL;
2791 break; 2945 break;
2792 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
2793 default: 3010 default:
2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3011 who->statusmsg (format ("You unapply %s.", query_name (op)));
2795 break; 3012 break;
2796 } 3013 }
2797 3014
2798 fix_player(who); 3015 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2799 3016 if (object *pl = op->visible_to ())
2800 if ( ! (aflags & AP_NO_MERGE)) {
2801 object *tmp;
2802
2803 tag_t del_tag = op->count;
2804 tmp = merge_ob (op, NULL);
2805 if (who->type == PLAYER) {
2806 if (tmp) { /* it was merged */
2807 esrv_del_item (who->contr, del_tag);
2808 op = tmp;
2809 }
2810 esrv_send_item (who, op); 3017 esrv_send_item (pl, op);
2811 } 3018
2812 } 3019 who->update_stats ();
3020
2813 return 0; 3021 return 0;
2814} 3022}
2815 3023
2816/** 3024/**
2817 * Returns the object that is using location 'loc'. 3025 * Returns the object that is using location 'loc'.
2818 * Note that 'start' is the first object to start examing - we 3026 * Note that 'start' is the first object to start examing - we
2819 * 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
2820 * something like: 3028 * something like:
2821 * tmp = get_item_from_body_location(who->inv, 1); 3029 * tmp = get_next_item_from_body_location(who->inv, 1);
2822 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3030 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2823 * to find the second object that may use this location, etc. 3031 * to find the second object that may use this location, etc.
2824 * Returns NULL if no match is found. 3032 * Returns NULL if no match is found.
2825 * 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.
2826 * don't return invisible objects unless they are skill objects 3034 * don't return invisible objects unless they are skill objects
2827 * invisible other objects that use 3035 * invisible other objects that use
2828 * up body locations can be used as restrictions. 3036 * up body locations can be used as restrictions.
2829 */ 3037 */
2830object *get_item_from_body_location(object *start, int loc) 3038static object *
3039get_next_item_from_body_location (int loc, object *start)
2831{ 3040{
2832 object *tmp;
2833
2834 if (!start) return NULL;
2835
2836 for (tmp=start; tmp; tmp=tmp->below) 3041 for (object *tmp = start; tmp; tmp = tmp->below)
2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3042 if (tmp->flag [FLAG_APPLIED]
3043 && tmp->slot[loc].info
2838 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3044 && (!tmp->invisible || tmp->type == SKILL))
3045 return tmp;
2839 3046
2840 return NULL; 3047 return 0;
2841} 3048}
2842
2843
2844 3049
2845/** 3050/**
2846 * '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.
2847 * This should only be called when it is known 3052 * This should only be called when it is known
2848 * that there are objects to unapply. This makes pretty heavy 3053 * that there are objects to unapply. This makes pretty heavy
2851 * Returns 0 on success, returns 1 if there is some problem. 3056 * Returns 0 on success, returns 1 if there is some problem.
2852 * 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
2853 * 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
2854 * another function that does just that. 3059 * another function that does just that.
2855 */ 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
2856int unapply_for_ob(object *who, object *op, int aflags) 3068unapply_for_ob (object *who, object *op, int aflags)
2857{ 3069{
2858 int i; 3070 if (op->is_range ())
2859 object *tmp=NULL, *last;
2860
2861 /* If we are applying a shield or weapon, unapply any equipped shield
2862 * or weapons first - only allowed to use one weapon/shield at a time.
2863 */
2864 if (op->type == WEAPON || op->type == SHIELD) {
2865 for (tmp=who->inv; tmp; tmp=tmp->below) { 3071 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3072 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2867 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)))
2868 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3074 {
2869 if (aflags & AP_PRINT) 3075 if (aflags & AP_PRINT)
2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3076 who->failmsg (query_name (tmp));
2871 else 3077 else
2872 unapply_special(who, tmp, aflags); 3078 unapply_special (who, tmp, aflags);
3079 }
3080 else
3081 {
3082 /* In this case, we want to try and remove a cursed item.
3083 * While we know it won't work, we want unapply_special to
3084 * at least generate the message.
3085 */
3086 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3087 return 1;
3088 }
3089
3090 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3091 {
3092 /* this used up a slot that we need to free */
3093 if (op->slot[i].info)
3094 {
3095 object *last = who->inv;
3096
3097 /* We do a while loop - may need to remove several items in order
3098 * to free up enough slots.
3099 */
3100 while ((who->slot[i].used + op->slot[i].info) < 0)
3101 {
3102 object *tmp = get_next_item_from_body_location (i, last);
3103
3104 if (!tmp)
3105 {
3106#if 0
3107 /* Not a bug - we'll get this if the player has cursed items
3108 * equipped.
3109 */
3110 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3111#endif
3112 return 1;
2873 } 3113 }
3114
3115 /* If we are just printing, we don't care about cursed status */
3116 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3117 {
3118 if (aflags & AP_PRINT)
3119 who->failmsg (query_name (tmp));
2874 else { 3120 else
2875 /* In this case, we want to try and remove a cursed item. 3121 unapply_special (who, tmp, aflags);
2876 * While we know it won't work, we want unapply_special to
2877 * at least generate the message.
2878 */
2879 new_draw_info_format(NDI_UNIQUE, 0, who,
2880 "No matter how hard you try, you just can't\nremove %s.",
2881 query_name(tmp));
2882 return 1;
2883 } 3122 }
3123 else
3124 {
3125 /* Cursed item that we can't unequip - tell the player.
3126 * Note this could be annoying if this is just one of a few,
3127 * so it may not be critical (eg, putting on a ring and you have
3128 * one cursed ring.)
3129 */
3130 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3131 }
2884 3132
3133 last = tmp->below;
2885 } 3134 }
2886 }
2887 }
2888
2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2890 /* this used up a slot that we need to free */
2891 if (op->body_info[i]) {
2892 last = who->inv;
2893
2894 /* We do a while loop - may need to remove several items in order
2895 * to free up enough slots.
2896 */
2897 while ((who->body_used[i] + op->body_info[i]) < 0) {
2898 tmp = get_item_from_body_location(last, i);
2899 if (!tmp) {
2900#if 0
2901 /* Not a bug - we'll get this if the player has cursed items
2902 * equipped.
2903 */
2904 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2905 i, body_locations[i].save_name, who->name);
2906#endif
2907 return 1;
2908 }
2909 /* If we are just printing, we don't care about cursed status */
2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2912 if (aflags & AP_PRINT)
2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2914 else
2915 unapply_special(who, tmp, aflags);
2916 }
2917 else {
2918 /* Cursed item that we can't unequip - tell the player.
2919 * Note this could be annoying if this is just one of a few,
2920 * so it may not be critical (eg, putting on a ring and you have
2921 * one cursed ring.)
2922 */
2923 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2924 }
2925 last = tmp->below;
2926 }
2927 /* 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
2928 * return in the !tmp would have kicked in. 3136 * return in the !tmp would have kicked in.
2929 */ 3137 */
2930 } /* if op is using this body location */ 3138 } /* if op is using this body location */
2931 } /* for body lcoations */ 3139 } /* for body lcoations */
3140
2932 return 0; 3141 return 0;
2933} 3142}
2934 3143
2935/** 3144/**
2936 * Checks to see if 'who' can apply object 'op'. 3145 * Checks to see if 'who' can apply object 'op'.
2937 * Returns 0 if apply can be done without anything special. 3146 * Returns 0 if apply can be done without anything special.
2938 * Otherwise returns a bitmask - potentially several of these may be 3147 * Otherwise returns a bitmask - potentially several of these may be
2939 * set, but largely depends on circumstance - in the future, processing 3148 * set, but largely depends on circumstance - in the future, processing
2940 * 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
2941 * 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?)
2942 * 3151 *
2943 * See include/define.h for detailed description of the meaning of 3152 * See include/define.h for detailed description of the meaning of
2944 * these return values. 3153 * these return values.
2945 */ 3154 */
3155int
2946int can_apply_object(object *who, object *op) 3156can_apply_object (object *who, object *op)
2947{ 3157{
2948 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3158 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2949 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2950 return RESULT_INT (0); 3159 return RESULT_INT (0);
2951 3160
2952 int i, retval=0; 3161 int retval = 0;
2953 object *tmp=NULL, *ws=NULL; 3162 object *tmp = 0, *ws = 0;
2954 3163
2955 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3164 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2956 * 2 weapons, but we don't want to let them do that. So if they are 3165 {
2957 * trying to equip a weapon or shield, see if they already have one 3166 if (op->slot[i].info)
2958 * in place and store that way. 3167 {
2959 */ 3168 /* Item uses more slots than we have */
2960 if (op->type == WEAPON || op->type == SHIELD) { 3169 if (who->slot[i].info + op->slot [i].info < 0)
2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3170 {
2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3171 /* Could return now for efficiency - rest of info below isn't
3172 * really needed.
3173 */
2963 retval = CAN_APPLY_UNAPPLY; 3174 retval |= CAN_APPLY_NEVER;
2964 ws = tmp;
2965 } 3175 }
2966 } 3176 else if (who->slot[i].used + op->slot[i].info < 0)
2967 }
2968 3177 {
2969
2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2971 if (op->body_info[i]) {
2972 /* Item uses more slots than we have */
2973 if (FABS(op->body_info[i]) > who->body_info[i]) {
2974 /* Could return now for efficiently - rest of info below isn'
2975 * really needed.
2976 */
2977 retval |= CAN_APPLY_NEVER;
2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2979 /* in this case, equipping this would use more free spots than 3178 /* in this case, equipping this would use more free spots than
2980 * we have. 3179 * we have.
2981 */ 3180 */
2982 object *tmp1;
2983 3181
2984
2985 /* 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
2986 * enough slots to equip the new item, then just set this can 3183 * enough slots to equip the new item, then just set "can
2987 * 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
2988 * shield equipped and try to equip another shield, there is only 3185 * shield equipped and try to equip another shield, there is only
2989 * one choice. However, the check for the number of body locations 3186 * one choice. However, the check for the number of body locations
2990 * does take into the account cases where what is being applied 3187 * does take into the account cases where what is being applied
2991 * may be two handed for example. 3188 * may be two handed for example.
2992 */ 3189 */
2993 if (ws) { 3190 if (ws)
2994 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)
3192 {
2995 retval |= CAN_APPLY_UNAPPLY; 3193 retval |= CAN_APPLY_UNAPPLY;
2996 continue; 3194 continue;
2997 } 3195 }
3196
3197 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3198 if (!tmp1)
3199 {
3200#if 0
3201 /* This is sort of an error, but happens a lot when old players
3202 * join in with more stuff equipped than they are now allowed.
3203 */
3204 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3205#endif
3206 retval |= CAN_APPLY_NEVER;
2998 } 3207 }
2999
3000 tmp1 = get_item_from_body_location(who->inv, i);
3001 if (!tmp1) {
3002#if 0
3003 /* This is sort of an error, but happens a lot when old players
3004 * join in with more stuff equipped than they are now allowed.
3005 */
3006 LOG(llevError,"Can't find object using location %d on %s\n",
3007 i, who->name);
3008#endif
3009 retval |= CAN_APPLY_NEVER;
3010 } else { 3208 else
3209 {
3011 /* need to unapply something. However, if this something 3210 /* need to unapply something. However, if this something
3012 * is different than we had found before, it means they need 3211 * is different than we had found before, it means they need
3013 * to apply multiple objects 3212 * to apply multiple objects
3014 */ 3213 */
3015 retval |= CAN_APPLY_UNAPPLY; 3214 retval |= CAN_APPLY_UNAPPLY;
3215
3216 if (!tmp)
3016 if (!tmp) tmp = tmp1; 3217 tmp = tmp1;
3017 else if (tmp != tmp1) { 3218 else if (tmp != tmp1)
3018 retval |= CAN_APPLY_UNAPPLY_MULT; 3219 retval |= CAN_APPLY_UNAPPLY_MULT;
3019 } 3220
3020 /* 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
3021 * 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
3022 * the slots, the player then has a choice. 3223 * the slots, the player then has a choice.
3023 */ 3224 */
3024 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)
3025 (FABS(op->body_info[i]) < who->body_info[i])) 3226 && abs (op->slot[i].info) < who->slot[i].info)
3026 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3227 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027 3228
3028 /* Does unequippint 'tmp1' free up enough slots for this to be 3229 /* Does unequippint 'tmp1' free up enough slots for this to be
3029 * equipped? If not, there must be something else to unapply. 3230 * equipped? If not, there must be something else to unapply.
3030 */ 3231 */
3031 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)
3032 retval |= CAN_APPLY_UNAPPLY_MULT; 3233 retval |= CAN_APPLY_UNAPPLY_MULT;
3033
3034 } 3234 }
3035 } /* if not enough free slots */ 3235 } /* if not enough free slots */
3036 } /* if this object uses location i */ 3236 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */ 3237 } /* for i -> num_body_locations loop */
3038 3238
3039 /* 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
3040 * really be controlled by use of body locations. We do have 3240 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters, 3241 * the weapon/shield checks, and the range checks for monsters,
3042 * 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,
3043 * 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
3044 * all use the same location. 3244 * all use the same location.
3045 */ 3245 */
3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3246 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3247 retval |= CAN_APPLY_RESTRICTION;
3248
3249 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3250 retval |= CAN_APPLY_RESTRICTION;
3251
3252 if (who->type != PLAYER)
3253 {
3254 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3047 retval |= CAN_APPLY_RESTRICTION; 3255 retval |= CAN_APPLY_RESTRICTION;
3256
3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3257 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3049 retval |= CAN_APPLY_RESTRICTION; 3258 retval |= CAN_APPLY_RESTRICTION;
3050 3259
3051
3052 if (who->type != PLAYER) {
3053 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION;
3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3260 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3059 retval |= CAN_APPLY_RESTRICTION; 3261 retval |= CAN_APPLY_RESTRICTION;
3262
3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3263 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3061 retval |= CAN_APPLY_RESTRICTION; 3264 retval |= CAN_APPLY_RESTRICTION;
3062 } 3265 }
3266
3063 return retval; 3267 return retval;
3064} 3268}
3065
3066
3067 3269
3068/** 3270/**
3069 * 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.
3070 * 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,
3071 * 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
3080 * AP_UNAPPLY=always unapply). 3282 * AP_UNAPPLY=always unapply).
3081 * 3283 *
3082 * Optional flags: 3284 * Optional flags:
3083 * 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
3084 * 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
3085 * 3288 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3289 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 * 3290 *
3088 * apply_special() doesn't check for unpaid items. 3291 * apply_special() doesn't check for unpaid items.
3089 */ 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
3090int apply_special (object *who, object *op, int aflags) 3298apply_special (object *who, object *op, int aflags)
3091{ 3299{
3092 int basic_flag = aflags & AP_BASIC_FLAGS; 3300 int basic_flag = aflags & AP_BASIC_FLAGS;
3093 object *tmp, *tmp2, *skop=NULL; 3301 object *tmp, *tmp2, *skop = NULL;
3094 int i;
3095 3302
3096 if(who==NULL) { 3303 if (who == NULL)
3304 {
3097 LOG(llevError,"apply_special() from object without environment.\n"); 3305 LOG (llevError, "apply_special() from object without environment.\n");
3098 return 1; 3306 return 1;
3099 } 3307 }
3100 3308
3101 if(op->env!=who) 3309 if (op->env != who)
3102 return 1; /* op is not in inventory */ 3310 return 1; /* op is not in inventory */
3103 3311
3104 /* trying to unequip op */ 3312 /* trying to unequip op */
3105 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3313 if (QUERY_FLAG (op, FLAG_APPLIED))
3314 {
3106 /* always apply, so no reason to unapply */ 3315 /* always apply, so no reason to unapply */
3107 if (basic_flag == AP_APPLY) return 0; 3316 if (basic_flag == AP_APPLY)
3317 return 0;
3108 3318
3109 if ( ! (aflags & AP_IGNORE_CURSE)
3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3319 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3111 new_draw_info_format(NDI_UNIQUE, 0, who, 3320 {
3112 "No matter how hard you try, you just can't\nremove %s.", 3321 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3113 query_name(op)); 3322 return 1;
3323 }
3324
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;
3337 }
3338
3339 splay (op);
3340
3341 /* Can't just apply this object. Lets see what not and what to do */
3342 if (int i = can_apply_object (who, op))
3343 {
3344 if (i & CAN_APPLY_NEVER)
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)));
3347 return 1;
3348 }
3349 else if (i & CAN_APPLY_RESTRICTION)
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 ));
3356 return 1;
3357 }
3358
3359 if (who->type != PLAYER)
3360 {
3361 /* Some error, so don't try to equip something more */
3362 if (unapply_for_ob (who, op, aflags))
3114 return 1; 3363 return 1;
3115 } 3364 }
3116 return unapply_special(who, op, aflags); 3365 else
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:");
3370 unapply_for_ob (who, op, AP_PRINT);
3371 return 1;
3372 }
3373 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3374 if (unapply_for_ob (who, op, aflags))
3375 return 1;
3376 }
3377 }
3378
3379 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3117 } 3380 {
3381 skop = find_skill_by_name (who, op->skill);
3118 3382
3119 if (basic_flag == AP_UNAPPLY) return 0; 3383 if (!skop)
3384 {
3385 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3386 return 1;
3387 }
3388 else
3389 /* While experience will be credited properly, we want to change the
3390 * skill so that the dam and wc get updated
3391 */
3392 who->change_skill (skop);
3393 }
3120 3394
3121 i = can_apply_object(who, op); 3395 if (who->type == PLAYER
3396 && op->item_power
3397 && op->item_power + who->contr->item_power > settings.item_power_factor * who->level)
3398 {
3399 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3400 return 1;
3401 }
3122 3402
3123 /* Can't just apply this object. Lets see what not and what to do */ 3403 /* Ok. We are now at the state where we can apply the new object.
3124 if (i) { 3404 * Note that we don't have the checks for can_use_...
3125 if (i & CAN_APPLY_NEVER) { 3405 * below - that is already taken care of by can_apply_object.
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3406 */
3407 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3408
3409 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3410 return RESULT_INT (0);
3411
3412 switch (op->type)
3413 {
3414 case WEAPON:
3415 if (!check_weapon_power (who, op->last_eat))
3416 {
3417 op->failmsg ("This weapon is too powerful for you to use. It would consume your soul!" LACK_ITEM_POWER);
3418
3419 if (tmp)
3420 insert_ob_in_ob (tmp, who);
3421
3127 return 1; 3422 return 1;
3128 } else if (i & CAN_APPLY_RESTRICTION) { 3423 }
3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 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 {
3429 /* if the weapon does not have the name as the character, can't use it. */
3430 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3431 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3432
3433 if (tmp)
3434 insert_ob_in_ob (tmp, who);
3435
3130 return 1; 3436 return 1;
3131 }
3132 if (who->type != PLAYER) {
3133 /* Some error, so don't try to equip something more */
3134 if (unapply_for_ob(who, op, aflags)) return 1;
3135 } else {
3136 if (who->contr->unapply == unapply_never ||
3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3138 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3139 unapply_for_ob(who, op, AP_PRINT);
3140 return 1;
3141 } 3437 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3438
3143 i = unapply_for_ob(who, op, aflags);
3144 if (i) return 1;
3145 }
3146 }
3147 }
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3149 skop=find_skill_by_name(who, op->skill);
3150 if (!skop) { 3439 if (!skop)
3151 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3440 {
3441 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3152 return 1; 3442 return 1;
3153 } else {
3154 /* While experience will be credited properly, we want to change the
3155 * skill so that the dam and wc get updated
3156 */
3157 change_skill(who, skop, 0);
3158 }
3159 }
3160
3161 if (who->type == PLAYER && op->item_power &&
3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164 return 1;
3165 }
3166
3167
3168 /* Ok. We are now at the state where we can apply the new object.
3169 * Note that we don't have the checks for can_use_...
3170 * below - that is already taken care of by can_apply_object.
3171 */
3172
3173
3174 if(op->nrof > 1)
3175 tmp = get_split_ob(op,op->nrof - 1);
3176 else
3177 tmp = NULL;
3178
3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181 return RESULT_INT (0);
3182
3183 switch(op->type) {
3184 case WEAPON:
3185 if (!check_weapon_power(who, op->last_eat)) {
3186 new_draw_info(NDI_UNIQUE, 0,who,
3187 "That weapon is too powerful for you to use.");
3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3189 if(tmp!=NULL)
3190 (void) insert_ob_in_ob(tmp,who);
3191 return 1;
3192 } 3443 }
3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) { 3444
3194 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1;
3200 }
3201 SET_FLAG(op, FLAG_APPLIED); 3445 SET_FLAG (op, FLAG_APPLIED);
3446 who->change_skill (skop);
3202 3447
3203 if (skop) change_skill(who, skop, 1); 3448 if (who->contr)
3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3449 who->change_weapon (who->contr->combat_ob = op);
3450
3451 who->statusmsg (format ("You wield %s.", query_name (op)));
3452
3205 SET_FLAG(who, FLAG_READY_WEAPON); 3453 SET_FLAG (who, FLAG_READY_WEAPON);
3206
3207 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3208
3209 (void) change_abil (who,op); 3454 change_abil (who, op);
3210 break; 3455 break;
3211 3456
3212 case ARMOUR: 3457 case ARMOUR:
3213 case HELMET: 3458 case HELMET:
3214 case SHIELD: 3459 case SHIELD:
3215 case BOOTS: 3460 case BOOTS:
3216 case GLOVES: 3461 case GLOVES:
3217 case GIRDLE: 3462 case GIRDLE:
3218 case BRACERS: 3463 case BRACERS:
3219 case CLOAK: 3464 case CLOAK:
3220 case RING: 3465 case RING:
3221 case AMULET: 3466 case AMULET:
3222 SET_FLAG(op, FLAG_APPLIED); 3467 SET_FLAG (op, FLAG_APPLIED);
3223 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3468 who->statusmsg (format ("You wear %s.", query_name (op)));
3224 (void) change_abil (who,op); 3469 change_abil (who, op);
3225 break; 3470 break;
3226 case LAMP:
3227 if (op->stats.food < 1) {
3228 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3229 " fuel!", op->name);
3230 return 1;
3231 }
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3233 op->name);
3234 tmp2 = arch_to_object(op->other_arch);
3235 tmp2->stats.food = op->stats.food;
3236 SET_FLAG(tmp2, FLAG_APPLIED);
3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3238 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3239 insert_ob_in_ob(tmp2, who);
3240 3471
3241 /* Remove the old lantern */
3242 if (who->type == PLAYER)
3243 esrv_del_item(who->contr, (tag_t)op->count);
3244 remove_ob(op);
3245 free_object(op);
3246
3247 /* insert the portion that was split off */
3248 if(tmp!=NULL) {
3249 (void) insert_ob_in_ob(tmp,who);
3250 if(who->type==PLAYER)
3251 esrv_send_item(who, tmp);
3252 }
3253 fix_player(who);
3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3255 if (who->type == PLAYER) {
3256 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3258 }
3259 }
3260 if(who->type==PLAYER)
3261 esrv_send_item(who, tmp2);
3262 return 0;
3263 break;
3264
3265 /* this part is needed for skill-tools */
3266 case SKILL:
3267 case SKILL_TOOL: 3472 case SKILL_TOOL:
3268 if (who->chosen_skill) { 3473 // applying a skill tool also readies the skill
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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 ));
3270 return 1; 3506 return 1;
3271 } 3507
3272 if (who->type == PLAYER) { 3508 found_weapon:;
3273 who->contr->shoottype = range_skill;
3274 who->contr->ranges[range_skill] = op;
3275 if ( ! op->invisible) {
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3277 query_name (op));
3278 new_draw_info_format (NDI_UNIQUE, 0, who,
3279 "You can now use the skill: %s.",
3280 op->skill);
3281 } else {
3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3283 op->skill? op->skill:op->name);
3284 } 3509 }
3510 else
3511 who->change_weapon (pl->combat_ob = op);
3285 } 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 {
3286 SET_FLAG (op, FLAG_APPLIED); 3551 SET_FLAG (op, FLAG_APPLIED);
3287 (void) change_abil (who, op); 3552 change_abil (who, op);
3288 who->chosen_skill = op; 3553 who->chosen_skill = op;
3289 SET_FLAG (who, FLAG_READY_SKILL); 3554 SET_FLAG (who, FLAG_READY_SKILL);
3290 break;
3291
3292 case BOW:
3293 if (!check_weapon_power(who, op->last_eat)) {
3294 new_draw_info(NDI_UNIQUE, 0, who,
3295 "That item is too powerful for you to use.");
3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297 if(tmp != NULL)
3298 (void)insert_ob_in_ob(tmp,who);
3299 return 1;
3300 } 3555 }
3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "The weapon does not recognize you as its owner.");
3304 if(tmp != NULL)
3305 (void)insert_ob_in_ob(tmp,who);
3306 return 1;
3307 }
3308 /*FALLTHROUGH*/
3309 case WAND:
3310 case ROD:
3311 case HORN:
3312 /* check for skill, alter player status */
3313 SET_FLAG(op, FLAG_APPLIED);
3314 if (skop) change_skill(who, skop, 0);
3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3316 3556
3317 if(who->type==PLAYER) {
3318 if (op->type == BOW) {
3319 (void)change_abil(who, op);
3320 new_draw_info_format (NDI_UNIQUE, 0, who,
3321 "You will now fire %s with %s.",
3322 op->race ? op->race : "nothing", query_name(op));
3323 who->contr->shoottype = range_bow;
3324 } else {
3325 who->contr->shoottype = range_misc;
3326 }
3327 } else {
3328 if (op->type == BOW)
3329 SET_FLAG (who, FLAG_READY_BOW);
3330 else
3331 SET_FLAG (who, FLAG_READY_RANGE);
3332 }
3333 break;
3334
3335 case BUILDER:
3336 if ( who->contr->ranges[ range_builder ] )
3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3338 who->contr->shoottype = range_builder;
3339 who->contr->ranges[ range_builder ] = op;
3340 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3341 break; 3557 break;
3342 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
3343 default: 3631 default:
3344 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3632 who->statusmsg (format ("You apply %s.", query_name (op)));
3345 } /* end of switch op->type */ 3633 }
3346 3634
3347 SET_FLAG(op, FLAG_APPLIED); 3635 SET_FLAG (op, FLAG_APPLIED);
3348 3636
3349 if(tmp!=NULL) 3637 if (tmp)
3350 tmp = insert_ob_in_ob(tmp,who); 3638 who->insert (tmp);
3351 3639
3352 fix_player(who); 3640 who->update_stats ();
3353 3641
3354 /* We exclude spell casting objects. The fire code will set the 3642 /* We exclude spell casting objects. The fire code will set the
3355 * been applied flag when they are used - until that point, 3643 * been applied flag when they are used - until that point,
3356 * you don't know anything about them. 3644 * you don't know anything about them.
3357 */ 3645 */
3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3646 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3359 op->type!=ROD)
3360 SET_FLAG(op,FLAG_BEEN_APPLIED); 3647 SET_FLAG (op, FLAG_BEEN_APPLIED);
3361 3648
3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3649 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3363 if (who->type == PLAYER) { 3650 if (who->type == PLAYER)
3364 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3651 {
3652 who->failmsg (
3653 "Oops, it feels deadly cold! "
3654 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3655 );
3365 SET_FLAG(op,FLAG_KNOWN_CURSED); 3656 SET_FLAG (op, FLAG_KNOWN_CURSED);
3366 } 3657 }
3367 } 3658
3368 if(who->type==PLAYER) { 3659 if (object *pl = op->visible_to ())
3369 /* if multiple objects were applied, update both slots */
3370 if (tmp)
3371 esrv_send_item(who, tmp);
3372 esrv_send_item(who, op); 3660 esrv_send_item (pl, op);
3373 } 3661
3374 return 0; 3662 return 0;
3375} 3663}
3376 3664
3377 3665int
3378int monster_apply_special (object *who, object *op, int aflags) 3666monster_apply_special (object *who, object *op, int aflags)
3379{ 3667{
3380 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3668 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3381 return 1; 3669 return 1;
3670
3382 return apply_special (who, op, aflags); 3671 return apply_special (who, op, aflags);
3383} 3672}
3384 3673
3385/** 3674/**
3386 * Map was just loaded, handle op's initialisation. 3675 * Map was just loaded, handle op's initialisation.
3387 * 3676 *
3388 * Generates shop floor's item, and treasures. 3677 * Generates shop floor's item, and treasures.
3389 */ 3678 */
3679int
3390int auto_apply (object *op) { 3680auto_apply (object *op)
3681{
3391 object *tmp = NULL, *tmp2; 3682 object *tmp = NULL, *tmp2;
3392 int i; 3683 int i;
3393 3684
3685 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3686
3394 switch(op->type) { 3687 switch (op->type)
3688 {
3395 case SHOP_FLOOR: 3689 case SHOP_FLOOR:
3396 if (!HAS_RANDOM_ITEMS(op)) return 0; 3690 if (!op->has_random_items ())
3691 return 0;
3692
3693 do
3397 do { 3694 {
3398 i=10; /* let's give it 10 tries */ 3695 i = 10; /* let's give it 10 tries */
3399 while((tmp=generate_treasure(op->randomitems, 3696 while ((tmp = generate_treasure (op->randomitems,
3400 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3697 op->stats.exp
3698 ? (int) op->stats.exp
3699 : max (op->map->difficulty, 5)))
3700 == NULL && --i);
3701
3401 if(tmp==NULL) 3702 if (tmp == NULL)
3402 return 0;
3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3404 free_object(tmp);
3405 tmp = NULL;
3406 }
3407 } while(!tmp);
3408 tmp->x=op->x;
3409 tmp->y=op->y;
3410 SET_FLAG(tmp,FLAG_UNPAID);
3411 insert_ob_in_map(tmp,op->map,NULL,0);
3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3413 identify(tmp);
3414 break;
3415
3416 case TREASURE:
3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3418 return 0; 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);
3717 identify (tmp);
3718 break;
3719
3720 case TREASURE:
3721 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3722 return 0;
3723
3419 while ((op->stats.hp--)>0) 3724 while (op->stats.hp-- > 0)
3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3725 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3421 op->stats.exp ? (int)op->stats.exp :
3422 op->map == NULL ? 14: op->map->difficulty,0); 3726 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3423 3727
3424 /* 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,
3425 * 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
3426 * to disappear. An example of this item is the random_* stuff 3730 * to disappear. An example of this item is the random_* stuff
3427 * that is put inside other objects. 3731 * that is put inside other objects.
3428 */ 3732 */
3429 for (tmp=op->inv; tmp; tmp=tmp2) { 3733 if (op->env)
3430 tmp2 = tmp->below; 3734 while (op->inv)
3431 remove_ob(tmp); 3735 op->env->insert (op->inv);
3432 if (op->env) insert_ob_in_ob(tmp, op->env); 3736
3433 else free_object(tmp); 3737 op->destroy ();
3434 }
3435 remove_ob(op);
3436 free_object(op);
3437 break; 3738 break;
3438 } 3739 }
3439 return tmp ? 1 : 0;
3440}
3441 3740
3741 return !!tmp;
3742}
3743
3442/** 3744/**
3443 * 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
3444 * when an original map is loaded) and performs special actions for 3746 * is loaded or swapped in and performs special actions for
3445 * certain objects (most initialization of chests and creation of 3747 * certain objects (most initialization of chests and creation of
3446 * treasures and stuff). Calls auto_apply if appropriate. 3748 * treasures and stuff). Calls auto_apply if appropriate.
3447 */ 3749 */
3750void
3751maptile::fix_auto_apply ()
3752{
3753 if (!spaces)
3754 return;
3448 3755
3449void fix_auto_apply(mapstruct *m) { 3756 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3450 object *tmp,*above=NULL; 3757 for (object *tmp = ms->bot; tmp; )
3451 int x,y; 3758 {
3759 object *above = tmp->above;
3452 3760
3453 if(m==NULL) return;
3454
3455 for(x=0;x<MAP_WIDTH(m);x++)
3456 for(y=0;y<MAP_HEIGHT(m);y++)
3457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3458 above=tmp->above;
3459
3460 if (tmp->inv) { 3761 if (tmp->inv)
3762 {
3461 object *invtmp, *invnext; 3763 object *invtmp, *invnext;
3462 3764
3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3765 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3766 {
3464 invnext = invtmp->below; 3767 invnext = invtmp->below;
3465 3768
3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3769 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3467 auto_apply(invtmp); 3770 auto_apply (invtmp);
3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3771 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3772 {
3469 while ((invtmp->stats.hp--)>0) 3773 while (invtmp->stats.hp-- > 0)
3470 create_treasure(invtmp->randomitems, invtmp, 0, 3774 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3471 m->difficulty,0); 3775
3472 invtmp->randomitems = NULL; 3776 invtmp->randomitems = NULL;
3473 }
3474 else if (invtmp && invtmp->arch &&
3475 invtmp->type!=TREASURE &&
3476 invtmp->type != SPELL &&
3477 invtmp->type != CLASS &&
3478 HAS_RANDOM_ITEMS(invtmp)) {
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 /* Need to clear this so that we never try to create
3482 * treasure again for this object
3483 */
3484 invtmp->randomitems = NULL;
3485 }
3486 } 3777 }
3487 /* This is really temporary - the code at the bottom will 3778 else if (invtmp && invtmp->arch
3488 * also set randomitems to null. The problem is there are bunches 3779 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3489 * of maps/players already out there with items that have spells
3490 * which haven't had the randomitems set to null yet.
3491 * MSW 2004-05-13
3492 * 3780 {
3493 * And if it's a spellbook, it's better to set randomitems to NULL too, 3781 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3494 * else you get two spells in the book ^_- 3782 /* Need to clear this so that we never try to create
3495 * Ryo 2004-08-16 3783 * treasure again for this object
3496 */ 3784 */
3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3499 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500 tmp->randomitems = NULL;
3501
3502 }
3503
3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3505 auto_apply(tmp);
3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3507 while ((tmp->stats.hp--)>0)
3508 create_treasure(tmp->randomitems, tmp, 0,
3509 m->difficulty,0);
3510 tmp->randomitems = NULL; 3785 invtmp->randomitems = NULL;
3511 }
3512 else if(tmp->type==TIMED_GATE) {
3513 object *head = tmp->head != NULL ? tmp->head : tmp;
3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3515 tmp->speed = 0;
3516 update_ob_speed(tmp);
3517 } 3786 }
3518 } 3787 }
3788 /* This is really temporary - the code at the bottom will
3789 * also set randomitems to null. The problem is there are bunches
3790 * of maps/players already out there with items that have spells
3791 * which haven't had the randomitems set to null yet.
3792 * MSW 2004-05-13
3793 *
3794 * And if it's a spellbook, it's better to set randomitems to NULL too,
3795 * else you get two spells in the book ^_-
3796 * Ryo 2004-08-16
3797 */
3798 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3799 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3800 tmp->randomitems = NULL;
3801
3802 }
3803
3804 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3805 auto_apply (tmp);
3806 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3807 {
3808 while ((tmp->stats.hp--) > 0)
3809 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3810 tmp->randomitems = NULL;
3811 }
3812 else if (tmp->type == TIMED_GATE)
3813 {
3814 object *head = tmp->head != NULL ? tmp->head : tmp;
3815
3816 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3817 tmp->set_speed (0);
3818 }
3519 /* 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
3520 * 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
3521 * 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
3522 * 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.
3523 * 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
3524 * which say how many times to make the treasure. 3824 * which say how many times to make the treasure.
3525 */ 3825 */
3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3826 else if (tmp && tmp->arch && tmp->type != PLAYER
3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3827 && tmp->type != TREASURE && tmp->type != SPELL
3528 HAS_RANDOM_ITEMS(tmp)) { 3828 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3829 {
3529 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3830 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3530 m->difficulty,0);
3531 tmp->randomitems = NULL; 3831 tmp->randomitems = NULL;
3532 }
3533 } 3832 }
3534 3833
3535 for(x=0;x<MAP_WIDTH(m);x++) 3834 // close all containers
3536 for(y=0;y<MAP_HEIGHT(m);y++) 3835 else if (tmp->type == CONTAINER)
3537 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3836 tmp->flag [FLAG_APPLIED] = 0;
3538 if (tmp->above && 3837
3838 tmp = above;
3839 }
3840
3841 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3842 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3843 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540 check_trigger (tmp, tmp->above); 3844 check_trigger (tmp, tmp->above);
3541} 3845}
3542 3846
3543/** 3847/**
3544 * Handles player eating food that temporarily changes status (resistances, stats). 3848 * Handles player eating food that temporarily changes status (resistances, stats).
3545 * This used to call cast_change_attr(), but 3849 * This used to call cast_change_attr(), but
3546 * 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
3547 * the food changes, just grab a force and use that instead. 3851 * the food changes, just grab a force and use that instead.
3548 */ 3852 */
3549 3853void
3550void eat_special_food(object *who, object *food) { 3854eat_special_food (object *who, object *food)
3855{
3551 object *force; 3856 object *force;
3552 int i, did_one=0; 3857 int i, did_one = 0;
3553 sint8 k;
3554 3858
3555 force = get_archetype(FORCE_NAME); 3859 force = get_archetype (FORCE_NAME);
3556 3860
3557 for (i=0; i < NUM_STATS; i++) { 3861 for (i = 0; i < NUM_STATS; i++)
3558 k = get_attr_value(&food->stats, i); 3862 if (sint8 k = food->stats.stat (i))
3559 if (k) { 3863 {
3560 set_attr_value(&force->stats, i, k); 3864 force->stats.stat (i) = k;
3561 did_one = 1; 3865 did_one = 1;
3562 } 3866 }
3563 }
3564 3867
3565 /* check if we can protect the eater */ 3868 /* check if we can protect the eater */
3566 for (i=0; i<NROFATTACKS; i++) { 3869 for (i = 0; i < NROFATTACKS; i++)
3870 {
3567 if (food->resist[i]>0) { 3871 if (food->resist[i] > 0)
3872 {
3568 force->resist[i] = food->resist[i] / 2; 3873 force->resist[i] = food->resist[i] / 2;
3569 did_one = 1; 3874 did_one = 1;
3570 } 3875 }
3571 } 3876 }
3877
3572 if (did_one) { 3878 if (did_one)
3879 {
3573 force->speed = 0.1; 3880 force->set_speed (0.1);
3574 update_ob_speed(force);
3575 /* bigger morsel of food = longer effect time */ 3881 /* bigger morsel of food = longer effect time */
3576 force->stats.food = food->stats.food / 5; 3882 force->duration = food->stats.food / 5;
3577 SET_FLAG(force, FLAG_IS_USED_UP);
3578 SET_FLAG(force, FLAG_APPLIED); 3883 SET_FLAG (force, FLAG_APPLIED);
3579 change_abil(who, force); 3884 change_abil (who, force);
3580 insert_ob_in_ob(force, who); 3885 insert_ob_in_ob (force, who);
3581 } else {
3582 free_object(force);
3583 } 3886 }
3887 else
3888 force->destroy ();
3584 3889
3585 /* check for hp, sp change */ 3890 /* check for hp, sp change */
3586 if(food->stats.hp!=0) { 3891 if (food->stats.hp != 0)
3892 {
3587 if(QUERY_FLAG(food, FLAG_CURSED)) { 3893 if (QUERY_FLAG (food, FLAG_CURSED))
3894 {
3588 strcpy(who->contr->killer,food->name); 3895 who->contr->killer = food;
3589 hit_player(who, food->stats.hp, food, AT_POISON, 1); 3896 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3897 who->failmsg ("Eck!...that was poisonous!");
3591 } else { 3898 }
3899 else
3900 {
3592 if(food->stats.hp>0) 3901 if (food->stats.hp > 0)
3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better."); 3902 who->statusmsg ("You begin to feel better.");
3594 else 3903 else
3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!"); 3904 who->failmsg ("Eck!...that was poisonous!");
3905
3596 who->stats.hp += food->stats.hp; 3906 who->stats.hp += food->stats.hp;
3597 } 3907 }
3598 } 3908 }
3909
3599 if(food->stats.sp!=0) { 3910 if (food->stats.sp != 0)
3911 {
3600 if(QUERY_FLAG(food, FLAG_CURSED)) { 3912 if (QUERY_FLAG (food, FLAG_CURSED))
3601 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!"); 3913 {
3914 who->failmsg ("You are drained of mana!");
3602 who->stats.sp -= food->stats.sp; 3915 who->stats.sp -= food->stats.sp;
3603 if(who->stats.sp<0) who->stats.sp=0; 3916 if (who->stats.sp < 0)
3604 } else { 3917 who->stats.sp = 0;
3605 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!"); 3918 }
3919 else
3920 {
3921 who->statusmsg ("You feel a rush of magical energy!");
3606 who->stats.sp += food->stats.sp; 3922 who->stats.sp += food->stats.sp;
3607 /* place limit on max sp from food? */ 3923 /* place limit on max sp from food? */
3608 }
3609 }
3610 fix_player(who);
3611}
3612
3613
3614/**
3615 * Designed primarily to light torches/lanterns/etc.
3616 * Also burns up burnable material too. First object in the inventory is
3617 * the selected object to "burn". -b.t.
3618 */
3619
3620void apply_lighter(object *who, object *lighter) {
3621 object *item;
3622 int is_player_env=0;
3623 uint32 nrof;
3624 tag_t count;
3625 char item_name[MAX_BUF];
3626
3627 item=find_marked_object(who);
3628 if(item) {
3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3630 /* Split multiple lighters if they're being used up. Otherwise *
3631 * one charge from each would be used up. --DAMN */
3632 if(lighter->nrof > 1) {
3633 object *oneLighter = get_object();
3634 copy_object(lighter, oneLighter);
3635 lighter->nrof -= 1;
3636 oneLighter->nrof = 1;
3637 oneLighter->stats.food--;
3638 esrv_send_item(who, lighter);
3639 oneLighter=insert_ob_in_ob(oneLighter, who);
3640 esrv_send_item(who, oneLighter);
3641 } else {
3642 lighter->stats.food--;
3643 } 3924 }
3925 }
3644 3926
3645 } else if(lighter->last_eat) { /* no charges left in lighter */ 3927 who->update_stats ();
3646 new_draw_info_format(NDI_UNIQUE, 0,who,
3647 "You attempt to light the %s with a used up %s.",
3648 item->name, lighter->name);
3649 return;
3650 }
3651 /* Perhaps we should split what we are trying to light on fire?
3652 * I can't see many times when you would want to light multiple
3653 * objects at once.
3654 */
3655 nrof=item->nrof;
3656 count=item->count;
3657 /* If the item is destroyed, we don't have a valid pointer to the
3658 * name object, so make a copy so the message we print out makes
3659 * some sense.
3660 */
3661 strcpy(item_name, item->name);
3662 if (who == is_player_inv(item)) is_player_env=1;
3663
3664 save_throw_object(item,AT_FIRE,who);
3665 /* Change to check count and not freed, since the object pointer
3666 * may have gotten recycled
3667 */
3668 if ((nrof != item->nrof ) || (count != item->count)) {
3669 new_draw_info_format(NDI_UNIQUE, 0,who,
3670 "You light the %s with the %s.",item_name,lighter->name);
3671 /* Need to update the player so that the players glow radius
3672 * gets changed.
3673 */
3674 if (is_player_env) fix_player(who);
3675 } else {
3676 new_draw_info_format(NDI_UNIQUE, 0,who,
3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3678 }
3679
3680 } else /* nothing to light */
3681 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3682
3683} 3928}
3929
3684 3930
3685/** 3931/**
3686 * 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.
3687 * scroll_failure()- hacked directly from spell_failure 3933 * scroll_failure()- hacked directly from spell_failure
3688 */ 3934 */
3935void
3689void scroll_failure(object *op, int failure, int power) 3936scroll_failure (object *op, int failure, int power)
3690{ 3937{
3691 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 */
3692 3940
3693 if(failure<= -1&&failure > -15) {/* wonder */ 3941 if (failure <= -1 && failure > -15)
3942 { /* wonder */
3694 object *tmp; 3943 object *tmp;
3695 3944
3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3945 op->failmsg ("Your spell warps!");
3697 tmp=get_archetype(SPELL_WONDER); 3946 tmp = get_archetype (SPELL_WONDER);
3698 cast_wonder(op, op, 0, tmp); 3947 cast_wonder (op, op, 0, tmp);
3699 free_object(tmp); 3948 tmp->destroy ();
3949 }
3700 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3950 else if (failure <= -15 && failure > -35)
3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3951 { /* drain mana */
3952 op->failmsg ("Your mana is drained!");
3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3953 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3703 if(op->stats.sp<0) op->stats.sp = 0; 3954 if (op->stats.sp < 0)
3955 op->stats.sp = 0;
3956 }
3704 } else if (settings.spell_failure_effects == TRUE) { 3957 else if (settings.spell_failure_effects == TRUE)
3958 {
3705 if (failure <= -35&&failure > -60) { /* confusion */ 3959 if (failure <= -35 && failure > -60)
3706 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3960 { /* confusion */
3961 op->failmsg ("The magic recoils on you!");
3707 confuse_player(op,op,power); 3962 confuse_player (op, op, power);
3963 }
3708 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3964 else if (failure <= -60 && failure > -70)
3709 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3965 { /* paralysis */
3710 "you!"); 3966 op->failmsg ("The magic recoils and paralyzes you!");
3711 paralyze_player(op,op,power); 3967 paralyze_player (op, op, power);
3968 }
3712 } else if (failure <= -70&&failure> -80) {/* blind */ 3969 else if (failure <= -70 && failure > -80)
3713 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3970 { /* blind */
3971 op->failmsg ("The magic recoils on you!");
3714 blind_player(op,op,power); 3972 blind_player (op, op, power);
3715 } else if (failure <= -80) {/* blast the immediate area */ 3973 }
3716 object *tmp; 3974 else if (failure <= -80)
3975 { /* blast the immediate area */
3717 tmp=get_archetype(LOOSE_MANA); 3976 object *tmp = get_archetype (LOOSE_MANA);
3718 cast_magic_storm(op,tmp, power); 3977 cast_magic_storm (op, tmp, power);
3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3978 op->failmsg ("You unleash uncontrolled mana!");
3720 free_object(tmp); 3979 tmp->destroy ();
3721 } 3980 }
3722 } 3981 }
3723} 3982}
3724 3983
3984void
3725void apply_changes_to_player(object *pl, object *change) { 3985apply_changes_to_player (object *pl, object *change)
3986{
3726 int excess_stat=0; /* if the stat goes over the maximum 3987 int excess_stat = 0; /* if the stat goes over the maximum
3727 for the race, put the excess stat some 3988 for the race, put the excess stat some
3728 where else. */ 3989 where else. */
3729 3990
3730 switch (change->type) { 3991 switch (change->type)
3992 {
3731 case CLASS: { 3993 case CLASS:
3994 {
3732 living *stats = &(pl->contr->orig_stats); 3995 living *stats = &(pl->contr->orig_stats);
3733 living *ns = &(change->stats); 3996 living *ns = &(change->stats);
3734 object *walk; 3997 object *walk;
3735 int flag_change_face=1; 3998 int flag_change_face = 1;
3736 3999
3737 /* the following code assigns stats up to the stat max 4000 /* the following code assigns stats up to the stat max
3738 * for the race, and if the stat max is exceeded, 4001 * for the race, and if the stat max is exceeded,
3739 * tries to randomly reassign the excess stat 4002 * tries to randomly reassign the excess stat
3740 */ 4003 */
3741 int i,j; 4004 int i, j;
4005
3742 for(i=0;i<NUM_STATS;i++) { 4006 for (i = 0; i < NUM_STATS; i++)
3743 sint8 stat=get_attr_value(stats,i); 4007 {
3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4008 int race_bonus = pl->arch->stats.stat (i);
3745 stat += get_attr_value(ns,i); 4009 sint8 stat = stats->stat (i) + ns->stat (i);
4010
3746 if(stat > 20 + race_bonus) { 4011 if (stat > 20 + race_bonus)
4012 {
3747 excess_stat++; 4013 excess_stat++;
3748 stat = 20+race_bonus; 4014 stat = 20 + race_bonus;
3749 } 4015 }
3750 set_attr_value(stats,i,stat); 4016
4017 stats->stat (i) = stat;
3751 } 4018 }
3752 4019
3753 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4020 for (j = 0; excess_stat > 0 && j < 100; j++)
4021 { /* try 100 times to assign excess stats */
3754 int i = rndm(0, 6); 4022 int i = rndm (0, 6);
3755 int stat=get_attr_value(stats,i); 4023
3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4024 if (i == CHA)
3757 if(i==CHA) continue; /* exclude cha from this */ 4025 continue; /* exclude cha from this */
4026
4027 int stat = stats->stat (i);
4028 int race_bonus = pl->arch->stats.stat (i);
3758 if( stat < 20 + race_bonus) { 4029 if (stat < 20 + race_bonus)
4030 {
3759 change_attr_value(stats,i,1); 4031 change_attr_value (stats, i, 1);
3760 excess_stat--; 4032 excess_stat--;
3761 } 4033 }
3762 } 4034 }
3763 4035
3764 /* insert the randomitems from the change's treasurelist into 4036 /* insert the randomitems from the change's treasurelist into
3765 * the player ref: player.c 4037 * the player ref: player.c
3766 */ 4038 */
3767 if(change->randomitems!=NULL) 4039 if (change->randomitems)
3768 give_initial_items(pl,change->randomitems); 4040 give_initial_items (pl, change->randomitems);
3769 4041
3770
3771 /* set up the face, for some races. */ 4042 /* set up the face, for some races. */
3772 4043
3773 /* first, look for the force object banning 4044 /* first, look for the force object banning
3774 * changing the face. Certain races never change face with class. 4045 * changing the face. Certain races never change face with class.
3775 */ 4046 */
3776 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4047 for (walk = pl->inv; walk; walk = walk->below)
3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4048 if (walk->name == shstr_NOCLASSFACECHANGE)
4049 flag_change_face = 0;
3778 4050
3779 if(flag_change_face) { 4051 if (flag_change_face)
3780 pl->animation_id = GET_ANIM_ID(change); 4052 {
3781 pl->face = change->face; 4053 pl->face = change->face;
3782 4054 pl->animation_id = change->animation_id;
3783 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4055 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3784 SET_FLAG(pl,FLAG_ANIMATE);
3785 else
3786 CLEAR_FLAG(pl,FLAG_ANIMATE);
3787 } 4056 }
3788 4057
3789 /* check the special case of can't use weapons */ 4058 /* check the special case of can't use weapons */
3790 /*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); */
3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4060 if (change->name == shstr_monk)
4061 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3792 4062
3793 break; 4063 break;
3794 } 4064 }
3795 } 4065 }
3796} 4066}
3797 4067
3798/** 4068/**
3803 * 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.
3804 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4074 * The format is as follow: transformer:[number ]yield[;transformer:...].
3805 * 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.
3806 * 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.
3807 */ 4077 */
4078void
3808void apply_item_transformer( object* pl, object* transformer ) 4079apply_item_transformer (object *pl, object *transformer)
3809 { 4080{
3810 object* marked; 4081 object *marked;
3811 object* new_item; 4082 object *new_item;
3812 char* find; 4083 char *find;
3813 char* separator; 4084 char *separator;
3814 int yield; 4085 int yield;
3815 char got[ MAX_BUF ]; 4086 char got[MAX_BUF];
3816 int len; 4087 int len;
3817 4088
3818 if ( !pl || !transformer ) 4089 if (!pl || !transformer)
3819 return; 4090 return;
4091
3820 marked = find_marked_object( pl ); 4092 marked = find_marked_object (pl);
4093
3821 if ( !marked ) 4094 if (!marked)
3822 { 4095 {
3823 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)));
3824 return; 4097 return;
3825 } 4098 }
4099
3826 if ( !marked->slaying ) 4100 if (!marked->slaying)
3827 { 4101 {
3828 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)));
3829 return; 4103 return;
3830 } 4104 }
4105
3831 /* check whether they are compatible or not */ 4106 /* check whether they are compatible or not */
3832 find = strstr( marked->slaying, transformer->arch->name ); 4107 find = strstr (&marked->slaying, transformer->arch->archname);
3833 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4108 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3834 { 4109 {
3835 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)));
3836 return; 4111 return;
3837 } 4112 }
4113
3838 find += strlen( transformer->arch->name ) + 1; 4114 find += strlen (transformer->arch->archname) + 1;
3839 /* 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 */
3840 if ( isdigit( *( find ) ) ) 4116 if (isdigit (*(find)))
3841 { 4117 {
3842 yield = atoi( find ); 4118 yield = atoi (find);
3843 if ( yield < 1 ) 4119 if (yield < 1)
3844 { 4120 {
3845 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);
3846 yield = 1; 4122 yield = 1;
3847 } 4123 }
3848 } 4124 }
3849 else 4125 else
3850 yield = 1; 4126 yield = 1;
3851 4127
3852 while ( isdigit( *find ) ) 4128 while (isdigit (*find))
3853 find++; 4129 find++;
4130
3854 while ( *find == ' ' ) 4131 while (*find == ' ')
3855 find++; 4132 find++;
4133
3856 memset( got, 0, MAX_BUF ); 4134 memset (got, 0, MAX_BUF);
4135
3857 if ( (separator = strchr( find, ';' ))!=NULL) 4136 if ((separator = strchr (find, ';')) != NULL)
3858 {
3859 len = separator - find; 4137 len = separator - find;
3860 }
3861 else 4138 else
3862 {
3863 len = strlen(find); 4139 len = strlen (find);
3864 } 4140
3865 if ( len > MAX_BUF-1) 4141 if (len > MAX_BUF - 1)
3866 len = MAX_BUF-1; 4142 len = MAX_BUF - 1;
4143
3867 strcpy( got, find ); 4144 strcpy (got, find);
3868 got[len] = '\0'; 4145 got[len] = '\0';
3869 4146
3870 /* Now create new item, remove used ones when required. */ 4147 /* Now create new item, remove used ones when required. */
3871 new_item = get_archetype( got ); 4148 new_item = get_archetype (got);
3872 if ( !new_item ) 4149 if (!new_item)
3873 { 4150 {
3874 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)));
3875 return; 4152 return;
3876 } 4153 }
4154
3877 new_item->nrof = yield; 4155 new_item->nrof = yield;
3878 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4156
3879 insert_ob_in_ob( new_item, pl ); 4157 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3880 esrv_send_inventory( pl, pl ); 4158
4159 pl->insert (new_item);
3881 /* Eat up one item */ 4160 /* Eat up one item */
3882 decrease_ob_nr( marked, 1 ); 4161 marked->decrease ();
4162
3883 /* Eat one transformer if needed */ 4163 /* Eat one transformer if needed */
3884 if ( transformer->stats.food ) 4164 if (transformer->stats.food)
3885 if ( --transformer->stats.food == 0 ) 4165 if (--transformer->stats.food == 0)
3886 decrease_ob_nr( transformer, 1 ); 4166 transformer->decrease ();
3887 } 4167}
4168

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