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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.20 by root, Mon Sep 4 16:46:33 2006 UTC vs.
Revision 1.201 by root, Mon Oct 12 14:00:58 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 1.20 2006/09/04 16:46:33 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 it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * 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 Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
39#include <sounds.h> 36#include <sounds.h>
40 37
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/** 38/**
45 * Check if op should abort moving victim because of it's race or slaying. 39 * 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. 40 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 41 */
42int
48int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
49{ 44{
50 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
51 /* Get flags to determine what of arch, name, and race should be checked. 47 /* 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, 48 * 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, 49 * 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 50 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 51 * it. Examples:
56 * subtype 1: only arch 52 * subtype 1: only arch
57 * subtype 3: arch or name 53 * subtype 3: arch or name
58 * subtype 5: arch or race 54 * subtype 5: arch or race
59 * subtype 7: all three 55 * subtype 7: all three
60 */ 56 */
61 if (op->subtype) 57 if (op->subtype)
62 { 58 {
63 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
64 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
65 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
66 } else { 62 }
63 else
64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ( (op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 82 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))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * This handles a player dropping money on an altar to identify stuff. 91 * 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. 92 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
96 */ 94 */
95static int
97static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
98{ 97{
99 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
100 int success=0;
101 99
102 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
103 return 0; 101 return 0;
104 102
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
107 */ 105 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
109 return 0; 107 return 0;
110 108
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 109 /* 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. 110 * identified. If it doesn't, then go through the player inventory.
114 */ 111 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 112 if (object *marked = find_marked_object (pl))
116 && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 114 {
118 if (operate_altar (altar, &money)) { 115 if (operate_altar (altar, &money, pl))
116 {
119 identify (marked); 117 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 118
121 "You have %s.", long_desc(marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
122 if (marked->msg) { 120 if (marked->msg)
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
130 {
131 if (operate_altar (altar, &money, pl))
132 {
133 identify (id);
134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg)
137 buf << "The item has a story:\r" << id->msg << "\n\n";
138
139 /* If no more money, might as well quit now */
140 if (!money || !check_altar_sacrifice (altar, money))
141 break;
125 } 142 }
126 return money == NULL; 143 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 } 144 {
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 146 break;
149 } 147 }
150 } 148 }
151 } 149 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 150
153 return money == NULL; 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
154} 157}
155 158
156/** 159/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 161 * matching item.
159 **/ 162 **/
163void
160static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
161{ 165{
162 const char* yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
163 167 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} 168}
182 169
183/** 170/**
184 * Handles applying a potion. 171 * Handles applying a potion.
185 */ 172 */
173int
186int apply_potion (object * op, object * tmp) 174apply_potion (object *op, object *tmp)
187{ 175{
188 int got_one = 0, i; 176 int got_one = 0, i;
189 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
190 178
191 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
192 180
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 182 {
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!" 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
198 ); 184
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 186 return 0;
201 } 187 }
202 188
203 if (op->type == PLAYER) 189 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 191 identify (tmp);
207 }
208 192
209 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
210 194
211 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 198 object *depl;
215 archetype *at; 199 archetype *at;
216 200
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 202 {
219 drain_stat (op); 203 op->drain_stat ();
220 fix_player (op); 204 op->update_stats ();
221 decrease_ob (tmp); 205 tmp->decrease ();
222 return 1; 206 return 1;
223 } 207 }
208
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 209 if (!(at = archetype::find (ARCH_DEPLETION)))
225 { 210 {
226 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 212 return 0;
228 } 213 }
214
229 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
230 if (depl != NULL) 217 if (depl)
231 { 218 {
232 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
234 { 221 op->statusmsg (restore_msg[i]);
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
236 } 223 depl->destroy ();
237 remove_ob (depl); 224 op->update_stats ();
238 free_object (depl);
239 fix_player (op);
240 } 225 }
241 else 226 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
243 228
244 decrease_ob (tmp); 229 tmp->decrease ();
245 return 1; 230 return 1;
246 } 231 }
247 232
248 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
250 { 235 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < MIN (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
258 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
259 break; 243 break;
260 } 244 }
245
261 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
262 { 247 {
263 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
264 break; 249 break;
265 } 250 }
251
266 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
267 { 253 {
268 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
269 break; 255 break;
270 } 256 }
274 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
275 { 261 {
276 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
277 break; 263 break;
278 } 264 }
265
279 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
280 { 267 {
281 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
282 break; 269 break;
283 } 270 }
271
284 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
285 { 273 {
286 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
287 break; 275 break;
288 } 276 }
289 } 277 }
290 } 278 }
279
291 /* Just makes checking easier */ 280 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 281 if (i < MIN (11, op->level))
293 got_one = 1; 282 got_one = 1;
283
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 285 {
296 if (got_one) 286 if (got_one)
297 { 287 {
298 fix_player (op); 288 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you"); 289 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."); 290 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
305 } 292 }
306 else 293 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 295 }
310 else 296 else
311 { /* cursed potion */ 297 { /* cursed potion */
312 if (got_one) 298 if (got_one)
313 { 299 {
314 fix_player (op); 300 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
317 } 302 }
318 else 303 else
319 new_draw_info (NDI_UNIQUE, 0, op, 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 "You are fortunate that you are so pathetic.");
321 } 305 }
306
322 decrease_ob (tmp); 307 tmp->decrease ();
323 return 1; 308 return 1;
324 } 309 }
325 310
326 311
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 */ 316 */
332 if (tmp->inv) 317 if (tmp->inv)
333 { 318 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 320 {
336 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
337 322 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 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 decrease_ob (tmp); 327 tmp->decrease ();
328
353 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 331 op->update_stats ();
332
356 return 1; 333 return 1;
357 } 334 }
358 335
359 /* Deal with protection potions */ 336 /* Deal with protection potions */
360 force = NULL; 337 force = NULL;
362 { 339 {
363 if (tmp->resist[i]) 340 if (tmp->resist[i])
364 { 341 {
365 if (!force) 342 if (!force)
366 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
369 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
370 } 348 }
371 } 349 }
350
372 /* This is a protection potion */ 351 /* This is a protection potion */
373 if (force) 352 if (force)
374 { 353 {
375 /* cursed items last longer */ 354 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
378 force->stats.food *= 10; 357 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 361 }
362
383 force->speed_left = -1; 363 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 367 change_abil (op, force);
388 decrease_ob (tmp); 368 tmp->decrease ();
389 return 1; 369 return 1;
390 } 370 }
391 371
392 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 373 if (op->type == PLAYER)
394 { /* only for players */ 374 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0) 377 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 379 else
399 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
400 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
402 } 384 }
403 385
404 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 389 * up all the stats.
408 */ 390 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 392 op->update_stats ();
411 decrease_ob (tmp); 393 tmp->decrease ();
412 return 1; 394 return 1;
413} 395}
414 396
415/**************************************************************************** 397/****************************************************************************
416 * Weapon improvement code follows 398 * Weapon improvement code follows
417 ****************************************************************************/ 399 ****************************************************************************/
418 400
419/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405
406bool
407check_item_power (object *who, int item_power)
408{
409 if (who->type == PLAYER
410 && item_power
411 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
412 return false;
413 else
414 return true;
415}
416
417/**
420 * This returns the sum of nrof of item (arch name). 418 * This returns the sum of nrof of item (arch name).
421 */ 419 */
422static int check_item(object *op, const char *item) 420static int
421check_item (object *op, shstr_cmp item)
423{ 422{
424 int count=0; 423 int count = 0;
425 424
425 if (!item)
426 return 0;
426 427
427 if (item==NULL) return 0; 428 for (op = op->below; op; op = op->below)
428 op=op->below; 429 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) 430 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 431 && /* 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; 432 count += op->number_of ();
438 } 433
439 }
440 op=op->below;
441 }
442 return count; 434 return count;
443} 435}
444 436
445/** 437/**
446 * This removes 'nrof' of what item->slaying says to remove. 438 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 439 * op is typically the player, which is only
448 * really used to determine what space to look at. 440 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 441 * Modified to only eat 'nrof' of objects.
450 */ 442 */
451static void eat_item(object *op,const char *item, uint32 nrof) 443static void
444eat_item (object *op, shstr_cmp item, uint32 nrof)
452{ 445{
453 object *prev; 446 object *prev;
454 447
455 prev = op; 448 prev = op;
456 op=op->below; 449 op = op->below;
457 450
458 while(op!=NULL) { 451 while (op)
459 if (strcmp(op->arch->name,item)==0) { 452 {
453 if (op->arch->archname == item)
454 {
460 if (op->nrof >= nrof) { 455 if (op->nrof >= nrof)
456 {
461 decrease_ob_nr(op,nrof); 457 op->decrease (nrof);
462 return; 458 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 459 }
460 else
461 {
462 op->decrease (nrof);
463 nrof -= op->nrof;
464 }
465
467 op=prev; 466 op = prev;
468 } 467 }
468
469 prev = op; 469 prev = op;
470 op=op->below; 470 op = op->below;
471 } 471 }
472}
473
474/**
475 * 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
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481static int check_weapon_power(const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491#else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * 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
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 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)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517#endif
518} 472}
519 473
520/** 474/**
521 * Returns how many items of type improver->slaying there are under op. 475 * 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. 476 * Will display a message if none found, and 1 if improver->slaying is NULL.
523 */ 477 */
478static int
524static int check_sacrifice(object *op, const object *improver) 479check_sacrifice (object *op, const object *improver)
525{ 480{
526 int count=0; 481 int count = 0;
527 482
528 if (improver->slaying!=NULL) { 483 if (improver->slaying)
484 {
529 count = check_item(op,improver->slaying); 485 count = check_item (op, improver->slaying);
530 if (count<1) { 486 if (count < 1)
531 char buf[200]; 487 {
532 sprintf(buf,"The gods want more %ss", &improver->slaying); 488 op->failmsg (format ("The gods want more %ss", &improver->slaying));
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 489 return 0;
535 } 490 }
536 } 491 }
537 else 492 else
538 count=1; 493 count = 1;
539 494
540 return count; 495 return count;
541} 496}
542 497
543/** 498/**
544 * Actually improves the weapon, and tells user. 499 * Actually improves the weapon, and tells user.
545 */ 500 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 501static int
547 signed char *stat,int sacrifice_count,const char *statname) 502improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
548{ 503{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 504 stat += sacrifice_count;
552 weapon->last_eat++; 505 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 506 improver->decrease ();
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556 507
557 /* So it updates the players stats and the window */ 508 /* So it updates the players stats and the window */
558 fix_player(op); 509 op->update_stats ();
510
511 op->statusmsg (format (
512 "Your sacrifice was accepted.\n"
513 "Weapon's bonus to %s improved by %d.",
514 statname, sacrifice_count
515 ));
516
559 return 1; 517 return 1;
560} 518}
561 519
562/* Types of improvements, hidden in the sp field. */ 520/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 521#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 522#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 523#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 524#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 525#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 526#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 527#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 528#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 529#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 530#define IMPROVE_INT 10
573#define IMPROVE_POW 11 531#define IMPROVE_POW 11
574
575 532
576/** 533/**
577 * This does the prepare weapon scroll. 534 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 535 * Checks for sacrifice, and so on.
579 */ 536 */
580 537int
581int prepare_weapon(object *op, object *improver, object *weapon) 538prepare_weapon (object *op, object *improver, object *weapon)
582{ 539{
583 int sacrifice_count,i; 540 int sacrifice_count, i;
584 char buf[MAX_BUF]; 541 char buf[MAX_BUF];
585 542
586 if (weapon->level!=0) { 543 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 544 {
545 op->failmsg ("Weapon is already prepared!");
588 return 0; 546 return 0;
589 } 547 }
548
590 for (i=0; i<NROFATTACKS; i++) 549 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 550 if (weapon->resist[i])
551 break;
592 552
593 /* If we break out, i will be less than nrofattacks, preventing 553 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 554 * improvement of items that already have protections.
595 */ 555 */
596 if (i<NROFATTACKS || 556 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 557 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 558 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 559 weapon->stats.ac) /* AC - only taifu's I think */
601 { 560 {
602 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 561 op->failmsg ("You cannot prepare magic weapons. "
562 "H<A weapon is considered magical if it changes regeneration, "
563 "speed or ac, or has other protections.>");
603 return 0; 564 return 0;
604 } 565 }
566
605 sacrifice_count=check_sacrifice(op,improver); 567 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 568 if (sacrifice_count <= 0)
607 return 0; 569 return 0;
570
608 weapon->level=isqrt(sacrifice_count); 571 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); 572 eat_item (op, improver->slaying, sacrifice_count);
611 573
612 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 574 op->statusmsg (format (
575 "Your sacrifice was accepted."
576 "Your *%s may be improved %d times.",
613 &weapon->name,weapon->level); 577 &weapon->name, weapon->level
578 ));
614 579
615 sprintf(buf,"%s's %s",&op->name,&weapon->name); 580 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 weapon->name = weapon->name_pl = buf; 581 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 582 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 583 slot at once! */
619 decrease_ob(improver); 584 improver->decrease ();
620 weapon->last_eat=0; 585 weapon->last_eat = 0;
621 return 1; 586 return 1;
622} 587}
623
624 588
625/** 589/**
626 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 590 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
627 * This is the new improve weapon code. 591 * This is the new improve weapon code.
628 * Returns 0 if it was not able to work for some reason. 592 * Returns 0 if it was not able to work for some reason.
631 * 595 *
632 * We are hiding extra information about the weapon in the level and 596 * We are hiding extra information about the weapon in the level and
633 * last_eat numbers for an object. Hopefully this won't break anything ?? 597 * last_eat numbers for an object. Hopefully this won't break anything ??
634 * level == max improve last_eat == current improve 598 * level == max improve last_eat == current improve
635 */ 599 */
600int
636int improve_weapon(object *op,object *improver,object *weapon) 601improve_weapon (object *op, object *improver, object *weapon)
637{ 602{
638 int sacrifice_count, sacrifice_needed=0; 603 int sacrifice_count, sacrifice_needed = 0;
639 604
640 if(improver->stats.sp==IMPROVE_PREPARE) { 605 if (improver->stats.sp == IMPROVE_PREPARE)
641 return prepare_weapon(op, improver, weapon); 606 return prepare_weapon (op, improver, weapon);
642 } 607
643 if (weapon->level==0) { 608 if (weapon->level == 0)
644 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 609 {
610 op->failmsg (
611 "This weapon has not been prepared."
612 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
645 return 0; 613 return 0;
646 } 614 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 615
648 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 616 if (weapon->last_eat >= weapon->level // improvements used up
617 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
618 {
619 op->failmsg ("This weapon cannot be improved any more.");
649 return 0; 620 return 0;
650 } 621 }
622
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 623 if (QUERY_FLAG (weapon, FLAG_APPLIED)
652 !check_weapon_power(op, weapon->last_eat+1)) { 624 && !check_item_power (op, weapon->item_power + 1))
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 625 {
654 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 626 op->failmsg ("Improving the weapon will make it too "
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 627 "powerful for you to use. Unready it if you "
628 "really want to improve it.");
656 return 0; 629 return 0;
657 } 630 }
631
658 /* This just increases damage by 5 points, no matter what. No sacrifice 632 /* This just increases damage by 5 points, no matter what. No sacrifice
659 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 633 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
660 * don't put any maximum value on damage - the limit is how much the 634 * don't put any maximum value on damage - the limit is how much the
661 * weapon can be improved. 635 * weapon can be improved.
662 */ 636 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 637 if (improver->stats.sp == IMPROVE_DAMAGE)
638 {
664 weapon->stats.dam += 5; 639 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 640 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "Damage has been increased by 5 to %d", weapon->stats.dam); 641 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
668 weapon->last_eat++; 642 weapon->last_eat++;
669 643
670 weapon->item_power++; 644 weapon->item_power++;
671 decrease_ob(improver); 645 improver->decrease ();
672 return 1; 646 return 1;
673 } 647 }
648
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 649 if (improver->stats.sp == IMPROVE_WEIGHT)
650 {
675 /* Reduce weight by 20% */ 651 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 652 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 653 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 654 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 655
680 (float)weapon->weight/1000.0); 656 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
681 weapon->last_eat++; 657 weapon->last_eat++;
682 weapon->item_power++; 658 weapon->item_power++;
683 decrease_ob(improver); 659 improver->decrease ();
684 return 1; 660 return 1;
685 } 661 }
662
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 663 if (improver->stats.sp == IMPROVE_ENCHANT)
664 {
687 weapon->magic++; 665 weapon->magic++;
688 weapon->last_eat++; 666 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 667 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
690 ,"Weapon magic increased to %d",weapon->magic); 668 improver->decrease ();
691 decrease_ob(improver);
692 weapon->item_power++; 669 weapon->item_power++;
693 return 1; 670 return 1;
694 } 671 }
695 672
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 673 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 674 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 675
700 if (sacrifice_needed<1) 676 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 677 sacrifice_needed = 1;
702 sacrifice_needed *=2; 678 sacrifice_needed *= 2;
703 679
704 sacrifice_count = check_sacrifice(op,improver); 680 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 681 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 682 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 683 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
708 return 0; 684 return 0;
709 } 685 }
686
710 eat_item(op,improver->slaying, sacrifice_needed); 687 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 688 weapon->item_power++;
712 689
713 switch (improver->stats.sp) { 690 switch (improver->stats.sp)
714 case IMPROVE_STR: 691 {
715 return improve_weapon_stat(op,improver,weapon, 692 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
716 (signed char *) &(weapon->stats.Str), 693 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
717 1, "strength"); 694 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
718 case IMPROVE_DEX: 695 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
719 return improve_weapon_stat(op,improver,weapon, 696 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
720 (signed char *) &(weapon->stats.Dex), 697 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
721 1, "dexterity"); 698 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 699 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 700 op->failmsg ("Unknown improvement type.");
744 } 701 }
702
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 703 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 704 return 0;
747} 705}
748 706
749/** 707/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 708 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * Checks a few things (not on a non-magic square, marked weapon, ...), 709 * Checks a few things (not on a non-magic square, marked weapon, ...),
752 * then calls improve_weapon to do the dirty work. 710 * then calls improve_weapon to do the dirty work.
753 */ 711 */
712int
754int check_improve_weapon (object *op, object *tmp) 713check_improve_weapon (object *op, object *tmp)
755{ 714{
756 object *otmp; 715 object *otmp;
757 716
758 if(op->type!=PLAYER) 717 if (op->type != PLAYER)
718 return 0;
719
720 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
721 {
722 op->failmsg ("Something blocks the magic of the scroll!");
759 return 0; 723 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 724 }
725
764 otmp=find_marked_object(op); 726 otmp = find_marked_object (op);
727
765 if(!otmp) { 728 if (!otmp)
766 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 729 {
730 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
767 return 0; 731 return 0;
768 } 732 }
733
769 if (otmp->type != WEAPON && otmp->type != BOW) { 734 if (otmp->type != WEAPON && otmp->type != BOW)
770 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 735 {
736 op->failmsg ("Marked item is not a weapon or bow!");
771 return 0; 737 return 0;
772 } 738 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 739
740 op->statusmsg ("Applied weapon builder.");
741
774 improve_weapon(op,tmp,otmp); 742 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 743 esrv_send_item (op, otmp);
776 return 1; 744 return 1;
777} 745}
778 746
779/** 747/**
780 * This code deals with the armour improvment scrolls. 748 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 749 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 764 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 765 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 766 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 767 * changing of physical area right now.
800 */ 768 */
769int
801int improve_armour(object *op, object *improver, object *armour) 770improve_armour (object *op, object *improver, object *armour)
802{ 771{
803 object *tmp; 772 object *tmp;
804 773
805 if (armour->magic >= settings.armor_max_enchant) { 774 if (armour->magic >= settings.armor_max_enchant)
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 775 {
776 op->failmsg ("This armour can not be enchanted any further!");
807 return 0; 777 return 0;
808 } 778 }
779
809 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 780 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
810 * etc), so take the easy way out and don't worry about it. 781 * etc), so take the easy way out and don't worry about it.
811 * Note - maybe add scrolls which make the random artifact versions (eg, armour 782 * Note - maybe add scrolls which make the random artifact versions (eg, armour
812 * of gnarg and what not?) 783 * of gnarg and what not?)
813 */ 784 */
814 if (armour->title) { 785 if (armour->title)
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 786 {
787 op->failmsg ("This armour will not accept further enchantment.");
816 return 0; 788 return 0;
817 } 789 }
818 790
819 /* Split objects if needed. Can't insert tmp until the 791 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 792 * end of this function - otherwise it will just re-merge.
821 */ 793 */
822 if(armour->nrof > 1) 794 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
823 tmp = get_split_ob(armour,armour->nrof - 1);
824 else
825 tmp = NULL;
826 795
827 armour->magic++; 796 armour->magic++;
828 797
829 if ( !settings.armor_speed_linear ) 798 if (!settings.armor_speed_linear)
830 { 799 {
831 int base = 100; 800 int base = 100;
832 int pow = 0; 801 int pow = 0;
802
833 while ( pow < armour->magic ) 803 while (pow < armour->magic)
834 { 804 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 805 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 806 pow++;
837 } 807 }
838 808
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 809 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 } 810 }
841 else 811 else
842 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 812 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
843 813
844 if ( !settings.armor_weight_linear ) 814 if (!settings.armor_weight_linear)
845 { 815 {
846 int base = 100; 816 int base = 100;
847 int pow = 0; 817 int pow = 0;
818
848 while ( pow < armour->magic ) 819 while (pow < armour->magic)
849 { 820 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 821 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 822 pow++;
852 } 823 }
853 824
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 825 armour->weight = (armour->arch->weight * base) / 100;
855 } 826 }
856 else 827 else
857 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 828 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
858 829
859 if ( armour->weight <= 0 ) 830 if (armour->weight <= 0)
860 { 831 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 832 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 833 armour->weight = 1;
863 } 834 }
864 835
865 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 836 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
866 837
867 if (op->type == PLAYER) { 838 if (op->type == PLAYER)
839 {
868 esrv_send_item(op, armour); 840 esrv_send_item (op, armour);
841
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 842 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 843 op->update_stats ();
871 } 844 }
872 decrease_ob(improver); 845
846 improver->decrease ();
847
873 if (tmp) { 848 if (tmp)
874 insert_ob_in_ob(tmp, op); 849 op->insert (tmp);
875 esrv_send_item(op, tmp); 850
876 }
877 return 1; 851 return 1;
878} 852}
879
880 853
881/* 854/*
882 * convert_item() returns 1 if anything was converted, 0 if the item was not 855 * convert_item() returns 1 if anything was converted, 0 if the item was not
883 * what the converter wants, -1 if the converter is broken. 856 * what the converter wants, -1 if the converter is broken.
884 */ 857 *
885#define CONV_FROM(xyz) xyz->slaying
886#define CONV_TO(xyz) xyz->other_arch
887#define CONV_NR(xyz) xyz->stats.sp
888#define CONV_NEED(xyz) xyz->stats.food
889
890/* Takes one items and makes another. 858 * Takes one type of items and makes another.
891 * converter is the object that is doing the conversion. 859 * converter is the object that is doing the conversion.
892 * item is the object that triggered the converter - if it is not 860 * item is the object that triggered the converter - if it is not
893 * what the converter wants, this will not do anything. 861 * what the converter wants, this will not do anything.
894 */ 862 */
863int
895int convert_item(object *item, object *converter) { 864convert_item (object *item, object *converter)
896 int nr=0; 865{
897 object *tmp; 866 sint64 nr, price_in;
898 uint32 price_in;
899 867
900 /* We make some assumptions - we assume if it takes money as it type, 868 if (item->flag [FLAG_UNPAID])
901 * it wants some amount. We don't make change (ie, if something costs
902 * 3 gp and player drops a platinum, tough luck)
903 */
904 if (!strcmp(CONV_FROM(converter),"money")) {
905 int cost;
906
907 if(item->type!=MONEY)
908 return 0;
909
910 nr=(item->nrof*item->value)/CONV_NEED(converter);
911 if (!nr) return 0;
912 cost=nr*CONV_NEED(converter)/item->value;
913 /* take into account rounding errors */
914 if (nr*CONV_NEED(converter)%item->value) cost++;
915 decrease_ob_nr(item, cost);
916
917 price_in = cost*item->value;
918 }
919 else {
920 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name||
921 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof))
922 return 0;
923
924 if(CONV_NEED(converter)) {
925 nr=item->nrof/CONV_NEED(converter);
926 decrease_ob_nr(item,nr*CONV_NEED(converter));
927 price_in = nr*CONV_NEED(converter)*item->value;
928 } else {
929 price_in = item->value;
930 remove_ob(item);
931 free_object(item);
932 }
933 }
934
935 if (converter->inv != NULL) {
936 object *ob;
937 int i;
938 object *ob_to_copy;
939
940 /* select random object from inventory to copy */
941 ob_to_copy = converter->inv;
942 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) {
943 if (rndm(0, i) == 0) {
944 ob_to_copy = ob;
945 }
946 }
947 item = object_create_clone(ob_to_copy);
948 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE);
949 unflag_inv(item, FLAG_IS_A_TEMPLATE);
950 } else {
951 if (converter->other_arch == NULL) {
952 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
953 &converter->name, converter->map->path, converter->x, converter->y);
954 return -1;
955 }
956
957 item = object_create_arch(converter->other_arch);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL);
959 }
960
961 if(CONV_NR(converter))
962 item->nrof=CONV_NR(converter);
963 if(nr)
964 item->nrof*=nr;
965 if(is_in_shop (converter))
966 SET_FLAG(item,FLAG_UNPAID);
967 else if(price_in < item->nrof*item->value) {
968 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
969 &converter->name, converter->map->path, converter->x, converter->y, price_in,
970 item->nrof*item->value, &item->name);
971 /**
972 * elmex: we are going to let the game continue, as the mapcreator
973 * propably had something in mind when doing this
974 */
975 }
976 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y);
977 return 1; 869 return 0;
978}
979 870
871 shstr conv_from = converter->slaying;
872 archetype *conv_to = converter->other_arch;
873 sint64 need = converter->stats.food;
874 sint64 give = converter->stats.sp;
875
876 /* We make some assumptions - we assume if it takes money as it type,
877 * it wants some amount. We don't make change (ie, if something costs
878 * 3 gp and player drops a platinum, tough luck)
879 */
880 if (conv_from == shstr_money)
881 {
882 if (item->type != MONEY)
883 return 0;
884
885 nr = sint64 (item->nrof) * item->value / need;
886 if (!nr)
887 return 0;
888
889 converter->play_sound (sound_find ("shop_buy"));
890
891 sint64 cost = (nr * need + item->value - 1) / item->value;
892
893 item->decrease (cost);
894
895 price_in = cost * item->value;
896 }
897 else
898 {
899 if (item->type == PLAYER
900 || conv_from != item->arch->archname
901 || (need && need > (uint16) item->nrof))
902 return 0;
903
904 converter->play_sound (sound_find ("convert_item"));
905
906 if (need)
907 {
908 nr = sint64 (item->nrof) / need;
909 item->decrease (nr * need);
910 price_in = nr * need * item->value;
911 }
912 else
913 {
914 price_in = item->value;
915 item->destroy ();
916 }
917 }
918
919 if (converter->inv)
920 {
921 object *ob;
922 int i;
923 object *ob_to_copy;
924
925 /* select random object from inventory to copy */
926 ob_to_copy = converter->inv;
927 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
928 if (rndm (0, i) == 0)
929 ob_to_copy = ob;
930
931 item = ob_to_copy->deep_clone ();
932 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
933 unflag_inv (item, FLAG_IS_A_TEMPLATE);
934 }
935 else
936 {
937 if (!conv_to)
938 {
939 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
940 &converter->name, &converter->map->path, converter->x, converter->y);
941 return -1;
942 }
943
944 item = object_create_arch (conv_to);
945 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
946 }
947
948 if (give)
949 item->nrof = give;
950
951 if (nr)
952 item->nrof *= nr;
953
954 if (converter->flag [FLAG_PRECIOUS])
955 SET_FLAG (item, FLAG_UNPAID);
956
957 if (is_in_shop (converter))
958 {
959 // converters on shop floors don't work anymore, bug lets check for it
960 // and report in case someone still does it.
961 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
962 converter->debug_desc ());
963 SET_FLAG (item, FLAG_UNPAID);
964 }
965 else if (price_in < sint64 (item->nrof) * item->value)
966 {
967 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
968 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
969 /**
970 * elmex: we are going to let the game continue, as the mapcreator
971 * hopefully had something in mind when doing this.
972 */
973 }
974
975 // elmex: only identify if we need to, for example so that generated money doesn't
976 // get an 'identified' flag so easily.
977 if (need_identify (item))
978 identify (item);
979
980 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
981 return 1;
982}
983
980/** 984/**
981 * Handle apply on containers. 985 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 986 * By Eneq(@csd.uu.se).
983 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 987 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
984 * added the alchemical cauldron to the code -b.t. 988 * added the alchemical cauldron to the code -b.t.
985 */ 989 */
986 990int
987int apply_container (object *op, object *sack) 991apply_container (object *op, object *sack)
988{ 992{
989 char buf[MAX_BUF]; 993 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 994 return 0; /* This might change */
994 995
995 if (sack==NULL || sack->type != CONTAINER) { 996 if (!sack || sack->type != CONTAINER)
997 {
996 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 998 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 999 return 0;
998 } 1000 }
999 op->contr->last_used = NULL; 1001
1000 op->contr->last_used_id = 0; 1002 op->contr->last_used = 0;
1001 1003
1002 if (sack->env!=op) { 1004 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1005 {
1045 1006 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1007 return 1;
1094} 1008 }
1095 1009
1096/** 1010 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1011 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1118 return 0;
1119 } 1012 {
1120 1013 if (op->container == sack)
1121 /* If we have a currently open container, then it needs to be closed in all cases
1122 * if we are opening this one up. We then fall through if appropriate for
1123 * openening the new container.
1124 */
1125
1126 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1127 if (op->container->env != op) { /* if container is on the ground */
1128 op->container->move_off = 0;
1129 } 1014 {
1130 1015 // open on ground or inv, so close
1131 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1016 op->close_container ();
1132 return 1; 1017 return 1;
1133
1134 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1135 query_name(op->container));
1136 CLEAR_FLAG(op->container, FLAG_APPLIED);
1137 op->container=NULL;
1138 esrv_update_item (UPD_FLAGS, op, tmp);
1139 if (tmp == sack) return 1;
1140 }
1141
1142
1143 /* If the player is trying to open it (which he must be doing if we got here),
1144 * and it is locked, check to see if player has the equipment to open it.
1145 */
1146
1147 if (sack->slaying) { /* it's locked */
1148 tmp=find_key(op, op, sack);
1149 if (tmp) {
1150 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1151 } else {
1152 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1153 query_name(sack));
1154 return 0;
1155 } 1018 }
1156 }
1157
1158 /* By the time we get here, we have made sure any other container has been closed and
1159 * if this is a locked container, the player they key to open it.
1160 */
1161
1162 /* There are really two cases - the sack is either on the ground, or the sack is
1163 * part of the players inventory. If on the ground, we assume that the player is
1164 * opening it, since if it was being closed, that would have been taken care of above.
1165 */
1166
1167
1168 if (sack->env != op) {
1169 /* Hypothetical case - the player is trying to open a sack that belong to someone
1170 * else. This normally should not happen, but a misbehaving client/player could
1171 * try to do it, so lets handle it gracefully.
1172 */
1173 if (sack->env) { 1019 else if (!sack->env)
1174 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1020 {
1175 query_name(sack)); 1021 // active, but not ours: some other player has opened it
1022 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1176 return 0; 1023 return 1;
1177 } 1024 }
1178 /* set these so when the player walks off, we can unapply the sack */
1179 sack->move_off = MOVE_ALL; /* trying force closing it */
1180 1025
1181 CLEAR_FLAG (sack, FLAG_APPLIED); 1026 // fall through to opening it (active in inv)
1182 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1027 }
1183 SET_FLAG (sack, FLAG_APPLIED); 1028 else if (sack->env)
1184 op->container = sack; 1029 {
1030 // it is in our env, so activate it, do not open yet
1031 op->close_container ();
1032 sack->flag [FLAG_APPLIED] = 1;
1185 esrv_update_item (UPD_FLAGS, op, sack); 1033 esrv_update_item (UPD_FLAGS, op, sack);
1186 esrv_send_inventory (op, sack); 1034 op->statusmsg (format ("You ready %s.", query_name (sack)));
1187
1188 } else { /* sack is in players inventory */
1189 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1190 CLEAR_FLAG (sack, FLAG_APPLIED);
1191 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1192 SET_FLAG (sack, FLAG_APPLIED);
1193 op->container = sack;
1194 esrv_update_item (UPD_FLAGS, op, sack);
1195 esrv_send_inventory (op, sack);
1196 }
1197 else {
1198 CLEAR_FLAG (sack, FLAG_APPLIED);
1199 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1200 SET_FLAG (sack, FLAG_APPLIED);
1201 esrv_update_item (UPD_FLAGS, op, sack);
1202 }
1203 }
1204 return 1; 1035 return 1;
1205} 1036 }
1206 1037
1038 // it's locked?
1039 if (sack->slaying)
1040 {
1041 if (object *tmp = find_key (op, op, sack))
1042 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1043 else
1044 {
1045 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1046 return 1;
1047 }
1048 }
1049
1050 op->open_container (sack);
1051
1052 return 1;
1053}
1207 1054
1208/** 1055/**
1209 * Handles dropping things on altar. 1056 * Handles dropping things on altar.
1210 * Returns true if sacrifice was accepted. 1057 * Returns true if sacrifice was accepted.
1211 */ 1058 */
1059static int
1212static int apply_altar (object *altar, object *sacrifice, object *originator) 1060apply_altar (object *altar, object *sacrifice, object *originator)
1213{ 1061{
1214 /* Only players can make sacrifices on spell casting altars. */ 1062 /* Only players can make sacrifices on spell casting altars. */
1215 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1063 if (altar->inv && (!originator || originator->type != PLAYER))
1216 return 0; 1064 return 0;
1217 1065
1218 if (operate_altar (altar, &sacrifice)) { 1066 if (operate_altar (altar, &sacrifice, originator))
1067 {
1219 /* Simple check. Unfortunately, it means you can't cast magic bullet 1068 /* Simple check. Unfortunately, it means you can't cast magic bullet
1220 * with an altar. We call it a Potion - altars are stationary - it 1069 * with an altar. We call it a Potion - altars are stationary - it
1221 * is up to map designers to use them properly. 1070 * is up to map designers to use them properly.
1222 */ 1071 */
1223 if (altar->inv && altar->inv->type==SPELL) { 1072 if (altar->inv && altar->inv->type == SPELL)
1224 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1073 {
1074 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1225 cast_spell (originator, altar, 0, altar->inv, NULL); 1075 cast_spell (originator, altar, 0, altar->inv, NULL);
1226 /* If it is connected, push the button. Fixes some problems with 1076 /* If it is connected, push the button. Fixes some problems with
1227 * old maps. 1077 * old maps.
1228 */ 1078 */
1079
1229/* push_button (altar);*/ 1080/* push_button (altar);*/
1081 }
1230 } else { 1082 else
1083 {
1231 altar->value = 1; /* works only once */ 1084 altar->value = 1; /* works only once */
1232 push_button (altar); 1085 push_button (altar, originator);
1233 } 1086 }
1087
1234 return sacrifice == NULL; 1088 return !sacrifice;
1235 } else { 1089 }
1090 else
1236 return 0; 1091 return 0;
1237 }
1238} 1092}
1239
1240 1093
1241/** 1094/**
1242 * Handles 'movement' of shop mats. 1095 * Handles 'movement' of shop mats.
1243 * Returns 1 if 'op' was destroyed, 0 if not. 1096 * Returns 1 if 'op' was destroyed, 0 if not.
1244 * Largely re-written to not use nearly as many gotos, plus 1097 * Largely re-written to not use nearly as many gotos, plus
1245 * some of this code just looked plain out of date. 1098 * some of this code just looked plain out of date.
1246 * MSW 2001-08-29 1099 * MSW 2001-08-29
1247 */ 1100 */
1101int
1248int apply_shop_mat (object * shop_mat, object * op) 1102apply_shop_mat (object *shop_mat, object *op)
1249{ 1103{
1250 int rv = 0; 1104 int rv = 0;
1251 double opinion; 1105 double opinion;
1252 object *tmp, *next; 1106 object *tmp, *next;
1253 1107
1254 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1108 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1255 1109
1256 if (op->type != PLAYER) 1110 bool has_unpaid = false;
1111
1112 // quite inefficient to do this here twice, but the api doesn't lend itself to
1113 // a quick and small change :(
1114 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1115 if (item->flag [FLAG_UNPAID])
1116 {
1117 has_unpaid = true;
1118 break;
1119 }
1120
1121 if (!op->is_player ())
1257 { 1122 {
1258 /* Remove all the unpaid objects that may be carried here. 1123 /* Remove all the unpaid objects that may be carried here.
1259 * This could be pets or monsters that are somehow in 1124 * This could be pets or monsters that are somehow in
1260 * the shop. 1125 * the shop.
1261 */ 1126 */
1262 for (tmp = op->inv; tmp; tmp = next) 1127 for (tmp = op->inv; tmp; tmp = next)
1263 { 1128 {
1264 next = tmp->below; 1129 next = tmp->below;
1130
1265 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1131 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1266 { 1132 {
1267 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1133 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1268 1134
1269 remove_ob (tmp);
1270 if (i == -1) 1135 if (i >= 0)
1271 i = 0; 1136 tmp->move (i);
1272 tmp->map = op->map;
1273 tmp->x = op->x + freearr_x[i];
1274 tmp->y = op->y + freearr_y[i];
1275 insert_ob_in_map (tmp, op->map, op, 0);
1276 } 1137 }
1277 } 1138 }
1278 1139
1279 /* Don't teleport things like spell effects */ 1140 /* Don't teleport things like spell effects */
1280 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1141 if (QUERY_FLAG (op, FLAG_NO_PICK))
1283 /* unpaid objects, or non living objects, can't transfer by 1144 /* unpaid objects, or non living objects, can't transfer by
1284 * shop mats. Instead, put it on a nearby space. 1145 * shop mats. Instead, put it on a nearby space.
1285 */ 1146 */
1286 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1147 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1287 { 1148 {
1288
1289 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1149 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1290 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1150 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1151
1291 if (i != -1) 1152 if (i != -1)
1292 {
1293 rv =
1294 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1153 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1295 0, shop_mat); 1154
1296 }
1297 return 0; 1155 return 0;
1298 } 1156 }
1157
1299 /* Removed code that checked for multipart objects - it appears that 1158 /* Removed code that checked for multipart objects - it appears that
1300 * the teleport function should be able to handle this just fine. 1159 * the teleport function should be able to handle this just fine.
1301 */ 1160 */
1302 rv = teleport (shop_mat, SHOP_MAT, op); 1161 rv = teleport (shop_mat, SHOP_MAT, op);
1303 } 1162 }
1304 /* immediate block below is only used for players */ 1163 else if (can_pay (op) && get_payment (op))
1305 else if (can_pay (op))
1306 { 1164 {
1307 get_payment (op, op->inv); 1165 /* this is only used for players */
1308 rv = teleport (shop_mat, SHOP_MAT, op); 1166 rv = teleport (shop_mat, SHOP_MAT, op);
1309 1167
1168 if (has_unpaid)
1169 op->contr->play_sound (sound_find ("shop_buy"));
1170 else if (is_in_shop (op))
1171 op->contr->play_sound (sound_find ("shop_enter"));
1172 else
1173 op->contr->play_sound (sound_find ("shop_leave"));
1174
1310 if (shop_mat->msg) 1175 if (shop_mat->msg)
1311 { 1176 op->statusmsg (shop_mat->msg);
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct, 1177 /* 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 1178 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor. 1179 * actually the shop floor.
1317 */ 1180 */
1318 else if (!rv && !is_in_shop (op)) 1181 else if (!rv && !is_in_shop (op))
1319 { 1182 {
1320 opinion = shopkeeper_approval (op->map, op); 1183 opinion = shopkeeper_approval (op->map, op);
1321 if (opinion > 0.9) 1184
1322 new_draw_info (NDI_UNIQUE, 0, op, 1185 op->statusmsg (
1323 "The shopkeeper gives you a friendly wave."); 1186 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1324 else if (opinion > 0.75) 1187 : opinion >= 0.75 ? "The shopkeeper waves to you."
1325 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1188 : opinion >= 0.50 ? "The shopkeeper ignores you."
1326 else if (opinion > 0.5)
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1328 else
1329 new_draw_info (NDI_UNIQUE, 0, op,
1330 "The shopkeeper glares at you with contempt."); 1189 : "The shopkeeper glares at you with contempt."
1190 );
1331 } 1191 }
1332 } 1192 }
1333 else 1193 else
1334 { 1194 {
1335 /* if we get here, a player tried to leave a shop but was not able 1195 /* if we get here, a player tried to leave a shop but was not able
1336 * to afford the items he has. We try to move the player so that 1196 * to afford the items he has. We try to move the player so that
1337 * they are not on the mat anymore 1197 * they are not on the mat anymore
1338 */ 1198 */
1339
1340 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1199 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1200
1341 if (i == -1) 1201 if (i == -1)
1342 {
1343 LOG (llevError, "Internal shop-mat problem.\n"); 1202 LOG (llevError, "Internal shop-mat problem.\n");
1344 }
1345 else 1203 else
1346 { 1204 {
1347 remove_ob (op); 1205 op->remove ();
1348 op->x += freearr_x[i]; 1206 op->x += freearr_x[i];
1349 op->y += freearr_y[i]; 1207 op->y += freearr_y[i];
1350 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL; 1208 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1351 } 1209 }
1352 } 1210 }
1211
1353 CLEAR_FLAG (op, FLAG_NO_APPLY); 1212 CLEAR_FLAG (op, FLAG_NO_APPLY);
1354 return rv; 1213 return rv;
1355} 1214}
1356 1215
1357/** 1216/**
1358 * Handles applying a sign. 1217 * Handles applying a sign.
1359 */ 1218 */
1219static void
1360static void apply_sign (object *op, object *sign, int autoapply) 1220apply_sign (object *op, object *sign, int autoapply)
1361{ 1221{
1362 readable_message_type* msgType; 1222 if (!op->is_player())
1363 char newbuf[HUGE_BUF]; 1223 return;
1364 if (sign->msg == NULL) { 1224
1365 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1225 if (sign->has_dialogue ())
1226 {
1227 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1366 return; 1228 return;
1229 }
1230
1231 if (!sign->msg)
1367 } 1232 {
1233 op->contr->infobox (MSG_CHANNEL ("examine"),
1234 format ("T<%s>\n\n Nothing %sis written on it.",
1235 &sign->name,
1236 sign->name == sign->arch->name ? "" : "else "));
1237 return;
1238 }
1368 1239
1369 if (sign->stats.food) { 1240 if (sign->stats.food)
1241 {
1370 if (sign->last_eat >= sign->stats.food) { 1242 if (sign->last_eat >= sign->stats.food)
1243 {
1371 if (!sign->move_on) 1244 if (!sign->move_on)
1372 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1245 op->failmsg ("You cannot read it anymore.");
1246
1373 return; 1247 return;
1374 } 1248 }
1375 1249
1376 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1250 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1377 sign->last_eat++; 1251 sign->last_eat++;
1378 } 1252 }
1379 1253
1380 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1254 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1381 * No way to know for sure. The presumption is basically that if 1255 * No way to know for sure. The presumption is basically that if
1382 * move_on is zero, it needs to be manually applied (doesn't talk 1256 * move_on is zero, it needs to be manually applied (doesn't talk
1383 * to us). 1257 * to us).
1384 */ 1258 */
1385 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1259 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1386 new_draw_info (NDI_UNIQUE, 0, op, 1260 {
1387 "You are unable to read while blind."); 1261 op->failmsg ("You are unable to read while blind!");
1388 return; 1262 return;
1263 }
1264
1265 if (op->contr)
1266 if (client *ns = op->contr->ns)
1267 {
1268 if (sign->sound)
1269 ns->play_sound (sign->sound);
1270 else if (autoapply)
1271 ns->play_sound (sound_find ("msg_voice"));
1272
1273 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1389 } 1274 }
1390 msgType=get_readable_message_type(sign); 1275}
1391 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1276
1392 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 1277static void
1278move_apply_hole (object *trap, object *victim)
1279{
1280 /* Hole not open? */
1281 if (trap->stats.wc > 0)
1282 return;
1283
1284 /* Is this a multipart monster and not the head? If so, return.
1285 * Processing will happen if the head runs into the pit
1286 */
1287 if (victim->head)
1288 return;
1289
1290 // now find all possible locations and randomly pick one
1291 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1292 trap->range >= 3 ? SIZEOFFREE3 + 1
1293 : trap->range >= 2 ? SIZEOFFREE2 + 1
1294 : trap->range >= 1 ? SIZEOFFREE1 + 1
1295 : SIZEOFFREE0 + 1);
1296
1297 if (dir < 0)
1298 return;
1299
1300 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1301 victim->statusmsg ("You fall through the hole!", NDI_RED);
1302
1303 transfer_ob (victim,
1304 EXIT_X (trap) + freearr_x[dir],
1305 EXIT_Y (trap) + freearr_y[dir],
1306 0, victim);
1393} 1307}
1394 1308
1395/** 1309/**
1396 * 'victim' moves onto 'trap' 1310 * 'victim' moves onto 'trap'
1397 * 'victim' leaves 'trap' 1311 * 'victim' leaves 'trap'
1399 * 1313 *
1400 * originator: Player, monster or other object that caused 'victim' to move 1314 * originator: Player, monster or other object that caused 'victim' to move
1401 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1315 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1402 * However, some types of traps require an originator to function. 1316 * However, some types of traps require an originator to function.
1403 */ 1317 */
1318void
1404void move_apply (object *trap, object *victim, object *originator) 1319move_apply (object *trap, object *victim, object *originator)
1405{ 1320{
1406 static int recursion_depth = 0; 1321 static int recursion_depth = 0;
1407 1322
1408 /* Only exits affect DMs. */ 1323 /* Only exits affect DMs. */
1409 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1324 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1410 return; 1325 return;
1411 1326
1412 /* move_apply() is the most likely candidate for causing unwanted and 1327 /* move_apply() is the most likely candidate for causing unwanted and
1413 * possibly unlimited recursion. 1328 * possibly unlimited recursion.
1414 */ 1329 */
1416 * maps to fail. 1) it's not an error to recurse: 1331 * maps to fail. 1) it's not an error to recurse:
1417 * rune detonates, summoning monster. monster lands on nearby rune. 1332 * rune detonates, summoning monster. monster lands on nearby rune.
1418 * nearby rune detonates. This sort of recursion is expected and 1333 * nearby rune detonates. This sort of recursion is expected and
1419 * proper. This code was causing needless crashes. 1334 * proper. This code was causing needless crashes.
1420 */ 1335 */
1421 if (recursion_depth >= 500) { 1336 if (recursion_depth >= 500)
1337 {
1422 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1338 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1423 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1339 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1424 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1425 return; 1340 return;
1426 } 1341 }
1342
1427 recursion_depth++; 1343 recursion_depth++;
1428 if (trap->head) trap=trap->head; 1344 if (trap->head)
1345 trap = trap->head;
1429 1346
1430 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1347 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1431 goto leave;
1432
1433 switch (trap->type) { 1348 switch (trap->type)
1349 {
1434 case PLAYERMOVER: 1350 case PLAYERMOVER:
1435 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1351 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1436 !should_director_abort(trap, victim)) { 1352 {
1437 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1353 if (!trap->stats.maxsp)
1354 trap->stats.maxsp = 2;
1438 1355
1439 /* Is this correct? From the docs, it doesn't look like it 1356 /* Is this correct? From the docs, it doesn't look like it
1440 * should be divided by trap->speed 1357 * should be divided by trap->speed
1441 */ 1358 */
1442 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1359 victim->speed_left = -FABS (trap->stats.maxsp * victim->speed / trap->speed);
1443 1360
1444 /* Just put in some sanity check. I think there is a bug in the 1361 /* Just put in some sanity check. I think there is a bug in the
1445 * above with some objects have zero speed, and thus the player 1362 * above with some objects have zero speed, and thus the player
1446 * getting permanently paralyzed. 1363 * getting permanently paralyzed.
1447 */ 1364 */
1448 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1365 if (victim->speed_left < -50.f)
1366 victim->speed_left = -50.f;
1449 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1367 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1450 } 1368 }
1451 goto leave; 1369 break;
1452 1370
1453 case SPINNER: 1371 case SPINNER:
1454 if(victim->direction) { 1372 if (victim->direction)
1373 {
1455 victim->direction=absdir(victim->direction-trap->stats.sp); 1374 victim->direction = absdir (victim->direction - trap->stats.sp);
1456 update_turn_face(victim); 1375 update_turn_face (victim);
1457 } 1376 }
1458 goto leave; 1377 break;
1459 1378
1460 case DIRECTOR: 1379 case DIRECTOR:
1461 if(victim->direction && !should_director_abort(trap, victim)) { 1380 if (victim->direction && !should_director_abort (trap, victim))
1381 {
1462 victim->direction=trap->stats.sp; 1382 victim->direction = trap->stats.sp;
1463 update_turn_face(victim); 1383 update_turn_face (victim);
1464 } 1384 }
1465 goto leave; 1385 break;
1466 1386
1467 case BUTTON: 1387 case BUTTON:
1468 case PEDESTAL: 1388 case PEDESTAL:
1469 update_button(trap); 1389 update_button (trap, originator);
1470 goto leave; 1390 break;
1471 1391
1472 case ALTAR: 1392 case ALTAR:
1473 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1474 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1475 goto leave; 1395 break;
1476 1396
1477 case THROWN_OBJ: 1397 case THROWN_OBJ:
1478 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1479 goto leave; 1399 break;
1480 /* fallthrough */ 1400 /* fallthrough */
1481 1401
1482 case ARROW: 1402 case ARROW:
1483
1484 /* bad bug: monster throw a object, make a step forwards, step on object , 1403 /* bad bug: monster throw a object, make a step forwards, step on object ,
1485 * trigger this here and get hit by own missile - and will be own enemy. 1404 * trigger this here and get hit by own missile - and will be own enemy.
1486 * Victim then is his own enemy and will start to kill herself (this is 1405 * Victim then is his own enemy and will start to kill herself (this is
1487 * removed) but we have not synced victim and his missile. To avoid senseless 1406 * removed) but we have not synced victim and his missile. To avoid senseless
1488 * action, we avoid hits here 1407 * action, we avoid hits here
1489 */ 1408 */
1490 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim)
1491 hit_with_arrow (trap, victim); 1410 hit_with_arrow (trap, victim);
1492 goto leave; 1411 break;
1493 1412
1494 case SPELL_EFFECT: 1413 case SPELL_EFFECT:
1495 apply_spell_effect(trap, victim); 1414 apply_spell_effect (trap, victim);
1496 goto leave; 1415 break;
1497 1416
1498 case TRAPDOOR: 1417 case TRAPDOOR:
1499 { 1418 {
1500 int max, sound_was_played; 1419 int max, sound_was_played;
1501 object *ab, *ab_next; 1420 object *ab, *ab_next;
1421
1502 if(!trap->value) { 1422 if (!trap->value)
1423 {
1503 int tot; 1424 int tot;
1425
1504 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1426 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1505 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1427 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1506 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1428 tot += ab->head_ ()->total_weight ();
1507 1429
1508 if(!(trap->value=(tot>trap->weight)?1:0)) 1430 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1509 goto leave; 1431 break;
1510 1432
1511 SET_ANIMATION(trap, trap->value); 1433 SET_ANIMATION (trap, trap->value);
1512 update_object(trap,UP_OBJ_FACE); 1434 update_object (trap, UP_OBJ_FACE);
1513 } 1435 }
1514 1436
1515 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1437 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1438 {
1516 /* need to set this up, since if we do transfer the object, 1439 /* need to set this up, since if we do transfer the object,
1517 * ab->above would be bogus 1440 * ab->above would be bogus
1518 */ 1441 */
1519 ab_next = ab->above; 1442 ab_next = ab->above;
1520 1443
1521 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1444 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1445 {
1522 if ( ! sound_was_played) { 1446 if (!sound_was_played)
1523 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1447 {
1448 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1524 sound_was_played = 1; 1449 sound_was_played = 1;
1525 } 1450 }
1526 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1451
1452 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1527 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1453 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1528 } 1454 }
1455 }
1456 break;
1457 }
1458
1459 case CONVERTER:
1460 if (convert_item (victim, trap) < 0)
1461 {
1462 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1463 archetype::get (shstr_burnout)->insert_at (trap, trap);
1529 } 1464 }
1530 goto leave;
1531 }
1532 1465
1533 1466 break;
1534 case CONVERTER:
1535 if (convert_item (victim, trap) < 0) {
1536 object *op;
1537
1538 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1539
1540 op = get_archetype("burnout");
1541 if (op != NULL) {
1542 op->x = trap->x;
1543 op->y = trap->y;
1544 insert_ob_in_map(op, trap->map, trap, 0);
1545 }
1546 }
1547 goto leave;
1548 1467
1549 case TRIGGER_BUTTON: 1468 case TRIGGER_BUTTON:
1550 case TRIGGER_PEDESTAL: 1469 case TRIGGER_PEDESTAL:
1551 case TRIGGER_ALTAR: 1470 case TRIGGER_ALTAR:
1552 check_trigger (trap, victim); 1471 check_trigger (trap, victim, originator);
1553 goto leave; 1472 break;
1554 1473
1555 case DEEP_SWAMP: 1474 case DEEP_SWAMP:
1556 walk_on_deep_swamp (trap, victim); 1475 walk_on_deep_swamp (trap, victim);
1557 goto leave; 1476 break;
1558 1477
1559 case CHECK_INV: 1478 case CHECK_INV:
1560 check_inv (victim, trap); 1479 check_inv (victim, trap);
1561 goto leave; 1480 break;
1562 1481
1563 case HOLE: 1482 case HOLE:
1564 /* Hole not open? */ 1483 move_apply_hole (trap, victim);
1565 if(trap->stats.wc > 0) 1484 break;
1566 goto leave;
1567
1568 /* Is this a multipart monster and not the head? If so, return.
1569 * Processing will happen if the head runs into the pit
1570 */
1571 if (victim->head)
1572 goto leave;
1573
1574 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1575 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1576 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1577 goto leave;
1578 1485
1579 case EXIT: 1486 case EXIT:
1580 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1487 if (victim->type == PLAYER && EXIT_PATH (trap))
1488 {
1581 /* Basically, don't show exits leading to random maps the 1489 /* Basically, don't show exits leading to random maps the
1582 * players output. 1490 * players output.
1583 */ 1491 */
1584 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1492 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1585 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1493 victim->statusmsg (trap->msg, NDI_NAVY);
1494
1495 trap->play_sound (trap->sound);
1586 enter_exit (victim, trap); 1496 victim->enter_exit (trap);
1587 } 1497 }
1588 goto leave; 1498 break;
1589 1499
1590 case ENCOUNTER: 1500 case ENCOUNTER:
1591 /* may be some leftovers on this */ 1501 /* may be some leftovers on this */
1592 goto leave; 1502 break;
1593 1503
1594 case SHOP_MAT: 1504 case SHOP_MAT:
1595 apply_shop_mat (trap, victim); 1505 apply_shop_mat (trap, victim);
1596 goto leave; 1506 break;
1597 1507
1598 /* Drop a certain amount of gold, and have one item identified */ 1508 /* Drop a certain amount of gold, and have one item identified */
1599 case IDENTIFY_ALTAR: 1509 case IDENTIFY_ALTAR:
1600 apply_id_altar (victim, trap, originator); 1510 apply_id_altar (victim, trap, originator);
1601 goto leave; 1511 break;
1602 1512
1603 case SIGN: 1513 case SIGN:
1604 if (victim->type != PLAYER && trap->stats.food > 0) 1514 if (victim->type != PLAYER && trap->stats.food > 0)
1605 goto leave; /* monsters musn't apply magic_mouths with counters */ 1515 break; /* monsters musn't apply magic_mouths with counters */
1606 1516
1607 apply_sign (victim, trap, 1); 1517 apply_sign (victim, trap, 1);
1608 goto leave; 1518 break;
1609 1519
1610 case CONTAINER: 1520 case CONTAINER:
1611 if (victim->type==PLAYER)
1612 (void) esrv_apply_container (victim, trap);
1613 else
1614 (void) apply_container (victim, trap); 1521 apply_container (victim, trap);
1615 goto leave; 1522 break;
1616 1523
1617 case RUNE: 1524 case RUNE:
1618 case TRAP: 1525 case TRAP:
1619 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1526 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1620 spring_trap(trap, victim); 1527 spring_trap (trap, victim);
1621 } 1528 break;
1622 goto leave;
1623 1529
1624 default: 1530 default:
1625 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1531 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1626 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1532 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1627 trap->type); 1533 break;
1628 goto leave;
1629 } 1534 }
1630 1535
1631 leave:
1632 recursion_depth--; 1536 recursion_depth--;
1633} 1537}
1634 1538
1635/** 1539/**
1636 * Handles reading a regular (ie not containing a spell) book. 1540 * Handles reading a regular (ie not containing a spell) book.
1637 */ 1541 */
1542static void
1638static void apply_book (object *op, object *tmp) 1543apply_book (object *op, object *tmp)
1639{ 1544{
1640 int lev_diff; 1545 int lev_diff;
1641 object *skill_ob; 1546 object *skill_ob;
1642 1547
1643 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1548 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1644 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1549 {
1550 op->failmsg ("You are unable to read while blind!");
1645 return; 1551 return;
1646 } 1552 }
1647 if(tmp->msg==NULL) { 1553
1648 new_draw_info_format(NDI_UNIQUE, 0, op, 1554 if (!tmp->msg)
1555 {
1649 "You open the %s and find it empty.", &tmp->name); 1556 op->failmsg (format ("You open the %s and find it empty.", &tmp->name));
1650 return; 1557 return;
1651 } 1558 }
1652 1559
1653 /* need a literacy skill to read stuff! */ 1560 /* need a literacy skill to read stuff! */
1654 skill_ob = find_skill_by_name(op, tmp->skill); 1561 skill_ob = find_skill_by_name (op, tmp->skill);
1655 if ( ! skill_ob) { 1562 if (!skill_ob)
1656 new_draw_info(NDI_UNIQUE, 0,op, 1563 {
1657 "You are unable to decipher the strange symbols."); 1564 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1658 return; 1565 return;
1659 } 1566 }
1567
1660 lev_diff = tmp->level - (skill_ob->level + 5); 1568 lev_diff = tmp->level - (skill_ob->level + 5);
1661 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1569 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1662 if (lev_diff < 2) 1570 {
1663 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1571 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1664 else if (lev_diff < 3) 1572 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1665 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1573 : lev_diff < 5 ? "This book is beyond your comprehension."
1666 else if (lev_diff < 5) 1574 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1667 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1575 : lev_diff < 15 ? "This book is way beyond your comprehension."
1668 else if (lev_diff < 8) 1576 : "This book is totally beyond your comprehension.");
1669 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1670 else if (lev_diff < 15)
1671 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1672 else
1673 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1674 return; 1577 return;
1675 } 1578 }
1676 1579
1677 readable_message_type* msgType = get_readable_message_type(tmp); 1580 readable_message_type *msgType = get_readable_message_type (tmp);
1678 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1679 msgType->message_type, msgType->message_subtype,
1680 "You open the %s and start reading.\n%s",
1681 "%s\n%s",
1682 long_desc(tmp,op), &tmp->msg);
1683 1581
1582 if (player *pl = op->contr)
1583 if (client *ns = pl->ns)
1584 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1585
1684 /* gain xp from reading */ 1586 /* gain xp from reading */
1685 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1587 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1588 { /* only if not read before */
1686 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1589 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1590
1687 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1591 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1592 {
1688 /*exp_gain *= 2; because they just identified it too */ 1593 /*exp_gain *= 2; because they just identified it too */
1689 SET_FLAG(tmp,FLAG_IDENTIFIED); 1594 SET_FLAG (tmp, FLAG_IDENTIFIED);
1690 /* If in a container, update how it looks */ 1595
1596 if (object *pl = tmp->visible_to ())
1691 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1597 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1692 else op->contr->socket.update_look=1;
1693 } 1598 }
1599
1694 change_exp(op,exp_gain, skill_ob->skill, 0); 1600 change_exp (op, exp_gain, skill_ob->skill, 0);
1695 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1601 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1696 } 1602 }
1697} 1603}
1698 1604
1699/** 1605/**
1700 * Handles the applying of a skill scroll, calling learn_skill straight. 1606 * Handles the applying of a skill scroll, calling learn_skill straight.
1701 * op is the person learning the skill, tmp is the skill scroll object 1607 * op is the person learning the skill, tmp is the skill scroll object
1702 */ 1608 */
1609static void
1703static void apply_skillscroll (object *op, object *tmp) 1610apply_skillscroll (object *op, object *tmp)
1704{ 1611{
1705 switch ((int) learn_skill (op, tmp)) { 1612 switch (learn_skill (op, tmp))
1613 {
1706 case 0: 1614 case 0:
1707 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1615 op->play_sound (sound_find ("generic_fail"));
1708 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1616 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1709 return; 1617 break;
1710 1618
1711 case 1: 1619 case 1:
1712 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1620 tmp->decrease ();
1713 decrease_ob(tmp); 1621 op->play_sound (sound_find ("skill_learn"));
1714 return; 1622 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1623 break;
1715 1624
1716 default: 1625 default:
1717 new_draw_info_format(NDI_UNIQUE,0,op, 1626 tmp->decrease ();
1627 op->play_sound (sound_find ("generic_fail"));
1718 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1628 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1719 decrease_ob(tmp); 1629 break;
1720 return;
1721 } 1630 }
1722} 1631}
1723 1632
1724/** 1633/**
1725 * Actually makes op learn spell. 1634 * Actually makes op learn spell.
1726 * Informs player of what happens. 1635 * Informs player of what happens.
1727 */ 1636 */
1637void
1728void do_learn_spell (object *op, object *spell, int special_prayer) 1638do_learn_spell (object *op, object *spell, int special_prayer)
1729{ 1639{
1730 object *tmp; 1640 object *tmp;
1731 1641
1732 if (op->type != PLAYER) { 1642 if (op->type != PLAYER)
1643 {
1733 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1644 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1734 return; 1645 return;
1735 } 1646 }
1736 1647
1737 /* Upgrade special prayers to normal prayers */ 1648 /* Upgrade special prayers to normal prayers */
1738 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1649 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1650 {
1739 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1651 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1652 {
1740 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1653 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1741 return; 1654 return;
1742 } 1655 }
1743 return; 1656 return;
1744 } 1657 }
1745 1658
1746 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1659 op->contr->play_sound (sound_find ("learn_spell"));
1747 tmp = get_object(); 1660
1748 copy_object(spell, tmp); 1661 tmp = spell->clone ();
1749 insert_ob_in_ob(tmp, op); 1662 insert_ob_in_ob (tmp, op);
1750 1663
1751 if (special_prayer) { 1664 if (special_prayer)
1752 SET_FLAG(tmp, FLAG_STARTEQUIP); 1665 SET_FLAG (tmp, FLAG_STARTEQUIP);
1753 }
1754 1666
1755 esrv_add_spells(op->contr, tmp); 1667 esrv_add_spells (op->contr, tmp);
1756} 1668}
1757 1669
1758/** 1670/**
1759 * Erases spell from player's inventory. 1671 * Erases spell from player's inventory.
1760 */ 1672 */
1673void
1761void do_forget_spell (object *op, const char *spell) 1674do_forget_spell (object *op, const char *spell)
1762{ 1675{
1763 object *spob; 1676 object *spob;
1764 1677
1765 if (op->type != PLAYER) { 1678 if (op->type != PLAYER)
1679 {
1766 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1680 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1767 return; 1681 return;
1768 } 1682 }
1769 if ( (spob=check_spell_known (op, spell)) == NULL) { 1683 if ((spob = check_spell_known (op, spell)) == NULL)
1684 {
1770 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1685 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1771 return; 1686 return;
1772 }
1773 1687 }
1774 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1688
1775 "You lose knowledge of %s.", spell); 1689 op->failmsg (format ("You lose knowledge of %s.", spell));
1776 player_unready_range_ob(op->contr, spob); 1690 player_unready_range_ob (op->contr, spob);
1777 esrv_remove_spell(op->contr, spob); 1691 esrv_remove_spell (op->contr, spob);
1778 remove_ob(spob); 1692 spob->destroy ();
1779 free_object(spob);
1780} 1693}
1781 1694
1782/** 1695/**
1783 * Handles player applying a spellbook. 1696 * Handles player applying a spellbook.
1784 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1697 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1785 * stuff like that. Random learning failure too. 1698 * stuff like that. Random learning failure too.
1786 */ 1699 */
1700static void
1787static void apply_spellbook (object *op, object *tmp) 1701apply_spellbook (object *op, object *tmp)
1788{ 1702{
1789 object *skop, *spell, *spell_skill; 1703 object *skop, *spell, *spell_skill;
1790 1704
1791 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1705 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1792 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1706 {
1707 op->failmsg ("You are unable to read while blind.");
1793 return; 1708 return;
1794 } 1709 }
1795 1710
1796 /* artifact_spellbooks have 'slaying' field point to a spell name, 1711 /* artifact_spellbooks have 'slaying' field point to a spell name,
1797 * instead of having their spell stored in stats.sp. These are 1712 * instead of having their spell stored in stats.sp. These are
1798 * legacy spellbooks 1713 * legacy spellbooks
1799 */ 1714 */
1800 1715 if (tmp->slaying)
1801 if(tmp->slaying != NULL) { 1716 {
1802 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1717 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1803 if (!spell) { 1718 if (!spell)
1804 new_draw_info_format(NDI_UNIQUE, 0, op, 1719 {
1805 "The book's formula for %s is incomplete", &tmp->slaying); 1720 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1806 return; 1721 return;
1807 } 1722 }
1808 else 1723 else
1809 insert_ob_in_ob(spell, tmp); 1724 insert_ob_in_ob (spell, tmp);
1725
1810 tmp->slaying=NULL; 1726 tmp->slaying = 0;
1811 } 1727 }
1812 1728
1813 skop = find_skill_by_name(op, tmp->skill); 1729 skop = find_skill_by_name (op, tmp->skill);
1814 1730
1815 /* need a literacy skill to learn spells. Also, having a literacy level 1731 /* need a literacy skill to learn spells. Also, having a literacy level
1816 * lower than the spell will make learning the spell more difficult */ 1732 * lower than the spell will make learning the spell more difficult */
1817 if ( !skop) { 1733 if (!skop)
1818 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1734 {
1735 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1819 return; 1736 return;
1820 } 1737 }
1821 1738
1822 spell = tmp->inv; 1739 spell = tmp->inv;
1740
1823 if (!spell) { 1741 if (!spell)
1742 {
1824 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", &tmp->name); 1743 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1825 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1744 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1826 return;
1827 }
1828 if (spell->level > (skop->level+10)) {
1829 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1830 return; 1745 return;
1831 } 1746 }
1832 1747
1833 new_draw_info_format(NDI_UNIQUE, 0, op, 1748 int learn_level = sqrtf (spell->level) * 1.5f;
1834 "The spellbook contains the %s level spell %s.", 1749 if (skop->level < learn_level)
1835 get_levelnumber(spell->level), &spell->name); 1750 {
1751 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1752 &tmp->skill, learn_level));
1753 return;
1754 }
1836 1755
1756 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1757
1837 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1758 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1838 identify(tmp); 1759 identify (tmp);
1839 if (tmp->env)
1840 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1841 else
1842 op->contr->socket.update_look=1;
1843 }
1844 1760
1845 /* I removed the check for special_prayer_mark here - it didn't make 1761 /* I removed the check for special_prayer_mark here - it didn't make
1846 * a lot of sense - special prayers are not found in spellbooks, and 1762 * a lot of sense - special prayers are not found in spellbooks, and
1847 * if the player doesn't know the spell, doesn't make a lot of sense that 1763 * if the player doesn't know the spell, doesn't make a lot of sense that
1848 * they would have a special prayer mark. 1764 * they would have a special prayer mark.
1849 */ 1765 */
1850 if (check_spell_known (op, spell->name)) { 1766 if (check_spell_known (op, spell->name))
1851 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1767 {
1768 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1852 return; 1769 return;
1853 } 1770 }
1854 1771
1855 if (spell->skill) { 1772 if (spell->skill)
1773 {
1856 spell_skill = find_skill_by_name(op, spell->skill); 1774 spell_skill = find_skill_by_name (op, spell->skill);
1775
1857 if (!spell_skill) { 1776 if (!spell_skill)
1858 new_draw_info_format(NDI_UNIQUE, 0, op, 1777 {
1859 "You lack the skill %s to use this spell", 1778 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1860 &spell->skill);
1861 return; 1779 return;
1862 } 1780 }
1781
1863 if (spell_skill->level < spell->level) { 1782 if (spell_skill->level < spell->level)
1864 new_draw_info_format(NDI_UNIQUE, 0, op, 1783 {
1865 "You need to be level %d in %s to learn this spell.", 1784 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1866 spell->level, &spell->skill);
1867 return; 1785 return;
1868 } 1786 }
1869 } 1787 }
1870 1788
1871 /* Logic as follows 1789 /* Logic as follows
1872 * 1790 *
1873 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1791 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1874 * 1792 *
1875 * 2- The learner's skill level in literacy adjusts the chance to learn 1793 * 2- The learner's skill level in literacy adjusts the chance to learn
1876 * a spell. 1794 * a spell.
1877 * 1795 *
1878 * 3 -Automatically fail to learn if you read while confused 1796 * 3 -Automatically fail to learn if you read while confused
1879 * 1797 *
1880 * Overall, chances are the same but a player will find having a high 1798 * Overall, chances are the same but a player will find having a high
1881 * literacy rate very useful! -b.t. 1799 * literacy rate very useful! -b.t.
1882 */ 1800 */
1883 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1801 if (QUERY_FLAG (op, FLAG_CONFUSED))
1802 {
1884 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1803 op->failmsg ("In your confused state you flub the wording of the text!");
1885 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1804 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), MAX (spell->stats.sp, spell->stats.grace));
1805 }
1886 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1806 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1887 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1807 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1888 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1808 {
1889 1809 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1890 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1891 do_learn_spell (op, spell, 0); 1810 do_learn_spell (op, spell, 0);
1892 1811
1893 /* xp gain to literacy for spell learning */ 1812 /* xp gain to literacy for spell learning */
1894 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1813 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1895 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1814 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1896 } else { 1815 }
1897 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1816 else
1898 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1899 } 1817 {
1900 decrease_ob(tmp); 1818 op->contr->play_sound (sound_find ("fumble_spell"));
1819 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1820 }
1821
1822 tmp->decrease ();
1901} 1823}
1902 1824
1903/** 1825/**
1904 * Handles applying a spell scroll. 1826 * Handles applying a spell scroll.
1905 */ 1827 */
1828void
1906void apply_scroll (object *op, object *tmp, int dir) 1829apply_scroll (object *op, object *tmp, int dir)
1907{ 1830{
1908 object *skop; 1831 object *skop;
1909 1832
1910 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1833 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1911 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1834 {
1835 op->failmsg ("You are unable to read while blind.");
1912 return; 1836 return;
1913 } 1837 }
1914 1838
1915 if (!tmp->inv || tmp->inv->type != SPELL) { 1839 if (!tmp->inv || tmp->inv->type != SPELL)
1916 new_draw_info (NDI_UNIQUE, 0, op, 1840 {
1917 "The scroll just doesn't make sense!"); 1841 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1918 return; 1842 return;
1919 } 1843 }
1920 1844
1921 if(op->type==PLAYER) { 1845 if (op->type == PLAYER)
1846 {
1922 /* players need a literacy skill to read stuff! */ 1847 /* players need a literacy skill to read stuff! */
1923 int exp_gain=0; 1848 int exp_gain = 0;
1924 1849
1925 /* hard code literacy - tmp->skill points to where the exp 1850 /* hard code literacy - tmp->skill points to where the exp
1926 * should go for anything killed by the spell. 1851 * should go for anything killed by the spell.
1927 */ 1852 */
1928 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1853 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1929 1854
1930 if ( ! skop) { 1855 if (!skop)
1931 new_draw_info(NDI_UNIQUE, 0,op, 1856 {
1932 "You are unable to decipher the strange symbols."); 1857 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1933 return; 1858 return;
1934 } 1859 }
1935 1860
1936 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1861 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1937 change_exp(op,exp_gain, skop->skill, 0); 1862 change_exp (op, exp_gain, skop->skill, 0);
1938 } 1863 }
1939 1864
1940 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1865 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1941 identify(tmp); 1866 identify (tmp);
1942 1867
1943 new_draw_info_format(NDI_BLACK, 0, op, 1868 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1944 "The scroll of %s turns to dust.", &tmp->inv->name);
1945 1869
1946
1947 cast_spell(op,tmp,dir,tmp->inv, NULL); 1870 cast_spell (op, tmp, dir, tmp->inv, NULL);
1948 decrease_ob(tmp); 1871 tmp->decrease ();
1949} 1872}
1950 1873
1951/** 1874/**
1952 * Applies a treasure object - by default, chest. op 1875 * Applies a treasure object - by default, chest. op
1953 * is the person doing the applying, tmp is the treasure 1876 * is the person doing the applying, tmp is the treasure
1954 * chest. 1877 * chest.
1955 */ 1878 */
1879static void
1956static void apply_treasure (object *op, object *tmp) 1880apply_treasure (object *op, object *tmp)
1957{ 1881{
1958 object *treas;
1959 tag_t tmp_tag = tmp->count, op_tag = op->count;
1960
1961
1962 /* Nice side effect of new treasure creation method is that the treasure 1882 /* Nice side effect of this treasure creation method is that the treasure
1963 * for the chest is done when the chest is created, and put into the chest 1883 * for the chest is done when the chest is created, and put into the chest
1964 * inventory. So that when the chest burns up, the items still exist. Also 1884 * inventory. So that when the chest burns up, the items still exist. Also
1965 * prevents people fromt moving chests to more difficult maps to get better 1885 * prevents people from moving chests to more difficult maps to get better
1966 * treasure 1886 * treasure
1967 */ 1887 */
1968
1969 treas = tmp->inv; 1888 object *treas = tmp->inv;
1970 if(treas==NULL) { 1889
1971 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1890 if (!treas)
1972 decrease_ob(tmp); 1891 {
1892 op->statusmsg ("The chest was empty.");
1893 tmp->decrease ();
1973 return; 1894 return;
1974 } 1895 }
1896
1975 while (tmp->inv) { 1897 while (tmp->inv)
1898 {
1976 treas = tmp->inv; 1899 treas = tmp->inv;
1900 treas->remove ();
1977 1901
1978 remove_ob(treas);
1979 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1980 query_name(treas));
1981
1982 treas->x=op->x; 1902 treas->x = op->x;
1983 treas->y=op->y; 1903 treas->y = op->y;
1984 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1904 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1985 1905
1986 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1906 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1987 && QUERY_FLAG (op, FLAG_ALIVE))
1988 spring_trap (treas, op); 1907 spring_trap (treas, op);
1908
1989 /* If either player or container was destroyed, no need to do 1909 /* If either player or container was destroyed, no need to do
1990 * further processing. I think this should be enclused with 1910 * further processing. I think this should be enclused with
1991 * spring trap above, as I don't think there is otherwise 1911 * spring trap above, as I don't think there is otherwise
1992 * any way for the treasure chest or player to get killed 1912 * any way for the treasure chest or player to get killed.
1993 */ 1913 */
1994 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1914 if (op->destroyed () || tmp->destroyed ())
1995 break; 1915 break;
1996 } 1916 }
1997 1917
1998 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL) 1918 if (!tmp->destroyed () && !tmp->inv)
1999 decrease_ob (tmp); 1919 tmp->decrease (true);
2000
2001} 1920}
2002 1921
2003/** 1922/**
2004 * op eats food. 1923 * op eats food.
2005 * If player, takes care of messages and dragon special food. 1924 * If player, takes care of messages and dragon special food.
2006 */ 1925 */
1926static void
2007static void apply_food (object *op, object *tmp) 1927apply_food (object *op, object *tmp)
2008{ 1928{
2009 int capacity_remaining; 1929 int capacity_remaining;
2010 1930
2011 if(op->type!=PLAYER) 1931 if (op->type != PLAYER)
2012 op->stats.hp=op->stats.maxhp; 1932 op->stats.hp = op->stats.maxhp;
2013 else { 1933 else
1934 {
2014 /* check if this is a dragon (player), eating some flesh */ 1935 /* check if this is a dragon (player), eating some flesh */
2015 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp)) 1936 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2016 ; 1937 ;
2017 else { 1938 else
1939 {
2018 /* usual case - no dragon meal: */ 1940 /* usual case - no dragon meal: */
2019 if(op->stats.food+tmp->stats.food>999) { 1941 if (op->stats.food + tmp->stats.food > 999)
1942 {
2020 if(tmp->type==FOOD || tmp->type==FLESH) 1943 if (tmp->type == FOOD || tmp->type == FLESH)
2021 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!"); 1944 op->failmsg ("You feel full, but what a waste of food!");
2022 else 1945 else
2023 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!"); 1946 op->statusmsg ("Most of the drink goes down your face not your throat!");
2024 } 1947 }
2025 1948
1949 tmp->play_sound (
1950 tmp->sound
1951 ? tmp->sound
1952 : tmp->type == DRINK
1953 ? sound_find ("eat_drink")
1954 : sound_find ("eat_food")
1955 );
1956
2026 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1957 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2027 char buf[MAX_BUF];
2028 1958 {
1959 const char *buf;
1960
2029 if (!is_dragon_pl(op)) { 1961 if (!is_dragon_pl (op))
1962 {
2030 /* eating message for normal players*/ 1963 /* eating message for normal players */
2031 if(tmp->type==DRINK) 1964 if (tmp->type == DRINK)
2032 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name); 1965 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
1966 else
1967 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
1968 }
2033 else 1969 else
2034 sprintf(buf,"The %s tasted %s",&tmp->name,
2035 tmp->type==FLESH?"terrible!":"good.");
2036 }
2037 else {
2038 /* eating message for dragon players*/ 1970 /* eating message for dragon players */
2039 sprintf(buf,"The %s tasted terrible!",&tmp->name); 1971 buf = format ("The %s tasted terrible!", &tmp->name);
2040 }
2041 1972
2042 new_draw_info(NDI_UNIQUE, 0,op,buf); 1973 op->statusmsg (buf);
1974
2043 capacity_remaining = 999 - op->stats.food; 1975 capacity_remaining = 999 - op->stats.food;
2044 op->stats.food+=tmp->stats.food; 1976 op->stats.food += tmp->stats.food;
2045 if(capacity_remaining < tmp->stats.food) 1977 if (capacity_remaining < tmp->stats.food)
2046 op->stats.hp += capacity_remaining / 50; 1978 op->stats.hp += capacity_remaining / 50;
2047 else 1979 else
2048 op->stats.hp+=tmp->stats.food/50; 1980 op->stats.hp += tmp->stats.food / 50;
1981
2049 if(op->stats.hp>op->stats.maxhp) 1982 if (op->stats.hp > op->stats.maxhp)
2050 op->stats.hp=op->stats.maxhp; 1983 op->stats.hp = op->stats.maxhp;
2051 if (op->stats.food > 999) 1984 if (op->stats.food > 999)
2052 op->stats.food = 999; 1985 op->stats.food = 999;
2053 } 1986 }
2054 1987
2055 /* special food hack -b.t. */ 1988 /* special food hack -b.t. */
2056 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED)) 1989 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2057 eat_special_food(op,tmp); 1990 eat_special_food (op, tmp);
2058 } 1991 }
2059 } 1992 }
1993
2060 handle_apply_yield(tmp); 1994 handle_apply_yield (tmp);
2061 decrease_ob(tmp); 1995 tmp->decrease ();
2062} 1996}
2063 1997
2064/** 1998/**
2065 * A dragon is eating some flesh. If the flesh contains resistances, 1999 * A dragon is eating some flesh. If the flesh contains resistances,
2066 * there is a chance for the dragon's skin to get improved. 2000 * there is a chance for the dragon's skin to get improved.
2069 * object *op the object (dragon player) eating the flesh 2003 * object *op the object (dragon player) eating the flesh
2070 * object *meal the flesh item, getting chewed in dragon's mouth 2004 * object *meal the flesh item, getting chewed in dragon's mouth
2071 * return: 2005 * return:
2072 * int 1 if eating successful, 0 if it doesn't work 2006 * int 1 if eating successful, 0 if it doesn't work
2073 */ 2007 */
2008int
2074int dragon_eat_flesh(object *op, object *meal) { 2009dragon_eat_flesh (object *op, object *meal)
2010{
2075 object *skin = NULL; /* pointer to dragon skin force*/ 2011 object *skin = NULL; /* pointer to dragon skin force */
2076 object *abil = NULL; /* pointer to dragon ability force*/ 2012 object *abil = NULL; /* pointer to dragon ability force */
2077 object *tmp = NULL; /* tmp. object */ 2013 object *tmp = NULL; /* tmp. object */
2078 2014
2079 char buf[MAX_BUF]; /* tmp. string buffer */
2080 double chance; /* improvement-chance of one resistance type */ 2015 double chance; /* improvement-chance of one resistance type */
2081 double totalchance=1; /* total chance of gaining one resistance */ 2016 double totalchance = 1; /* total chance of gaining one resistance */
2082 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 2017 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2083 double mbonus=0; /* monster bonus */ 2018 double mbonus = 0; /* monster bonus */
2084 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2019 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2085 int winners=0; /* number of winners */ 2020 int winners = 0; /* number of winners */
2086 int i; /* index */ 2021 int i; /* index */
2087 2022
2088 /* let's make sure and doublecheck the parameters */ 2023 /* let's make sure and doublecheck the parameters */
2089 if (meal->type!=FLESH || !is_dragon_pl(op)) 2024 if (meal->type != FLESH || !is_dragon_pl (op))
2090 return 0; 2025 return 0;
2091 2026
2092 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2027 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2093 from the player's inventory */ 2028 from the player's inventory */
2094 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2029 for (tmp = op->inv; tmp; tmp = tmp->below)
2095 if (tmp->type == FORCE) { 2030 if (tmp->type == FORCE)
2096 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2031 if (tmp->arch->archname == shstr_dragon_skin_force)
2097 skin = tmp; 2032 skin = tmp;
2098 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2033 else if (tmp->arch->archname == shstr_dragon_ability_force)
2099 abil = tmp; 2034 abil = tmp;
2100 } 2035
2101 }
2102
2103 /* if either skin or ability are missing, this is an old player 2036 /* if either skin or ability are missing, this is an old player
2104 which is not to be considered a dragon -> bail out */ 2037 which is not to be considered a dragon -> bail out */
2105 if (skin == NULL || abil == NULL) return 0; 2038 if (skin == NULL || abil == NULL)
2106 2039 return 0;
2040
2107 /* now start by filling stomache and health, according to food-value */ 2041 /* now start by filling stomache and health, according to food-value */
2108 if((999 - op->stats.food) < meal->stats.food) 2042 if ((999 - op->stats.food) < meal->stats.food)
2109 op->stats.hp += (999 - op->stats.food) / 50; 2043 op->stats.hp += (999 - op->stats.food) / 50;
2110 else 2044 else
2111 op->stats.hp += meal->stats.food/50; 2045 op->stats.hp += meal->stats.food / 50;
2046
2112 if(op->stats.hp>op->stats.maxhp) 2047 if (op->stats.hp > op->stats.maxhp)
2113 op->stats.hp=op->stats.maxhp; 2048 op->stats.hp = op->stats.maxhp;
2114 2049
2115 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2050 op->stats.food = MIN (999, op->stats.food + meal->stats.food);
2116 2051
2117 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2052 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2118 2053
2119 /* on to the interesting part: chances for adding resistance */ 2054 /* on to the interesting part: chances for adding resistance */
2120 for (i=0; i<NROFATTACKS; i++) { 2055 for (i = 0; i < NROFATTACKS; i++)
2056 {
2121 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2057 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2058 {
2122 /* got positive resistance, now calculate improvement chance (0-100) */ 2059 /* got positive resistance, now calculate improvement chance (0-100) */
2123 2060
2124 /* this bonus makes resistance increase easier at lower levels */ 2061 /* this bonus makes resistance increase easier at lower levels */
2125 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2062 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2126 if (i == abil->stats.exp) 2063 if (i == abil->stats.exp)
2127 bonus += 5; /* additional bonus for resistance of ability-focus */ 2064 bonus += 5; /* additional bonus for resistance of ability-focus */
2128 2065
2129 /* monster bonus increases with level, because high-level 2066 /* monster bonus increases with level, because high-level
2130 flesh is too rare */ 2067 flesh is too rare */
2131 mbonus = op->level * 20. / ((double)settings.max_level); 2068 mbonus = op->level * 20. / ((double) settings.max_level);
2132 2069
2133 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2070 chance = (((double) MIN (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2134 ((double)settings.max_level)) - skin->resist[i]; 2071 ((double) settings.max_level)) - skin->resist[i];
2135 2072
2136 if (chance >= 0.) 2073 if (chance >= 0.)
2137 chance += 1.; 2074 chance += 1.;
2138 else 2075 else
2139 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2076 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2140 2077
2141 /* chance is proportional to amount of resistance (max. 50) */ 2078 /* chance is proportional to amount of resistance (max. 50) */
2142 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2079 chance *= ((double) (MIN (meal->resist[i], 50))) / 50.;
2143 2080
2144 /* doubled chance for resistance of ability-focus */ 2081 /* doubled chance for resistance of ability-focus */
2145 if (i == abil->stats.exp) 2082 if (i == abil->stats.exp)
2146 chance = MIN(100., chance*2.); 2083 chance = MIN (100., chance * 2.);
2147 2084
2148 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2085 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2149 if (RANDOM()%10000 < (int)(chance*100)) { 2086 if (rndm (10000) < (unsigned int) (chance * 100))
2087 {
2150 atnr_winner[winners] = i; 2088 atnr_winner[winners] = i;
2151 winners++; 2089 winners++;
2152 } 2090 }
2153 2091
2154 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2092 if (chance >= 0.01)
2155 2093 totalchance *= 1 - chance / 100;
2094
2156 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2095 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2157 } 2096 }
2158 } 2097 }
2159 2098
2160 /* inverse totalchance as until now we have the failure-chance */ 2099 /* inverse totalchance as until now we have the failure-chance */
2161 totalchance = 100 - totalchance*100; 2100 totalchance = 100 - totalchance * 100;
2101
2162 /* print message according to totalchance */ 2102 /* print message according to totalchance */
2103 const char *buf;
2163 if (totalchance > 50.) 2104 if (totalchance > 50.)
2164 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2105 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2165 else if (totalchance > 10.) 2106 else if (totalchance > 10.)
2166 sprintf(buf, "The %s tasted very good.", &meal->name); 2107 buf = format ("The %s tasted very good.", &meal->name);
2167 else if (totalchance > 1.) 2108 else if (totalchance > 1.)
2168 sprintf(buf, "The %s tasted good.", &meal->name); 2109 buf = format ("The %s tasted good.", &meal->name);
2169 else if (totalchance > 0.1) 2110 else if (totalchance > 0.1)
2170 sprintf(buf, "The %s tasted bland.", &meal->name); 2111 buf = format ("The %s tasted bland.", &meal->name);
2171 else if (totalchance >= 0.01) 2112 else if (totalchance >= 0.01)
2172 sprintf(buf, "The %s had a boring taste.", &meal->name); 2113 buf = format ("The %s had a boring taste.", &meal->name);
2173 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2114 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2174 sprintf(buf, "The %s tasted strange.", &meal->name); 2115 buf = format ("The %s tasted strange.", &meal->name);
2175 else 2116 else
2176 sprintf(buf, "The %s had no taste.", &meal->name); 2117 buf = format ("The %s had no taste.", &meal->name);
2177 new_draw_info(NDI_UNIQUE, 0, op, buf); 2118
2178 2119 op->statusmsg (buf);
2120
2179 /* now choose a winner if we have any */ 2121 /* now choose a winner if we have any */
2180 i = -1; 2122 i = -1;
2181 if (winners>0) 2123 if (winners > 0)
2182 i = atnr_winner[RANDOM()%winners]; 2124 i = atnr_winner [rndm (winners)];
2183 2125
2184 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2126 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2127 {
2185 /* resistance increased! */ 2128 /* resistance increased! */
2186 skin->resist[i]++; 2129 skin->resist[i]++;
2187 fix_player(op); 2130 op->update_stats ();
2131
2132 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2188 2133 }
2189 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2134
2190 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2191 }
2192
2193 /* if this flesh contains a new ability focus, we mark it 2135 /* if this flesh contains a new ability focus, we mark it
2194 into the ability_force and it will take effect on next level */ 2136 into the ability_force and it will take effect on next level */
2195 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2137 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2196 && meal->last_eat != abil->last_eat) { 2138 {
2197 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2139 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2198 2140
2199 if (meal->last_eat != abil->stats.exp) { 2141 if (meal->last_eat != abil->stats.exp)
2142 op->statusmsg (format (
2200 sprintf(buf, "Your metabolism prepares to focus on %s!", 2143 "Your metabolism prepares to focus on %s!\n"
2144 "The change will happen at level %d.",
2201 change_resist_msg[meal->last_eat]); 2145 change_resist_msg[meal->last_eat],
2202 new_draw_info(NDI_UNIQUE, 0, op, buf); 2146 abil->level + 1
2203 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2147 ));
2204 new_draw_info(NDI_UNIQUE, 0, op, buf);
2205 }
2206 else { 2148 else
2207 sprintf(buf, "Your metabolism will continue to focus on %s.", 2149 {
2208 change_resist_msg[meal->last_eat]); 2150 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2209 new_draw_info(NDI_UNIQUE, 0, op, buf);
2210 abil->last_eat = 0; 2151 abil->last_eat = 0;
2211 } 2152 }
2212 } 2153 }
2154
2213 return 1; 2155 return 1;
2214}
2215
2216static void apply_savebed (object *pl)
2217{
2218#ifndef COZY_SERVER
2219 if(!pl->contr->name_changed||!pl->stats.exp) {
2220 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet.");
2221 return;
2222 }
2223#endif
2224 INVOKE_PLAYER (LOGOUT, pl->contr);
2225 /* Need to call terminate_all_pets() before we remove the player ob */
2226 terminate_all_pets(pl);
2227 remove_ob(pl);
2228 pl->direction=0;
2229 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2230 "%s leaves the game.", &pl->name);
2231
2232 /* update respawn position */
2233 strcpy(pl->contr->savebed_map, pl->map->path);
2234 pl->contr->bed_x = pl->x;
2235 pl->contr->bed_y = pl->y;
2236
2237 strcpy(pl->contr->killer,"left");
2238 check_score(pl); /* Always check score */
2239 (void)save_player(pl,0);
2240 pl->map->players--;
2241#if MAP_MAXTIMEOUT
2242 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2243#endif
2244 play_again(pl);
2245 pl->speed = 0;
2246 update_ob_speed(pl);
2247} 2156}
2248 2157
2249/** 2158/**
2250 * Handles applying an improve armor scroll. 2159 * Handles applying an improve armor scroll.
2251 * Does some sanity checks, then calls improve_armour. 2160 * Does some sanity checks, then calls improve_armour.
2252 */ 2161 */
2162static void
2253static void apply_armour_improver (object *op, object *tmp) 2163apply_armour_improver (object *op, object *tmp)
2254{ 2164{
2255 object *armor; 2165 object *armor;
2256 2166
2257 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2167 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2258 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2259 return;
2260 } 2168 {
2261 armor=find_marked_object(op); 2169 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2262 if ( ! armor) {
2263 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2264 return; 2170 return;
2265 } 2171 }
2172
2173 armor = find_marked_object (op);
2174
2175 if (!armor)
2176 {
2177 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2178 return;
2179 }
2180
2266 if (armor->type != ARMOUR 2181 if (armor->type != ARMOUR
2267 && armor->type != CLOAK 2182 && armor->type != CLOAK
2268 && armor->type != BOOTS && armor->type != GLOVES 2183 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2269 && armor->type != BRACERS && armor->type != SHIELD
2270 && armor->type != HELMET)
2271 { 2184 {
2272 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2185 op->failmsg ("Your marked item is not armour!\n");
2273 return; 2186 return;
2274 } 2187 }
2275 2188
2276 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2189 op->statusmsg ("Applying armour enchantment.");
2277 improve_armour(op,tmp,armor); 2190 improve_armour (op, tmp, armor);
2278} 2191}
2279 2192
2280 2193void
2281extern void apply_poison (object *op, object *tmp) 2194apply_poison (object *op, object *tmp)
2282{ 2195{
2283 if (op->type == PLAYER) { 2196 // need to do it now when it is still on the map
2284 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2285 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2286 strcpy(op->contr->killer,"poisonous booze");
2287 }
2288 if (tmp->stats.hp > 0) {
2289 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2290 tmp->stats.hp);
2291 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2292 }
2293 op->stats.food-=op->stats.food/4;
2294 handle_apply_yield(tmp); 2197 handle_apply_yield (tmp);
2295 decrease_ob(tmp);
2296}
2297 2198
2199 object *poison = tmp->split (1);
2200
2201 if (op->type == PLAYER)
2202 {
2203 op->contr->play_sound (sound_find ("drink_poison"));
2204 op->failmsg ("Yech! That tasted poisonous!");
2205 op->contr->killer = poison;
2206 }
2207
2208 if (poison->stats.hp > 0)
2209 {
2210 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2211 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2212 }
2213
2214 op->stats.food -= op->stats.food / 4;
2215 poison->destroy ();
2216}
2217
2298/** 2218/**
2299 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2219 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2300 * A valid 2 way exit means: 2220 * A valid 2 way exit means:
2301 * -You can come back (there is another exit at the other side) 2221 * -You can come back (there is another exit at the other side)
2302 * -You are 2222 * -You are
2303 * ° the owner of the exit 2223 * ° the owner of the exit
2304 * ° or in the same party as the owner 2224 * ° or in the same party as the owner
2305 * 2225 *
2306 * Note: a owner in a 2 way exit is saved as the owner's name 2226 * Note: a owner in a 2 way exit is saved as the owner's name
2307 * in the field exit->name cause the field exit->owner doesn't 2227 * in the field exit->name cause the field exit->owner doesn't
2308 * survive in the swapping (in fact the whole exit doesn't survive). 2228 * survive in the swapping (in fact the whole exit doesn't survive).
2309 */ 2229 */
2230int
2310int is_legal_2ways_exit (object* op, object *exit) 2231is_legal_2ways_exit (object *op, object *exit)
2311 { 2232{
2312 object * tmp; 2233 if (exit->stats.exp != 1)
2313 object * exit_owner; 2234 return 1; /*This is not a 2 way, so it is legal */
2314 player * pp; 2235
2315 mapstruct * exitmap; 2236#if 0 //TODO
2316 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2237 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2317 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2238 return 0; /* This is a reset town portal */
2318 /* To know if an exit has a correspondant, we look at 2239#endif
2319 * all the exits in destination and try to find one with same path as 2240
2320 * the current exit's position */ 2241 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2321 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2242
2322 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2243 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2323 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2244
2324 if (exitmap) 2245 if (exitmap)
2325 { 2246 {
2326 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2247 exitmap->load_sync ();
2327 if (!tmp) return 0; 2248
2328 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2249 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2250
2251 if (!tmp)
2252 return 0;
2253
2254 for (; tmp; tmp = tmp->above)
2329 { 2255 {
2330 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2256 if (tmp->type != EXIT)
2331 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2257 continue; /*Not an exit */
2332 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2333 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2334 2258
2259 if (!EXIT_PATH (tmp))
2260 continue; /*Not a valid exit */
2261
2262 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2263 continue; /*Not in the same place */
2264
2265 if (exit->map->path != EXIT_PATH (tmp))
2266 continue; /*Not in the same map */
2267
2335 /* From here we have found the exit is valid. However we do 2268 /* From here we have found the exit is valid. However we do
2336 * here the check of the exit owner. It is important for the 2269 * here the check of the exit owner. It is important for the
2337 * town portals to prevent strangers from visiting your appartments 2270 * town portals to prevent strangers from visiting your appartments
2338 */ 2271 */
2272 if (!exit->race)
2339 if (!exit->race) return 1; /*No owner, free for all!*/ 2273 return 1; /*No owner, free for all! */
2340 exit_owner=NULL; 2274
2341 for (pp=first_player;pp;pp=pp->next) 2275 object *exit_owner = 0;
2276
2277 for_all_players (pp)
2342 { 2278 {
2343 if (!pp->ob) continue; 2279 if (!pp->ob)
2280 continue;
2281
2344 if (pp->ob->name!=exit->race) continue; 2282 if (pp->ob->name != exit->race)
2283 continue;
2284
2345 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2285 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2346 break; 2286 break;
2347 } 2287 }
2348 if (!exit_owner) return 0; /* No more owner*/ 2288
2349 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2289 if (!exit_owner)
2290 return 0; /* No more owner */
2291
2292 if (exit_owner->contr == op->contr)
2293 return 1; /*It is your exit */
2294
2350 if ( exit_owner && /*There is a owner*/ 2295 if (exit_owner && /*There is a owner */
2351 (op->contr) && /*A player tries to pass */ 2296 (op->contr) && /*A player tries to pass */
2352 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2297 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2353 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2298 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2354 return 0; 2299 return 0;
2300
2355 return 1; 2301 return 1;
2356 } 2302 }
2357 } 2303 }
2304
2358 return 0; 2305 return 0;
2306}
2307
2308/**
2309 * This function will try to apply a lighter and in case no lighter
2310 * is specified it will try to find a lighter in the players inventory,
2311 * and inform him about this requirement.
2312 *
2313 * who - the player
2314 * op - the item we want to light
2315 * lighter - the lighter or 0 if a lighter has yet to be found
2316 */
2317static object *
2318auto_apply_lighter (object *who, object *op, object *lighter)
2319{
2320 if (lighter == 0)
2321 {
2322 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2323 {
2324 if (tmp->type == LIGHTER)
2325 {
2326 lighter = tmp;
2327 break;
2328 }
2329 }
2330
2331 if (!lighter)
2332 {
2333 who->failmsg (format (
2334 "You can't light up the %s with your bare hands! "
2335 "H<You need a lighter in your inventory, for example a flint and steel.>",
2336 &op->name));
2337 return 0;
2338 }
2359 } 2339 }
2360 2340
2341 // last_eat == 0 means the lighter is not being used up!
2342 if (lighter->last_eat && lighter->stats.food)
2343 {
2344 /* lighter gets used up */
2345 lighter = lighter->split ();
2346 lighter->stats.food--;
2347 who->insert (lighter);
2348 }
2349 else if (lighter->last_eat)
2350 {
2351 /* no charges left in lighter */
2352 who->failmsg (format (
2353 "You attempt to light the %s with a used up %s.",
2354 &op->name, &lighter->name));
2355 return 0;
2356 }
2357
2358 return lighter;
2359}
2360
2361/**
2362 * Designed primarily to light torches/lanterns/etc.
2363 * Also burns up burnable material too. First object in the inventory is
2364 * the selected object to "burn". -b.t.
2365 */
2366void
2367apply_lighter (object *who, object *lighter)
2368{
2369 object *item;
2370 int is_player_env = 0;
2371
2372 item = find_marked_object (who);
2373 if (item)
2374 {
2375 if (!auto_apply_lighter (who, item, lighter))
2376 return;
2377
2378 /* Perhaps we should split what we are trying to light on fire?
2379 * I can't see many times when you would want to light multiple
2380 * objects at once.
2381 */
2382
2383 save_throw_object (item, AT_FIRE, who);
2384
2385 if (item->destroyed ()
2386 || ((item->type == LAMP || item->type == TORCH)
2387 && item->glow_radius > 0))
2388 who->statusmsg (format (
2389 "You light the %s with the %s.",
2390 &item->name, &lighter->name));
2391 else
2392 who->failmsg (format (
2393 "You attempt to light the %s with the %s and fail.",
2394 &item->name, &lighter->name));
2395 }
2396 else
2397 who->failmsg ("You need to mark a lightable object.");
2398}
2399
2400/**
2401 * This function generates a cursed effect for cursed lamps and torches.
2402 */
2403void player_apply_lamp_cursed_effect (object *who, object *op)
2404{
2405 if (op->level)
2406 {
2407 who->failmsg (format (
2408 "The %s was cursed, it explodes in a big fireball!",
2409 &op->name));
2410 create_exploding_ball_at (who, op->level);
2411 }
2412 else
2413 {
2414 who->failmsg (format (
2415 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2416 &op->name));
2417 }
2418
2419 op->destroy ();
2420}
2421
2422/**
2423 * Apply for players and lamps
2424 *
2425 * who - the player
2426 * op - the lamp
2427 */
2428void player_apply_lamp (object *who, object *op)
2429{
2430 bool switch_on = op->glow_radius ? false : true;
2431
2432 if (switch_on)
2433 {
2434 object *lighter = 0;
2435
2436 if (op->flag [FLAG_IS_LIGHTABLE]
2437 && !(lighter = auto_apply_lighter (who, op, 0)))
2438 return;
2439
2440 if (op->stats.food < 1)
2441 {
2442 if (op->type == LAMP)
2443 who->failmsg (format (
2444 "The %s is out of fuel! "
2445 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2446 &op->name));
2447 else
2448 who->failmsg (format (
2449 "The %s is burnt out! "
2450 "H<Torches and similar items burn out and become worthless.>",
2451 &op->name));
2452 return;
2453 }
2454
2455 if (op->flag [FLAG_CURSED])
2456 {
2457 player_apply_lamp_cursed_effect (who, op);
2458 return;
2459 }
2460
2461 if (lighter)
2462 who->statusmsg (format (
2463 "You light up the %s with the %s.", &op->name, &lighter->name));
2464 else
2465 who->statusmsg (format ("You light up the %s.", &op->name));
2466 }
2467 else
2468 {
2469 if (op->flag [FLAG_CURSED])
2470 {
2471 player_apply_lamp_cursed_effect (who, op);
2472 return;
2473 }
2474
2475 if (op->type == TORCH)
2476 {
2477 if (!op->flag [FLAG_IS_LIGHTABLE])
2478 {
2479 who->statusmsg (format (
2480 "You put out the %s. "
2481 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2482 &op->name, &op->name));
2483 }
2484 else
2485 who->statusmsg (format (
2486 "You put out the %s."
2487 "H<Torches wear out if you put them out.>",
2488 &op->name));
2489 }
2490 else
2491 who->statusmsg (format ("You turn off the %s.", &op->name));
2492 }
2493
2494 apply_lamp (op, switch_on);
2495}
2496
2497void get_animation_from_arch (object *op, arch_ptr a)
2498{
2499 op->animation_id = a->animation_id;
2500 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2501 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2502 op->anim_speed = a->anim_speed;
2503 op->last_anim = 0;
2504 op->state = 0;
2505 op->face = a->face;
2506
2507 if (NUM_ANIMATIONS(op) > 1)
2508 {
2509 SET_ANIMATION(op, 0);
2510 animate_object (op, op->direction);
2511 }
2512 else
2513 update_object (op, UP_OBJ_FACE);
2514}
2515
2516/**
2517 * Apply for LAMPs and TORCHes.
2518 *
2519 * op - the lamp
2520 * switch_on - a flag which says whether the lamp should be switched on or off
2521 */
2522void apply_lamp (object *op, bool switch_on)
2523{
2524 op->set_glow_radius (switch_on ? op->range : 0);
2525 op->set_speed (switch_on ? op->arch->speed : 0);
2526
2527 // torches wear out if you put them out
2528 if (op->type == TORCH && !switch_on)
2529 {
2530 if (op->flag [FLAG_IS_LIGHTABLE])
2531 {
2532 op->stats.food -= (double) op->arch->stats.food / 15;
2533 if (op->stats.food < 0)
2534 op->stats.food = 0;
2535 }
2536 else
2537 op->stats.food = 0;
2538 }
2539
2540 // lamps and torched get worthless when used up
2541 if (op->stats.food <= 0)
2542 op->value = 0;
2543
2544 // FIXME: This is a hack to make the more sane torches and lamps
2545 // still animated ;-/
2546 if (op->other_arch)
2547 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2548
2549 if (object *pl = op->visible_to ())
2550 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2551}
2361 2552
2362/** 2553/**
2363 * Main apply handler. 2554 * Main apply handler.
2364 * 2555 *
2365 * Checks for unpaid items before applying. 2556 * Checks for unpaid items before applying.
2367 * Return value: 2558 * Return value:
2368 * 0: player or monster can't apply objects of that type 2559 * 0: player or monster can't apply objects of that type
2369 * 1: has been applied, or there was an error applying the object 2560 * 1: has been applied, or there was an error applying the object
2370 * 2: objects of that type can't be applied if not in inventory 2561 * 2: objects of that type can't be applied if not in inventory
2371 * 2562 *
2372 * op is the object that is causing object to be applied, tmp is the object 2563 * who is the object that is causing object to be applied, op is the object
2373 * being applied. 2564 * being applied.
2374 * 2565 *
2375 * aflag is special (always apply/unapply) flags. Nothing is done with 2566 * aflag is special (always apply/unapply) flags. Nothing is done with
2376 * them in this function - they are passed to apply_special 2567 * them in this function - they are passed to apply_special
2377 */ 2568 */
2378 2569int
2379int manual_apply (object *op, object *tmp, int aflag) 2570manual_apply (object *who, object *op, int aflag)
2380{ 2571{
2381 if (tmp->head) tmp=tmp->head; 2572 op = op->head_ ();
2382 2573
2383 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2574 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2575 {
2576 if (who->type == PLAYER)
2577 {
2578 examine (who, op);
2579 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2580 return 1;
2581 }
2582 else
2583 return 0; /* monsters just skip unpaid items */
2584 }
2585
2586 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2587 return RESULT_INT (0);
2588
2589 switch (op->type)
2590 {
2591 case CF_HANDLE:
2592 who->play_sound (sound_find ("turn_handle"));
2593 who->statusmsg ("You turn the handle.");
2594 op->value = op->value ? 0 : 1;
2595 SET_ANIMATION (op, op->value);
2596 update_object (op, UP_OBJ_FACE);
2597 push_button (op, who);
2598 return 1;
2599
2600 case TRIGGER:
2601 if (check_trigger (op, who, who))
2602 {
2603 who->statusmsg ("You turn the handle.");
2604 who->play_sound (sound_find ("turn_handle"));
2605 }
2606 else
2607 who->failmsg ("The handle doesn't move.");
2608
2609 return 1;
2610
2611 case EXIT:
2612 if (who->type != PLAYER)
2613 return 0;
2614
2615 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2616 who->failmsg (format ("The %s is closed. H<And will stay closed, until somebody fires up the map editor and adds it.>", query_name (op)));
2617 else
2618 {
2619 /* Don't display messages for random maps. */
2620 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2621 who->statusmsg (op->msg, NDI_NAVY);
2622
2623 who->enter_exit (op);
2624 }
2625
2626 return 1;
2627
2628 case INSCRIBABLE:
2629 who->statusmsg (op->msg);
2630 // maybe show a spell menu to chose from or something like that
2631 return 1;
2632
2633 case SIGN:
2634 apply_sign (who, op, 0);
2635 return 1;
2636
2637 case BOOK:
2384 if (op->type == PLAYER) { 2638 if (who->type == PLAYER)
2385 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2639 {
2640 apply_book (who, op);
2386 return 1; 2641 return 1;
2387 } else {
2388 return 0; /* monsters just skip unpaid items */
2389 } 2642 }
2390 } 2643 else
2644 return 0;
2391 2645
2392 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2646 case SKILLSCROLL:
2393 return RESULT_INT (0); 2647 if (who->type == PLAYER)
2394 2648 {
2395 switch (tmp->type) { 2649 apply_skillscroll (who, op);
2396
2397 case CF_HANDLE:
2398 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2399 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2400 tmp->value=tmp->value?0:1;
2401 SET_ANIMATION(tmp, tmp->value);
2402 update_object(tmp,UP_OBJ_FACE);
2403 push_button(tmp);
2404 return 1; 2650 return 1;
2405
2406 case TRIGGER:
2407 if (check_trigger (tmp, op)) {
2408 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2409 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2410 } else {
2411 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2412 } 2651 }
2652 else
2653 return 0;
2654
2655 case SPELLBOOK:
2656 if (who->type == PLAYER)
2657 {
2658 apply_spellbook (who, op);
2413 return 1; 2659 return 1;
2414
2415 case EXIT:
2416 if (op->type != PLAYER)
2417 return 0;
2418 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2419 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2420 query_name(tmp));
2421 } else {
2422 /* Don't display messages for random maps. */
2423 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2424 strncmp(EXIT_PATH(tmp), "/random/", 8))
2425 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2426 enter_exit(op,tmp);
2427 } 2660 }
2661 else
2662 return 0;
2663
2664 case SCROLL:
2665 apply_scroll (who, op, 0);
2666 return 1;
2667
2668 case POTION:
2669 apply_potion (who, op);
2670 return 1;
2671
2672 /* Eneq(@csd.uu.se): Handle apply on containers. */
2673 //TODO: remove, as it is unsed?
2674 case CLOSE_CON:
2675 apply_container (who, op->env);
2676 return 1;
2677
2678 case CONTAINER:
2679 apply_container (who, op);
2680 return 1;
2681
2682 case TREASURE:
2683 if (who->type == PLAYER)
2684 {
2685 apply_treasure (who, op);
2428 return 1; 2686 return 1;
2687 }
2688 else
2689 return 0;
2429 2690
2691 case LAMP:
2692 case TORCH:
2693 player_apply_lamp (who, op);
2694 return 1;
2695
2696 case WEAPON:
2697 case ARMOUR:
2698 case BOOTS:
2699 case GLOVES:
2700 case AMULET:
2701 case GIRDLE:
2702 case BRACERS:
2703 case SHIELD:
2704 case HELMET:
2430 case SIGN: 2705 case RING:
2431 apply_sign (op, tmp, 0); 2706 case CLOAK:
2707 case WAND:
2708 case ROD:
2709 case HORN:
2710 case SKILL:
2711 case BOW:
2712 case BUILDER:
2713 case SKILL_TOOL:
2714 if (op->env != who)
2715 return 2; /* not in inventory */
2716
2717 apply_special (who, op, aflag);
2718 return 1;
2719
2720 case DRINK:
2721 case FOOD:
2722 case FLESH:
2723 apply_food (who, op);
2724 return 1;
2725
2726 case POISON:
2727 apply_poison (who, op);
2728 return 1;
2729
2730 case SAVEBED:
2731 return 1;
2732
2733 case ARMOUR_IMPROVER:
2734 if (who->type == PLAYER)
2735 {
2736 apply_armour_improver (who, op);
2432 return 1; 2737 return 1;
2433
2434 case BOOK:
2435 if (op->type == PLAYER) {
2436 apply_book (op, tmp);
2437 return 1;
2438 } else {
2439 return 0;
2440 } 2738 }
2441 2739 else
2442 case SKILLSCROLL:
2443 if (op->type == PLAYER) {
2444 apply_skillscroll (op, tmp);
2445 return 1;
2446 }
2447 return 0; 2740 return 0;
2448 2741
2742 case WEAPON_IMPROVER:
2743 check_improve_weapon (who, op);
2744 return 1;
2745
2449 case SPELLBOOK: 2746 case CLOCK:
2450 if (op->type == PLAYER) { 2747 if (who->type == PLAYER)
2451 apply_spellbook (op, tmp); 2748 {
2452 return 1; 2749 char buf[MAX_BUF];
2750 timeofday_t tod;
2751
2752 get_tod (&tod);
2753 who->play_sound (sound_find ("sound_clock"));
2754 who->statusmsg (format (
2755 "It is %d minute%s past %d o'clock %s",
2756 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2757 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2453 } 2758 ));
2454 return 0;
2455
2456 case SCROLL:
2457 apply_scroll (op, tmp, 0);
2458 return 1; 2759 return 1;
2760 }
2761 else
2762 return 0;
2459 2763
2460 case POTION: 2764 case MENU:
2461 (void) apply_potion(op, tmp); 2765 if (who->type == PLAYER)
2766 {
2767 shop_listing (op, who);
2462 return 1; 2768 return 1;
2769 }
2770 else
2771 return 0;
2463 2772
2464 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2773 case POWER_CRYSTAL:
2465 case CLOSE_CON: 2774 apply_power_crystal (who, op); /* see egoitem.c */
2775 return 1;
2776
2777 case LIGHTER: /* for lighting torches/lanterns/etc */
2466 if (op->type==PLAYER) 2778 if (who->type == PLAYER)
2467 (void) esrv_apply_container (op, tmp->env); 2779 {
2468 else 2780 apply_lighter (who, op);
2469 (void) apply_container (op, tmp->env);
2470 return 1; 2781 return 1;
2471
2472 case CONTAINER:
2473 if (op->type==PLAYER)
2474 (void) esrv_apply_container (op, tmp);
2475 else
2476 (void) apply_container (op, tmp);
2477 return 1;
2478
2479 case TREASURE:
2480 if (op->type == PLAYER) {
2481 apply_treasure (op, tmp);
2482 return 1;
2483 } else {
2484 return 0;
2485 } 2782 }
2486 2783 else
2487 case WEAPON:
2488 case ARMOUR:
2489 case BOOTS:
2490 case GLOVES:
2491 case AMULET:
2492 case GIRDLE:
2493 case BRACERS:
2494 case SHIELD:
2495 case HELMET:
2496 case RING:
2497 case CLOAK:
2498 case WAND:
2499 case ROD:
2500 case HORN:
2501 case SKILL:
2502 case BOW:
2503 case LAMP:
2504 case BUILDER:
2505 case SKILL_TOOL:
2506 if (tmp->env != op)
2507 return 2; /* not in inventory */
2508 (void) apply_special (op, tmp, aflag);
2509 return 1; 2784 return 0;
2510 2785
2511 case DRINK:
2512 case FOOD:
2513 case FLESH:
2514 apply_food (op, tmp);
2515 return 1;
2516
2517 case POISON:
2518 apply_poison (op, tmp);
2519 return 1;
2520
2521 case SAVEBED:
2522 if (op->type == PLAYER) {
2523 apply_savebed (op);
2524 return 1;
2525 } else {
2526 return 0;
2527 }
2528
2529 case ARMOUR_IMPROVER:
2530 if (op->type == PLAYER) {
2531 apply_armour_improver (op, tmp);
2532 return 1;
2533 } else {
2534 return 0;
2535 }
2536
2537 case WEAPON_IMPROVER:
2538 (void) check_improve_weapon(op, tmp);
2539 return 1;
2540
2541 case CLOCK:
2542 if (op->type == PLAYER) {
2543 char buf[MAX_BUF];
2544 timeofday_t tod;
2545
2546 get_tod(&tod);
2547 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2548 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2549 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2550 ((tod.hour >= 14) ? "pm" : "am"));
2551 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2552 new_draw_info(NDI_UNIQUE, 0,op, buf);
2553 return 1;
2554 } else {
2555 return 0;
2556 }
2557
2558 case MENU:
2559 if (op->type == PLAYER) {
2560 shop_listing (op);
2561 return 1;
2562 } else {
2563 return 0;
2564 }
2565
2566 case POWER_CRYSTAL:
2567 apply_power_crystal(op,tmp); /* see egoitem.c */
2568 return 1;
2569
2570 case LIGHTER: /* for lighting torches/lanterns/etc */
2571 if (op->type == PLAYER) {
2572 apply_lighter(op,tmp);
2573 return 1;
2574 } else {
2575 return 0;
2576 }
2577
2578 case ITEM_TRANSFORMER: 2786 case ITEM_TRANSFORMER:
2579 apply_item_transformer( op, tmp ); 2787 apply_item_transformer (who, op);
2580 return 1; 2788 return 1;
2581 2789
2582 default: 2790 default:
2583 return 0; 2791 return 0;
2584 } 2792 }
2585} 2793}
2586
2587 2794
2588/* quiet suppresses the "don't know how to apply" and "you must get it first" 2795/* quiet suppresses the "don't know how to apply" and "you must get it first"
2589 * messages as needed by player_apply_below(). But there can still be 2796 * messages as needed by player_apply_below(). But there can still be
2590 * "but you are floating high above the ground" messages. 2797 * "but you are floating high above the ground" messages.
2591 * 2798 *
2592 * Same return value as apply() function. 2799 * Same return value as apply() function.
2593 */ 2800 */
2801int
2594int player_apply (object *pl, object *op, int aflag, int quiet) 2802player_apply (object *pl, object *op, int aflag, int quiet)
2595{ 2803{
2596 int tmp;
2597
2598 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2804 if (!op->env && (pl->move_type & MOVE_FLYING))
2805 {
2599 /* player is flying and applying object not in inventory */ 2806 /* player is flying and applying object not in inventory */
2600 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2807 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2601 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2808 {
2602 "above the ground!"); 2809 pl->failmsg ("But you are floating high above the ground! "
2810 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2811 "or waiting till the levitation effect wears off.>");
2603 return 0; 2812 return 0;
2604 } 2813 }
2605 }
2606
2607 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2608 * applied.
2609 */
2610 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2611 { 2814 }
2612 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2613 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2614 "of smoke!");
2615 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2616 remove_ob (op);
2617 free_object (op);
2618 return 1;
2619 }
2620 2815
2621 pl->contr->last_used = op; 2816 pl->contr->last_used = op;
2622 pl->contr->last_used_id = op->count;
2623 2817
2624 tmp = manual_apply (pl, op, aflag); 2818 int tmp = manual_apply (pl, op, aflag);
2819
2625 if ( ! quiet) { 2820 if (!quiet)
2821 {
2626 if (tmp == 0) 2822 if (tmp == 0)
2627 new_draw_info_format (NDI_UNIQUE, 0, pl, 2823 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2628 "I don't know how to apply the %s.",
2629 query_name (op));
2630 else if (tmp == 2) 2824 else if (tmp == 2)
2631 new_draw_info_format (NDI_UNIQUE, 0, pl, 2825 pl->failmsg ("You must get it first!\n");
2632 "You must get it first!\n");
2633 } 2826 }
2827
2634 return tmp; 2828 return tmp;
2635} 2829}
2636 2830
2637/** 2831/**
2638 * player_apply_below attempts to apply the object 'below' the player. 2832 * player_apply_below attempts to apply the object 'below' the player.
2639 * If the player has an open container, we use that for below, otherwise 2833 * If the player has an open container, we use that for below, otherwise
2640 * we use the ground. 2834 * we use the ground.
2641 */ 2835 */
2642 2836void
2643void player_apply_below (object *pl) 2837player_apply_below (object *pl)
2644{ 2838{
2645 object *tmp, *next;
2646 int floors; 2839 int floors = 0;
2647 2840
2648 /* If using a container, set the starting item to be the top 2841 /* If using a container, set the starting item to be the top
2649 * item in the container. Otherwise, use the map. 2842 * item in the container. Otherwise, use the map.
2650 */
2651 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2652
2653 /* This is perhaps more complicated. However, I want to make sure that 2843 * This is perhaps more complicated. However, I want to make sure that
2654 * we don't use a corrupt pointer for the next object, so we get the 2844 * we don't use a corrupt pointer for the next object, so we get the
2655 * next object in the stack before applying. This is can only be a 2845 * next object in the stack before applying. This is can only be a
2656 * problem if player_apply() has a bug in that it uses the object but does 2846 * problem if player_apply() has a bug in that it uses the object but does
2657 * not return a proper value. 2847 * not return a proper value.
2658 */ 2848 */
2659 for (floors = 0; tmp!=NULL; tmp=next) { 2849 for (object *next, *tmp = pl->container ? pl->container->inv : pl->below; tmp; tmp = next)
2850 {
2660 next = tmp->below; 2851 next = tmp->below;
2852
2661 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2853 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2662 floors++; 2854 floors++;
2663 else if (floors > 0) 2855 else if (floors > 0)
2664 return; /* process only floor objects after first floor object */ 2856 return; /* process only floor objects after first floor object */
2665 2857
2666 /* If it is visible, player can apply it. If it is applied by 2858 /* If it is visible, player can apply it. If it is applied by
2667 * person moving on it, also activate. Added code to make it 2859 * person moving on it, also activate. Added code to make it
2668 * so that at least one of players movement types be that which 2860 * so that at least one of players movement types be that which
2669 * the item needs. 2861 * the item needs.
2670 */ 2862 */
2671 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2863 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2672 if (player_apply (pl, tmp, 0, 1) == 1) 2864 if (player_apply (pl, tmp, 0, 1) == 1)
2673 return; 2865 return;
2674 } 2866
2675 if (floors >= 2) 2867 if (floors >= 2)
2676 return; /* process at most two floor objects */ 2868 return; /* process at most two floor objects */
2677 } 2869 }
2678} 2870}
2679 2871
2680/** 2872/**
2681 * Unapplies specified item. 2873 * Unapplies specified item.
2682 * No check done on cursed/damned. 2874 * No check done on cursed/damned.
2683 * Break this out of apply_special - this is just done 2875 * Break this out of apply_special - this is just done
2684 * to keep the size of apply_special to a more managable size. 2876 * to keep the size of apply_special to a more managable size.
2685 */ 2877 */
2878static int
2686static int unapply_special (object *who, object *op, int aflags) 2879unapply_special (object *who, object *op, int aflags)
2687{ 2880{
2688 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2881 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2689 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2882 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2690 return RESULT_INT (0); 2883 return RESULT_INT (0);
2691 2884
2692 object *tmp2;
2693
2694 CLEAR_FLAG(op, FLAG_APPLIED); 2885 CLEAR_FLAG (op, FLAG_APPLIED);
2886
2695 switch(op->type) { 2887 switch (op->type)
2696 case WEAPON: 2888 {
2697 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2698
2699 (void) change_abil (who,op);
2700 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2701 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2702 clear_skill(who);
2703 break;
2704
2705 case SKILL: /* allows objects to impart skills */
2706 case SKILL_TOOL: 2889 case SKILL_TOOL:
2707 if (op != who->chosen_skill) { 2890 // unapplying a skill tool should also unapply the skill it governs
2708 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2891 // but this is hard, as it shouldn't do so when the skill can
2892 // be used for other reasons
2893 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2894 if (tmp->skill == op->skill
2895 && tmp->type == SKILL
2896 && tmp->flag [FLAG_APPLIED]
2897 && !tmp->flag [FLAG_CAN_USE_SKILL])
2898 unapply_special (who, tmp, 0);
2899
2900 change_abil (who, op);
2901 break;
2902
2903 case WEAPON:
2904 if (player *pl = who->contr)
2905 if (op == pl->combat_ob)
2906 {
2907 pl->combat_ob = 0;
2908 who->change_weapon (pl->ranged_ob);
2709 } 2909 }
2710 if (who->type==PLAYER) { 2910
2711 if (who->contr->shoottype == range_skill) 2911 who->statusmsg (format ("You unwield %s.", query_name (op)));
2712 who->contr->shoottype = range_none; 2912
2713 if ( ! op->invisible) {
2714 new_draw_info_format (NDI_UNIQUE, 0, who,
2715 "You stop using the %s.", query_name(op));
2716 } else {
2717 new_draw_info_format (NDI_UNIQUE, 0, who,
2718 "You can no longer use the skill: %s.",
2719 &op->skill);
2720 }
2721 }
2722 (void) change_abil (who, op); 2913 change_abil (who, op);
2723 who->chosen_skill = NULL;
2724 CLEAR_FLAG (who, FLAG_READY_SKILL); 2914 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2725 break;
2726
2727 case ARMOUR:
2728 case HELMET:
2729 case SHIELD:
2730 case RING:
2731 case BOOTS:
2732 case GLOVES:
2733 case AMULET:
2734 case GIRDLE:
2735 case BRACERS:
2736 case CLOAK:
2737 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2738 (void) change_abil (who,op);
2739 break;
2740 case LAMP:
2741 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2742 &op->name);
2743 tmp2 = arch_to_object(op->other_arch);
2744 tmp2->x = op->x;
2745 tmp2->y = op->y;
2746 tmp2->map = op->map;
2747 tmp2->below = op->below;
2748 tmp2->above = op->above;
2749 tmp2->stats.food = op->stats.food;
2750 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2751 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2752 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2753 if (who->type == PLAYER)
2754 esrv_del_item(who->contr, (tag_t)op->count);
2755 remove_ob(op);
2756 free_object(op);
2757 insert_ob_in_ob(tmp2, who);
2758 fix_player(who);
2759 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2760 if (who->type == PLAYER) {
2761 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2762 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2763 }
2764 }
2765 if(who->type==PLAYER)
2766 esrv_send_item(who, tmp2);
2767 return 1; /* otherwise, an attempt to drop causes problems */
2768 break;
2769 case BOW:
2770 case WAND:
2771 case ROD:
2772 case HORN:
2773 clear_skill(who);
2774 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2775 if(who->type==PLAYER) {
2776 who->contr->shoottype = range_none;
2777 } else {
2778 if (op->type == BOW)
2779 CLEAR_FLAG (who, FLAG_READY_BOW);
2780 else
2781 CLEAR_FLAG(who, FLAG_READY_RANGE);
2782 }
2783 break;
2784
2785 case BUILDER:
2786 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2787 who->contr->shoottype = range_none;
2788 who->contr->ranges[ range_builder ] = NULL;
2789 break; 2915 break;
2790 2916
2917 case SKILL:
2918 if (who->contr)
2919 {
2920 if (IS_COMBAT_SKILL (op->subtype))
2921 who->change_weapon (who->contr->combat_ob = 0);
2922 else if (IS_RANGED_SKILL (op->subtype))
2923 who->change_weapon (who->contr->ranged_ob = 0);
2924
2925 if (op->invisible)
2926 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2927 else
2928 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2929 }
2930
2931 change_abil (who, op);
2932 CLEAR_FLAG (who, FLAG_READY_SKILL);
2933 break;
2934
2935 case ARMOUR:
2936 case HELMET:
2937 case SHIELD:
2938 case RING:
2939 case BOOTS:
2940 case GLOVES:
2941 case AMULET:
2942 case GIRDLE:
2943 case BRACERS:
2944 case CLOAK:
2945 who->statusmsg (format ("You unwear %s.", query_name (op)));
2946 change_abil (who, op);
2947 break;
2948
2949 case BOW:
2950 case WAND:
2951 case ROD:
2952 case HORN:
2953 if (player *pl = who->contr)
2954 {
2955 if (op == pl->ranged_ob)
2956 {
2957 pl->ranged_ob = 0;
2958 who->change_weapon (pl->combat_ob);
2959 }
2960
2961 who->statusmsg (format ("You unready %s.", query_name (op)));
2962 }
2963 else
2964 {
2965 who->change_skill (0);
2966
2967 if (op->type == BOW)
2968 CLEAR_FLAG (who, FLAG_READY_BOW);
2969 else
2970 CLEAR_FLAG (who, FLAG_READY_RANGE);
2971 }
2972
2973 break;
2974
2975 case BUILDER:
2976 if (who->contr)
2977 who->statusmsg (format ("You unready %s.", query_name (op)));
2978 break;
2979
2791 default: 2980 default:
2792 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2981 who->statusmsg (format ("You unapply %s.", query_name (op)));
2793 break; 2982 break;
2794 } 2983 }
2795 2984
2796 fix_player(who); 2985 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2797 2986 if (object *pl = op->visible_to ())
2798 if ( ! (aflags & AP_NO_MERGE)) {
2799 object *tmp;
2800
2801 tag_t del_tag = op->count;
2802 tmp = merge_ob (op, NULL);
2803 if (who->type == PLAYER) {
2804 if (tmp) { /* it was merged */
2805 esrv_del_item (who->contr, del_tag);
2806 op = tmp;
2807 }
2808 esrv_send_item (who, op); 2987 esrv_send_item (pl, op);
2809 } 2988
2810 } 2989 who->update_stats ();
2990
2811 return 0; 2991 return 0;
2812} 2992}
2813 2993
2814/** 2994/**
2815 * Returns the object that is using location 'loc'. 2995 * Returns the object that is using location 'loc'.
2816 * Note that 'start' is the first object to start examing - we 2996 * Note that 'start' is the first object to start examing - we
2817 * then go through the below of this. In this way, you can do 2997 * then go through the below of this. In this way, you can do
2818 * something like: 2998 * something like:
2819 * tmp = get_item_from_body_location(who->inv, 1); 2999 * tmp = get_next_item_from_body_location(who->inv, 1);
2820 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3000 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2821 * to find the second object that may use this location, etc. 3001 * to find the second object that may use this location, etc.
2822 * Returns NULL if no match is found. 3002 * Returns NULL if no match is found.
2823 * loc is the index into the array we are looking for a match. 3003 * loc is the index into the array we are looking for a match.
2824 * don't return invisible objects unless they are skill objects 3004 * don't return invisible objects unless they are skill objects
2825 * invisible other objects that use 3005 * invisible other objects that use
2826 * up body locations can be used as restrictions. 3006 * up body locations can be used as restrictions.
2827 */ 3007 */
2828object *get_item_from_body_location(object *start, int loc) 3008static object *
3009get_next_item_from_body_location (int loc, object *start)
2829{ 3010{
2830 object *tmp;
2831
2832 if (!start) return NULL;
2833
2834 for (tmp=start; tmp; tmp=tmp->below) 3011 for (object *tmp = start; tmp; tmp = tmp->below)
2835 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3012 if (tmp->flag [FLAG_APPLIED]
3013 && tmp->slot[loc].info
2836 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3014 && (!tmp->invisible || tmp->type == SKILL))
3015 return tmp;
2837 3016
2838 return NULL; 3017 return 0;
2839} 3018}
2840
2841
2842 3019
2843/** 3020/**
2844 * 'op' wants to apply an object, but can't because of other equipment. 3021 * 'op' wants to apply an object, but can't because of other equipment.
2845 * This should only be called when it is known 3022 * This should only be called when it is known
2846 * that there are objects to unapply. This makes pretty heavy 3023 * that there are objects to unapply. This makes pretty heavy
2849 * Returns 0 on success, returns 1 if there is some problem. 3026 * Returns 0 on success, returns 1 if there is some problem.
2850 * if aflags is AP_PRINT, we instead print out waht to unapply 3027 * if aflags is AP_PRINT, we instead print out waht to unapply
2851 * instead of doing it. This is a lot less code than having 3028 * instead of doing it. This is a lot less code than having
2852 * another function that does just that. 3029 * another function that does just that.
2853 */ 3030 */
3031
3032#define CANNOT_REMOVE_CURSED \
3033 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3034 "Praying over an altar, scrolls of remove curse/damnation, " \
3035 "priests or even other players might help.>"
3036
3037int
2854int unapply_for_ob(object *who, object *op, int aflags) 3038unapply_for_ob (object *who, object *op, int aflags)
2855{ 3039{
2856 int i; 3040 if (op->is_range ())
2857 object *tmp=NULL, *last;
2858
2859 /* If we are applying a shield or weapon, unapply any equipped shield
2860 * or weapons first - only allowed to use one weapon/shield at a time.
2861 */
2862 if (op->type == WEAPON || op->type == SHIELD) {
2863 for (tmp=who->inv; tmp; tmp=tmp->below) { 3041 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2864 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3042 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2865 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3043 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2866 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3044 {
2867 if (aflags & AP_PRINT) 3045 if (aflags & AP_PRINT)
2868 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3046 who->failmsg (query_name (tmp));
2869 else 3047 else
2870 unapply_special(who, tmp, aflags); 3048 unapply_special (who, tmp, aflags);
3049 }
3050 else
3051 {
3052 /* In this case, we want to try and remove a cursed item.
3053 * While we know it won't work, we want unapply_special to
3054 * at least generate the message.
3055 */
3056 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3057 return 1;
3058 }
3059
3060 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3061 {
3062 /* this used up a slot that we need to free */
3063 if (op->slot[i].info)
3064 {
3065 object *last = who->inv;
3066
3067 /* We do a while loop - may need to remove several items in order
3068 * to free up enough slots.
3069 */
3070 while ((who->slot[i].used + op->slot[i].info) < 0)
3071 {
3072 object *tmp = get_next_item_from_body_location (i, last);
3073
3074 if (!tmp)
3075 {
3076#if 0
3077 /* Not a bug - we'll get this if the player has cursed items
3078 * equipped.
3079 */
3080 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3081#endif
3082 return 1;
2871 } 3083 }
3084
3085 /* If we are just printing, we don't care about cursed status */
3086 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3087 {
3088 if (aflags & AP_PRINT)
3089 who->failmsg (query_name (tmp));
2872 else { 3090 else
2873 /* In this case, we want to try and remove a cursed item. 3091 unapply_special (who, tmp, aflags);
2874 * While we know it won't work, we want unapply_special to
2875 * at least generate the message.
2876 */
2877 new_draw_info_format(NDI_UNIQUE, 0, who,
2878 "No matter how hard you try, you just can't\nremove %s.",
2879 query_name(tmp));
2880 return 1;
2881 } 3092 }
3093 else
3094 {
3095 /* Cursed item that we can't unequip - tell the player.
3096 * Note this could be annoying if this is just one of a few,
3097 * so it may not be critical (eg, putting on a ring and you have
3098 * one cursed ring.)
3099 */
3100 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3101 }
2882 3102
3103 last = tmp->below;
2883 } 3104 }
2884 }
2885 }
2886
2887 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2888 /* this used up a slot that we need to free */
2889 if (op->body_info[i]) {
2890 last = who->inv;
2891
2892 /* We do a while loop - may need to remove several items in order
2893 * to free up enough slots.
2894 */
2895 while ((who->body_used[i] + op->body_info[i]) < 0) {
2896 tmp = get_item_from_body_location(last, i);
2897 if (!tmp) {
2898#if 0
2899 /* Not a bug - we'll get this if the player has cursed items
2900 * equipped.
2901 */
2902 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2903 i, body_locations[i].save_name, who->name);
2904#endif
2905 return 1;
2906 }
2907 /* If we are just printing, we don't care about cursed status */
2908 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2909 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2910 if (aflags & AP_PRINT)
2911 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2912 else
2913 unapply_special(who, tmp, aflags);
2914 }
2915 else {
2916 /* Cursed item that we can't unequip - tell the player.
2917 * Note this could be annoying if this is just one of a few,
2918 * so it may not be critical (eg, putting on a ring and you have
2919 * one cursed ring.)
2920 */
2921 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2922 }
2923 last = tmp->below;
2924 }
2925 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3105 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2926 * return in the !tmp would have kicked in. 3106 * return in the !tmp would have kicked in.
2927 */ 3107 */
2928 } /* if op is using this body location */ 3108 } /* if op is using this body location */
2929 } /* for body lcoations */ 3109 } /* for body lcoations */
3110
2930 return 0; 3111 return 0;
2931} 3112}
2932 3113
2933/** 3114/**
2934 * Checks to see if 'who' can apply object 'op'. 3115 * Checks to see if 'who' can apply object 'op'.
2935 * Returns 0 if apply can be done without anything special. 3116 * Returns 0 if apply can be done without anything special.
2936 * Otherwise returns a bitmask - potentially several of these may be 3117 * Otherwise returns a bitmask - potentially several of these may be
2937 * set, but largely depends on circumstance - in the future, processing 3118 * set, but largely depends on circumstance - in the future, processing
2938 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3119 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2939 * is set, do we really are what the other flags may be?) 3120 * is set, do we really care what the other flags may be?)
2940 * 3121 *
2941 * See include/define.h for detailed description of the meaning of 3122 * See include/define.h for detailed description of the meaning of
2942 * these return values. 3123 * these return values.
2943 */ 3124 */
3125int
2944int can_apply_object(object *who, object *op) 3126can_apply_object (object *who, object *op)
2945{ 3127{
2946 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3128 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2948 return RESULT_INT (0); 3129 return RESULT_INT (0);
2949 3130
2950 int i, retval=0; 3131 int retval = 0;
2951 object *tmp=NULL, *ws=NULL; 3132 object *tmp = 0, *ws = 0;
2952 3133
2953 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3134 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2954 * 2 weapons, but we don't want to let them do that. So if they are 3135 {
2955 * trying to equip a weapon or shield, see if they already have one 3136 if (op->slot[i].info)
2956 * in place and store that way. 3137 {
2957 */ 3138 /* Item uses more slots than we have */
2958 if (op->type == WEAPON || op->type == SHIELD) { 3139 if (who->slot[i].info + op->slot [i].info < 0)
2959 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3140 {
2960 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3141 /* Could return now for efficiency - rest of info below isn't
3142 * really needed.
3143 */
2961 retval = CAN_APPLY_UNAPPLY; 3144 retval |= CAN_APPLY_NEVER;
2962 ws = tmp;
2963 } 3145 }
2964 } 3146 else if (who->slot[i].used + op->slot[i].info < 0)
2965 }
2966 3147 {
2967
2968 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2969 if (op->body_info[i]) {
2970 /* Item uses more slots than we have */
2971 if (FABS(op->body_info[i]) > who->body_info[i]) {
2972 /* Could return now for efficiently - rest of info below isn'
2973 * really needed.
2974 */
2975 retval |= CAN_APPLY_NEVER;
2976 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2977 /* in this case, equipping this would use more free spots than 3148 /* in this case, equipping this would use more free spots than
2978 * we have. 3149 * we have.
2979 */ 3150 */
2980 object *tmp1;
2981 3151
2982
2983 /* if we have an applied weapon/shield, and unapply it would free 3152 /* if we have an applied weapon/shield, and unapply it would free
2984 * enough slots to equip the new item, then just set this can 3153 * enough slots to equip the new item, then just set "can
2985 * continue. We don't care about the logic below - if you have 3154 * apply unapply". We don't care about the logic below - if you have a
2986 * shield equipped and try to equip another shield, there is only 3155 * shield equipped and try to equip another shield, there is only
2987 * one choice. However, the check for the number of body locations 3156 * one choice. However, the check for the number of body locations
2988 * does take into the account cases where what is being applied 3157 * does take into the account cases where what is being applied
2989 * may be two handed for example. 3158 * may be two handed for example.
2990 */ 3159 */
2991 if (ws) { 3160 if (ws)
2992 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3161 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3162 {
2993 retval |= CAN_APPLY_UNAPPLY; 3163 retval |= CAN_APPLY_UNAPPLY;
2994 continue; 3164 continue;
2995 } 3165 }
3166
3167 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3168 if (!tmp1)
3169 {
3170#if 0
3171 /* This is sort of an error, but happens a lot when old players
3172 * join in with more stuff equipped than they are now allowed.
3173 */
3174 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3175#endif
3176 retval |= CAN_APPLY_NEVER;
2996 } 3177 }
2997
2998 tmp1 = get_item_from_body_location(who->inv, i);
2999 if (!tmp1) {
3000#if 0
3001 /* This is sort of an error, but happens a lot when old players
3002 * join in with more stuff equipped than they are now allowed.
3003 */
3004 LOG(llevError,"Can't find object using location %d on %s\n",
3005 i, who->name);
3006#endif
3007 retval |= CAN_APPLY_NEVER;
3008 } else { 3178 else
3179 {
3009 /* need to unapply something. However, if this something 3180 /* need to unapply something. However, if this something
3010 * is different than we had found before, it means they need 3181 * is different than we had found before, it means they need
3011 * to apply multiple objects 3182 * to apply multiple objects
3012 */ 3183 */
3013 retval |= CAN_APPLY_UNAPPLY; 3184 retval |= CAN_APPLY_UNAPPLY;
3185
3186 if (!tmp)
3014 if (!tmp) tmp = tmp1; 3187 tmp = tmp1;
3015 else if (tmp != tmp1) { 3188 else if (tmp != tmp1)
3016 retval |= CAN_APPLY_UNAPPLY_MULT; 3189 retval |= CAN_APPLY_UNAPPLY_MULT;
3017 } 3190
3018 /* This object isn't using up all the slots, so there must 3191 /* This object isn't using up all the slots, so there must
3019 * be another. If so, and it the new item doesn't need all 3192 * be another. If so, and it the new item doesn't need all
3020 * the slots, the player then has a choice. 3193 * the slots, the player then has a choice.
3021 */ 3194 */
3022 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3195 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3023 (FABS(op->body_info[i]) < who->body_info[i])) 3196 && abs (op->slot[i].info) < who->slot[i].info)
3024 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3197 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3025 3198
3026 /* Does unequippint 'tmp1' free up enough slots for this to be 3199 /* Does unequippint 'tmp1' free up enough slots for this to be
3027 * equipped? If not, there must be something else to unapply. 3200 * equipped? If not, there must be something else to unapply.
3028 */ 3201 */
3029 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3202 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3030 retval |= CAN_APPLY_UNAPPLY_MULT; 3203 retval |= CAN_APPLY_UNAPPLY_MULT;
3031
3032 } 3204 }
3033 } /* if not enough free slots */ 3205 } /* if not enough free slots */
3034 } /* if this object uses location i */ 3206 } /* if this object uses location i */
3035 } /* for i -> num_body_locations loop */ 3207 } /* for i -> num_body_locations loop */
3036 3208
3037 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3209 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3038 * really be controlled by use of body locations. We do have 3210 * really be controlled by use of body locations. We do have
3039 * the weapon/shield checks, and the range checks for monsters, 3211 * the weapon/shield checks, and the range checks for monsters,
3040 * because you can't control those just by body location - bows, shields, 3212 * because you can't control those just by body location - bows, shields,
3041 * and weapons all use the same slot. Similar for horn/rod/wand - they 3213 * and weapons all use the same slot. Similar for horn/rod/wand - they
3042 * all use the same location. 3214 * all use the same location.
3043 */ 3215 */
3044 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3216 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3217 retval |= CAN_APPLY_RESTRICTION;
3218
3219 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3220 retval |= CAN_APPLY_RESTRICTION;
3221
3222 if (who->type != PLAYER)
3223 {
3224 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3045 retval |= CAN_APPLY_RESTRICTION; 3225 retval |= CAN_APPLY_RESTRICTION;
3226
3046 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3227 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3047 retval |= CAN_APPLY_RESTRICTION; 3228 retval |= CAN_APPLY_RESTRICTION;
3048 3229
3049
3050 if (who->type != PLAYER) {
3051 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3052 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3053 retval |= CAN_APPLY_RESTRICTION;
3054 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3230 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3057 retval |= CAN_APPLY_RESTRICTION; 3231 retval |= CAN_APPLY_RESTRICTION;
3232
3058 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3233 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3059 retval |= CAN_APPLY_RESTRICTION; 3234 retval |= CAN_APPLY_RESTRICTION;
3060 } 3235 }
3236
3061 return retval; 3237 return retval;
3062} 3238}
3063
3064
3065 3239
3066/** 3240/**
3067 * who is the object using the object. It can be a monster. 3241 * who is the object using the object. It can be a monster.
3068 * op is the object they are using. op is an equipment type item, 3242 * op is the object they are using. op is an equipment type item,
3069 * eg, one which you put on and keep on for a while, and not something 3243 * eg, one which you put on and keep on for a while, and not something
3078 * AP_UNAPPLY=always unapply). 3252 * AP_UNAPPLY=always unapply).
3079 * 3253 *
3080 * Optional flags: 3254 * Optional flags:
3081 * AP_NO_MERGE: don't merge an unapplied object with other objects 3255 * AP_NO_MERGE: don't merge an unapplied object with other objects
3082 * AP_IGNORE_CURSE: unapply cursed items 3256 * AP_IGNORE_CURSE: unapply cursed items
3257 * AP_NO_READY: do not ready skills when applying skill tools
3083 * 3258 *
3084 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3259 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3085 * 3260 *
3086 * apply_special() doesn't check for unpaid items. 3261 * apply_special() doesn't check for unpaid items.
3087 */ 3262 */
3263
3264#define LACK_ITEM_POWER \
3265 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3266
3267int
3088int apply_special (object *who, object *op, int aflags) 3268apply_special (object *who, object *op, int aflags)
3089{ 3269{
3090 int basic_flag = aflags & AP_BASIC_FLAGS; 3270 int basic_flag = aflags & AP_BASIC_FLAGS;
3091 object *tmp, *tmp2, *skop=NULL; 3271 object *tmp, *tmp2, *skop = NULL;
3092 int i;
3093 3272
3094 if(who==NULL) { 3273 if (who == NULL)
3274 {
3095 LOG(llevError,"apply_special() from object without environment.\n"); 3275 LOG (llevError, "apply_special() from object without environment.\n");
3096 return 1; 3276 return 1;
3097 } 3277 }
3098 3278
3099 if(op->env!=who) 3279 if (op->env != who)
3100 return 1; /* op is not in inventory */ 3280 return 1; /* op is not in inventory */
3101 3281
3102 /* trying to unequip op */ 3282 /* trying to unequip op */
3103 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3283 if (QUERY_FLAG (op, FLAG_APPLIED))
3284 {
3104 /* always apply, so no reason to unapply */ 3285 /* always apply, so no reason to unapply */
3105 if (basic_flag == AP_APPLY) return 0; 3286 if (basic_flag == AP_APPLY)
3287 return 0;
3106 3288
3107 if ( ! (aflags & AP_IGNORE_CURSE)
3108 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3289 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3109 new_draw_info_format(NDI_UNIQUE, 0, who, 3290 {
3110 "No matter how hard you try, you just can't\nremove %s.", 3291 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3111 query_name(op)); 3292 return 1;
3293 }
3294
3295 return unapply_special (who, op, aflags);
3296 }
3297 else if (basic_flag == AP_UNAPPLY)
3298 return 0;
3299
3300 // if the item is combat/ranged, wield the relevant slot first
3301 // to resolve conflicts.
3302 if (player *pl = who->contr)
3303 switch (op->slottype ())
3304 {
3305 case slot_combat: who->change_weapon (pl->combat_ob); break;
3306 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3307 }
3308
3309 splay (op);
3310
3311 /* Can't just apply this object. Lets see what not and what to do */
3312 if (int i = can_apply_object (who, op))
3313 {
3314 if (i & CAN_APPLY_NEVER)
3315 {
3316 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3317 return 1;
3318 }
3319 else if (i & CAN_APPLY_RESTRICTION)
3320 {
3321 who->failmsg (format (
3322 "You have a prohibition against using a %s. "
3323 "H<Your belief, profession or class prevents you from applying this item.>",
3324 query_name (op)
3325 ));
3326 return 1;
3327 }
3328
3329 if (who->type != PLAYER)
3330 {
3331 /* Some error, so don't try to equip something more */
3332 if (unapply_for_ob (who, op, aflags))
3112 return 1; 3333 return 1;
3113 } 3334 }
3114 return unapply_special(who, op, aflags); 3335 else
3336 {
3337 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3338 {
3339 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3340 unapply_for_ob (who, op, AP_PRINT);
3341 return 1;
3342 }
3343 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3344 if (unapply_for_ob (who, op, aflags))
3345 return 1;
3346 }
3347 }
3348
3349 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3115 } 3350 {
3351 skop = find_skill_by_name (who, op->skill);
3116 3352
3117 if (basic_flag == AP_UNAPPLY) return 0; 3353 if (!skop)
3354 {
3355 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3356 return 1;
3357 }
3358 else
3359 /* While experience will be credited properly, we want to change the
3360 * skill so that the dam and wc get updated
3361 */
3362 who->change_skill (skop);
3363 }
3118 3364
3119 i = can_apply_object(who, op); 3365 if (!check_item_power (who, op->item_power))
3366 {
3367 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3368 return 1;
3369 }
3120 3370
3121 /* Can't just apply this object. Lets see what not and what to do */ 3371 /* Ok. We are now at the state where we can apply the new object.
3122 if (i) { 3372 * Note that we don't have the checks for can_use_...
3123 if (i & CAN_APPLY_NEVER) { 3373 * below - that is already taken care of by can_apply_object.
3124 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3374 */
3375 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3376
3377 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3378 return RESULT_INT (0);
3379
3380 switch (op->type)
3381 {
3382 case WEAPON:
3383 //TODO: this obviously fails for players using a shorter prefix
3384 // i.e. "R" can use Ragnarok's sword.
3385 if (op->level && !op->name.starts_with (who->name))
3386 {
3387 /* if the weapon does not have the name as the character, can't use it. */
3388 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3389 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3390
3391 if (tmp)
3392 insert_ob_in_ob (tmp, who);
3393
3125 return 1; 3394 return 1;
3126 } else if (i & CAN_APPLY_RESTRICTION) { 3395 }
3127 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3396
3397 if (!skop)
3398 {
3399 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3128 return 1; 3400 return 1;
3129 }
3130 if (who->type != PLAYER) {
3131 /* Some error, so don't try to equip something more */
3132 if (unapply_for_ob(who, op, aflags)) return 1;
3133 } else {
3134 if (who->contr->unapply == unapply_never ||
3135 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3136 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3137 unapply_for_ob(who, op, AP_PRINT);
3138 return 1;
3139 } 3401 }
3140 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3141 i = unapply_for_ob(who, op, aflags);
3142 if (i) return 1;
3143 }
3144 }
3145 }
3146 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3147 skop=find_skill_by_name(who, op->skill);
3148 if (!skop) {
3149 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3150 return 1;
3151 } else {
3152 /* While experience will be credited properly, we want to change the
3153 * skill so that the dam and wc get updated
3154 */
3155 change_skill(who, skop, 0);
3156 }
3157 }
3158
3159 if (who->type == PLAYER && op->item_power &&
3160 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3161 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3162 return 1;
3163 }
3164
3165 3402
3166 /* Ok. We are now at the state where we can apply the new object.
3167 * Note that we don't have the checks for can_use_...
3168 * below - that is already taken care of by can_apply_object.
3169 */
3170
3171
3172 if(op->nrof > 1)
3173 tmp = get_split_ob(op,op->nrof - 1);
3174 else
3175 tmp = NULL;
3176
3177 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3178 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3179 return RESULT_INT (0);
3180
3181 switch(op->type) {
3182 case WEAPON:
3183 if (!check_weapon_power(who, op->last_eat)) {
3184 new_draw_info(NDI_UNIQUE, 0,who,
3185 "That weapon is too powerful for you to use.");
3186 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3187 if(tmp!=NULL)
3188 (void) insert_ob_in_ob(tmp,who);
3189 return 1;
3190 }
3191 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3192 /* if the weapon does not have the name as the character, can't use it. */
3193 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3194 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3195 if(tmp!=NULL)
3196 (void) insert_ob_in_ob(tmp,who);
3197 return 1;
3198 }
3199 SET_FLAG(op, FLAG_APPLIED); 3403 SET_FLAG (op, FLAG_APPLIED);
3404 who->change_skill (skop);
3200 3405
3201 if (skop) change_skill(who, skop, 1); 3406 if (who->contr)
3202 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3407 who->change_weapon (who->contr->combat_ob = op);
3408
3409 who->statusmsg (format ("You wield %s.", query_name (op)));
3410
3203 SET_FLAG(who, FLAG_READY_WEAPON); 3411 SET_FLAG (who, FLAG_READY_WEAPON);
3204
3205 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3206
3207 (void) change_abil (who,op); 3412 change_abil (who, op);
3208 break; 3413 break;
3209 3414
3210 case ARMOUR: 3415 case ARMOUR:
3211 case HELMET: 3416 case HELMET:
3212 case SHIELD: 3417 case SHIELD:
3213 case BOOTS: 3418 case BOOTS:
3214 case GLOVES: 3419 case GLOVES:
3215 case GIRDLE: 3420 case GIRDLE:
3216 case BRACERS: 3421 case BRACERS:
3217 case CLOAK: 3422 case CLOAK:
3218 case RING: 3423 case RING:
3219 case AMULET: 3424 case AMULET:
3220 SET_FLAG(op, FLAG_APPLIED); 3425 SET_FLAG (op, FLAG_APPLIED);
3221 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3426 who->statusmsg (format ("You wear %s.", query_name (op)));
3222 (void) change_abil (who,op); 3427 change_abil (who, op);
3223 break; 3428 break;
3224 case LAMP:
3225 if (op->stats.food < 1) {
3226 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3227 " fuel!", &op->name);
3228 return 1;
3229 }
3230 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3231 &op->name);
3232 tmp2 = arch_to_object(op->other_arch);
3233 tmp2->stats.food = op->stats.food;
3234 SET_FLAG(tmp2, FLAG_APPLIED);
3235 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3236 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3237 insert_ob_in_ob(tmp2, who);
3238 3429
3239 /* Remove the old lantern */
3240 if (who->type == PLAYER)
3241 esrv_del_item(who->contr, (tag_t)op->count);
3242 remove_ob(op);
3243 free_object(op);
3244
3245 /* insert the portion that was split off */
3246 if(tmp!=NULL) {
3247 (void) insert_ob_in_ob(tmp,who);
3248 if(who->type==PLAYER)
3249 esrv_send_item(who, tmp);
3250 }
3251 fix_player(who);
3252 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3253 if (who->type == PLAYER) {
3254 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3255 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3256 }
3257 }
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp2);
3260 return 0;
3261 break;
3262
3263 /* this part is needed for skill-tools */
3264 case SKILL:
3265 case SKILL_TOOL: 3430 case SKILL_TOOL:
3266 if (who->chosen_skill) { 3431 // applying a skill tool also readies the skill
3267 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 3432 SET_FLAG (op, FLAG_APPLIED);
3433
3434 if (!(aflags & AP_NO_READY))
3435 {
3436 skop = find_skill_by_name (who, op->skill);
3437 if (!skop->flag [FLAG_APPLIED])
3438 apply_special (who, skop, AP_APPLY);
3439 }
3440 break;
3441
3442 case SKILL:
3443 if (player *pl = who->contr)
3444 {
3445 if (IS_COMBAT_SKILL (op->subtype))
3446 {
3447 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3448 {
3449 for (object *item = who->inv; item; item = item->below)
3450 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3451 {
3452 if (item->skill == op->skill)
3453 {
3454 who->change_weapon (pl->combat_ob = item);
3455 goto found_weapon;
3456 }
3457 }
3458
3459 who->failmsg (format (
3460 "You need to apply a '%s' melee weapon before readying this skill. "
3461 "H<Some skills need an item, in this case a melee weapon, to function.>",
3462 &op->skill
3463 ));
3268 return 1; 3464 return 1;
3269 } 3465
3270 if (who->type == PLAYER) { 3466 found_weapon:;
3271 who->contr->shoottype = range_skill;
3272 who->contr->ranges[range_skill] = op;
3273 if ( ! op->invisible) {
3274 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3275 query_name (op));
3276 new_draw_info_format (NDI_UNIQUE, 0, who,
3277 "You can now use the skill: %s.",
3278 &op->skill);
3279 } else {
3280 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3281 op->skill ? &op->skill : &op->name);
3282 } 3467 }
3468 else
3469 who->change_weapon (pl->combat_ob = op);
3283 } 3470 }
3471 else if (IS_RANGED_SKILL (op->subtype))
3472 {
3473 if (skill_flags [op->subtype] & SF_NEED_BOW)
3474 {
3475 for (object *item = who->inv; item; item = item->below)
3476 if (item->type == BOW && item->flag [FLAG_APPLIED])
3477 {
3478 //TODO: bows should/must all have skill missile weapon right now
3479 who->change_weapon (pl->ranged_ob = item);
3480 goto found_bow;
3481 }
3482
3483 who->failmsg (
3484 "You need to apply a missile weapon before readying this skill. "
3485 "H<Some skills need an item, in this case a missile weapon, to function.>"
3486 );
3487 return 1;
3488
3489 found_bow:;
3490 }
3491 else
3492 who->change_weapon (pl->ranged_ob = op);
3493 }
3494
3495 if (!op->invisible)
3496 {
3497 who->statusmsg (format (
3498 "You ready %s."
3499 "You can now use the skill: %s.",
3500 query_name (op),
3501 &op->skill
3502 ));
3503 }
3504 else
3505 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3506 }
3507 else
3508 {
3284 SET_FLAG (op, FLAG_APPLIED); 3509 SET_FLAG (op, FLAG_APPLIED);
3285 (void) change_abil (who, op); 3510 change_abil (who, op);
3286 who->chosen_skill = op; 3511 who->chosen_skill = op;
3287 SET_FLAG (who, FLAG_READY_SKILL); 3512 SET_FLAG (who, FLAG_READY_SKILL);
3288 break;
3289
3290 case BOW:
3291 if (!check_weapon_power(who, op->last_eat)) {
3292 new_draw_info(NDI_UNIQUE, 0, who,
3293 "That item is too powerful for you to use.");
3294 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3295 if(tmp != NULL)
3296 (void)insert_ob_in_ob(tmp,who);
3297 return 1;
3298 } 3513 }
3299 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3300 new_draw_info(NDI_UNIQUE, 0, who,
3301 "The weapon does not recognize you as its owner.");
3302 if(tmp != NULL)
3303 (void)insert_ob_in_ob(tmp,who);
3304 return 1;
3305 }
3306 /*FALLTHROUGH*/
3307 case WAND:
3308 case ROD:
3309 case HORN:
3310 /* check for skill, alter player status */
3311 SET_FLAG(op, FLAG_APPLIED);
3312 if (skop) change_skill(who, skop, 0);
3313 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3314 3514
3315 if(who->type==PLAYER) {
3316 if (op->type == BOW) {
3317 (void)change_abil(who, op);
3318 new_draw_info_format (NDI_UNIQUE, 0, who,
3319 "You will now fire %s with %s.",
3320 op->race ? &op->race : "nothing", query_name(op));
3321 who->contr->shoottype = range_bow;
3322 } else {
3323 who->contr->shoottype = range_misc;
3324 }
3325 } else {
3326 if (op->type == BOW)
3327 SET_FLAG (who, FLAG_READY_BOW);
3328 else
3329 SET_FLAG (who, FLAG_READY_RANGE);
3330 }
3331 break;
3332
3333 case BUILDER:
3334 if ( who->contr->ranges[ range_builder ] )
3335 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3336 who->contr->shoottype = range_builder;
3337 who->contr->ranges[ range_builder ] = op;
3338 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3339 break; 3515 break;
3340 3516
3517 case BOW:
3518 if (op->level && !op->name.starts_with (who->name))
3519 {
3520 who->failmsg ("The weapon does not recognize you as its owner. "
3521 "H<Its name indicates that it belongs to somebody else.>");
3522 if (tmp)
3523 insert_ob_in_ob (tmp, who);
3524
3525 return 1;
3526 }
3527
3528 /*FALLTHROUGH*/
3529 case WAND:
3530 case ROD:
3531 case HORN:
3532 /* check for skill, alter player status */
3533
3534 if (!skop)
3535 {
3536 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3537 return 1;
3538 }
3539
3540 SET_FLAG (op, FLAG_APPLIED);
3541 who->change_skill (skop);
3542
3543 if (who->contr)
3544 {
3545 who->contr->ranged_ob = op;
3546
3547 who->statusmsg (format ("You ready %s.", query_name (op)));
3548
3549 if (op->type == BOW)
3550 {
3551 who->current_weapon = op;
3552 change_abil (who, op);
3553 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3554 }
3555 }
3556 else
3557 {
3558 if (op->type == BOW)
3559 SET_FLAG (who, FLAG_READY_BOW);
3560 else
3561 SET_FLAG (who, FLAG_READY_RANGE);
3562 }
3563
3564 break;
3565
3566 case BUILDER:
3567 if (who->type == PLAYER)
3568 {
3569 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3570 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3571 unapply_special (who, who->contr->ranged_ob, 0);
3572
3573 who->statusmsg (format ("You ready your %s.", query_name (op)));
3574
3575 who->contr->ranged_ob = op;
3576 }
3577 break;
3578
3341 default: 3579 default:
3342 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3580 who->statusmsg (format ("You apply %s.", query_name (op)));
3343 } /* end of switch op->type */ 3581 }
3344 3582
3345 SET_FLAG(op, FLAG_APPLIED); 3583 SET_FLAG (op, FLAG_APPLIED);
3346 3584
3347 if(tmp!=NULL) 3585 if (tmp)
3348 tmp = insert_ob_in_ob(tmp,who); 3586 who->insert (tmp);
3349 3587
3350 fix_player(who); 3588 who->update_stats ();
3351 3589
3352 /* We exclude spell casting objects. The fire code will set the 3590 /* We exclude spell casting objects. The fire code will set the
3353 * been applied flag when they are used - until that point, 3591 * been applied flag when they are used - until that point,
3354 * you don't know anything about them. 3592 * you don't know anything about them.
3355 */ 3593 */
3356 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3594 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3357 op->type!=ROD)
3358 SET_FLAG(op,FLAG_BEEN_APPLIED); 3595 SET_FLAG (op, FLAG_BEEN_APPLIED);
3359 3596
3360 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3597 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3361 if (who->type == PLAYER) { 3598 if (who->type == PLAYER)
3362 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3599 {
3600 who->failmsg (
3601 "Oops, it feels deadly cold! "
3602 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3603 );
3363 SET_FLAG(op,FLAG_KNOWN_CURSED); 3604 SET_FLAG (op, FLAG_KNOWN_CURSED);
3364 } 3605 }
3365 } 3606
3366 if(who->type==PLAYER) { 3607 if (object *pl = op->visible_to ())
3367 /* if multiple objects were applied, update both slots */
3368 if (tmp)
3369 esrv_send_item(who, tmp);
3370 esrv_send_item(who, op); 3608 esrv_send_item (pl, op);
3371 } 3609
3372 return 0; 3610 return 0;
3373} 3611}
3374 3612
3375 3613int
3376int monster_apply_special (object *who, object *op, int aflags) 3614monster_apply_special (object *who, object *op, int aflags)
3377{ 3615{
3378 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED)) 3616 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
3379 return 1; 3617 return 1;
3618
3380 return apply_special (who, op, aflags); 3619 return apply_special (who, op, aflags);
3381} 3620}
3382 3621
3383/** 3622/**
3384 * Map was just loaded, handle op's initialisation. 3623 * Map was just loaded, handle op's initialisation.
3385 * 3624 *
3386 * Generates shop floor's item, and treasures. 3625 * Generates shop floor's item, and treasures.
3387 */ 3626 */
3627int
3388int auto_apply (object *op) { 3628auto_apply (object *op)
3629{
3389 object *tmp = NULL, *tmp2; 3630 object *tmp = NULL, *tmp2;
3390 int i; 3631 int i;
3391 3632
3633 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3634
3392 switch(op->type) { 3635 switch (op->type)
3636 {
3393 case SHOP_FLOOR: 3637 case SHOP_FLOOR:
3394 if (!HAS_RANDOM_ITEMS(op)) return 0; 3638 if (!op->has_random_items ())
3639 return 0;
3640
3641 do
3395 do { 3642 {
3396 i=10; /* let's give it 10 tries */ 3643 i = 10; /* let's give it 10 tries */
3397 while((tmp=generate_treasure(op->randomitems, 3644 while ((tmp = generate_treasure (op->randomitems,
3398 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3645 op->stats.exp
3646 ? (int) op->stats.exp
3647 : max (op->map->difficulty, 5)))
3648 == NULL && --i);
3649
3399 if(tmp==NULL) 3650 if (tmp == NULL)
3400 return 0;
3401 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3402 free_object(tmp);
3403 tmp = NULL;
3404 }
3405 } while(!tmp);
3406 tmp->x=op->x;
3407 tmp->y=op->y;
3408 SET_FLAG(tmp,FLAG_UNPAID);
3409 insert_ob_in_map(tmp,op->map,NULL,0);
3410 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3411 identify(tmp);
3412 break;
3413
3414 case TREASURE:
3415 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3416 return 0; 3651 return 0;
3652
3653 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3654 {
3655 tmp->destroy ();
3656 tmp = NULL;
3657 }
3658 }
3659 while (!tmp);
3660
3661 tmp->x = op->x;
3662 tmp->y = op->y;
3663 SET_FLAG (tmp, FLAG_UNPAID);
3664 insert_ob_in_map (tmp, op->map, NULL, 0);
3665 identify (tmp);
3666 break;
3667
3668 case TREASURE:
3669 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3670 return 0;
3671
3417 while ((op->stats.hp--)>0) 3672 while (op->stats.hp-- > 0)
3418 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3673 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3419 op->stats.exp ? (int)op->stats.exp :
3420 op->map == NULL ? 14: op->map->difficulty,0); 3674 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3421 3675
3422 /* If we generated an object and put it in this object inventory, 3676 /* If we generated an object and put it in this object inventory,
3423 * move it to the parent object as the current object is about 3677 * move it to the parent object as the current object is about
3424 * to disappear. An example of this item is the random_* stuff 3678 * to disappear. An example of this item is the random_* stuff
3425 * that is put inside other objects. 3679 * that is put inside other objects.
3426 */ 3680 */
3427 for (tmp=op->inv; tmp; tmp=tmp2) { 3681 if (op->env)
3428 tmp2 = tmp->below; 3682 while (op->inv)
3429 remove_ob(tmp); 3683 op->env->insert (op->inv);
3430 if (op->env) insert_ob_in_ob(tmp, op->env); 3684
3431 else free_object(tmp); 3685 op->destroy ();
3432 }
3433 remove_ob(op);
3434 free_object(op);
3435 break; 3686 break;
3436 } 3687 }
3437 return tmp ? 1 : 0;
3438}
3439 3688
3689 return !!tmp;
3690}
3691
3440/** 3692/**
3441 * fix_auto_apply goes through the entire map (only the first time 3693 * fix_auto_apply goes through the entire map every time a map
3442 * when an original map is loaded) and performs special actions for 3694 * is loaded or swapped in and performs special actions for
3443 * certain objects (most initialization of chests and creation of 3695 * certain objects (most initialization of chests and creation of
3444 * treasures and stuff). Calls auto_apply if appropriate. 3696 * treasures and stuff). Calls auto_apply if appropriate.
3445 */ 3697 */
3446void 3698void
3447fix_auto_apply (mapstruct * m) 3699maptile::fix_auto_apply ()
3448{ 3700{
3449 object *tmp, *above = NULL; 3701 if (!spaces)
3450 int x, y;
3451
3452 if (m == NULL)
3453 return; 3702 return;
3454 3703
3455 for (x = 0; x < MAP_WIDTH (m); x++) 3704 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3456 for (y = 0; y < MAP_HEIGHT (m); y++) 3705 for (object *tmp = ms->bot; tmp; )
3457 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3458 { 3706 {
3459 above = tmp->above; 3707 object *above = tmp->above;
3460 3708
3461 if (tmp->inv) 3709 if (tmp->inv)
3462 { 3710 {
3463 object *invtmp, *invnext; 3711 object *invtmp, *invnext;
3464 3712
3465 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3713 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3466 { 3714 {
3467 invnext = invtmp->below; 3715 invnext = invtmp->below;
3468 3716
3469 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3717 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3470 auto_apply (invtmp); 3718 auto_apply (invtmp);
3471 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3719 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3472 { 3720 {
3473 while ((invtmp->stats.hp--) > 0) 3721 while (invtmp->stats.hp-- > 0)
3474 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3722 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3475 3723
3476 invtmp->randomitems = NULL; 3724 invtmp->randomitems = NULL;
3477 } 3725 }
3478 else if (invtmp && invtmp->arch 3726 else if (invtmp && invtmp->arch
3479 && invtmp->type != TREASURE 3727 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3480 && invtmp->type != SPELL
3481 && invtmp->type != CLASS
3482 && HAS_RANDOM_ITEMS (invtmp))
3483 { 3728 {
3484 create_treasure (invtmp->randomitems, invtmp, 0, 3729 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3485 m->difficulty, 0);
3486 /* Need to clear this so that we never try to create 3730 /* Need to clear this so that we never try to create
3487 * treasure again for this object 3731 * treasure again for this object
3488 */ 3732 */
3489 invtmp->randomitems = NULL; 3733 invtmp->randomitems = NULL;
3490 } 3734 }
3491 } 3735 }
3492 /* This is really temporary - the code at the bottom will 3736 /* This is really temporary - the code at the bottom will
3493 * also set randomitems to null. The problem is there are bunches 3737 * also set randomitems to null. The problem is there are bunches
3494 * of maps/players already out there with items that have spells 3738 * of maps/players already out there with items that have spells
3495 * which haven't had the randomitems set to null yet. 3739 * which haven't had the randomitems set to null yet.
3496 * MSW 2004-05-13 3740 * MSW 2004-05-13
3497 * 3741 *
3498 * And if it's a spellbook, it's better to set randomitems to NULL too, 3742 * And if it's a spellbook, it's better to set randomitems to NULL too,
3499 * else you get two spells in the book ^_- 3743 * else you get two spells in the book ^_-
3500 * Ryo 2004-08-16 3744 * Ryo 2004-08-16
3501 */ 3745 */
3502 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3746 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3503 || tmp->type == HORN || tmp->type == FIREWALL 3747 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3504 || tmp->type == POTION || tmp->type == ALTAR
3505 || tmp->type == SPELLBOOK)
3506 tmp->randomitems = NULL;
3507
3508 }
3509
3510 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3511 auto_apply (tmp);
3512 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3513 && HAS_RANDOM_ITEMS (tmp))
3514 {
3515 while ((tmp->stats.hp--) > 0)
3516 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3517 tmp->randomitems = NULL; 3748 tmp->randomitems = NULL;
3749
3518 } 3750 }
3751
3752 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3753 auto_apply (tmp);
3754 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3755 {
3756 while ((tmp->stats.hp--) > 0)
3757 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3758 tmp->randomitems = NULL;
3759 }
3519 else if (tmp->type == TIMED_GATE) 3760 else if (tmp->type == TIMED_GATE)
3520 { 3761 {
3521 object *head = tmp->head != NULL ? tmp->head : tmp; 3762 object *head = tmp->head != NULL ? tmp->head : tmp;
3763
3522 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3764 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3523 {
3524 tmp->speed = 0; 3765 tmp->set_speed (0);
3525 update_ob_speed (tmp);
3526 }
3527 } 3766 }
3528 /* This function can be called everytime a map is loaded, even when 3767 /* This function can be called everytime a map is loaded, even when
3529 * swapping back in. As such, we don't want to create the treasure 3768 * swapping back in. As such, we don't want to create the treasure
3530 * over and ove again, so after we generate the treasure, blank out 3769 * over and ove again, so after we generate the treasure, blank out
3531 * randomitems so if it is swapped in again, it won't make anything. 3770 * randomitems so if it is swapped in again, it won't make anything.
3532 * This is a problem for the above objects, because they have counters 3771 * This is a problem for the above objects, because they have counters
3533 * which say how many times to make the treasure. 3772 * which say how many times to make the treasure.
3534 */ 3773 */
3535 else if (tmp && tmp->arch && tmp->type != PLAYER 3774 else if (tmp && tmp->arch && tmp->type != PLAYER
3536 && tmp->type != TREASURE && tmp->type != SPELL 3775 && tmp->type != TREASURE && tmp->type != SPELL
3537 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3776 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3538 && HAS_RANDOM_ITEMS (tmp))
3539 { 3777 {
3540 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3778 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3541 m->difficulty, 0);
3542 tmp->randomitems = NULL; 3779 tmp->randomitems = NULL;
3543 } 3780 }
3781
3782 // close all containers
3783 else if (tmp->type == CONTAINER)
3784 tmp->flag [FLAG_APPLIED] = 0;
3785
3786 tmp = above;
3544 } 3787 }
3545 3788
3546 for (x = 0; x < MAP_WIDTH (m); x++) 3789 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3547 for (y = 0; y < MAP_HEIGHT (m); y++) 3790 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3548 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3549 if (tmp->above &&
3550 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3791 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3551 check_trigger (tmp, tmp->above); 3792 check_trigger (tmp, tmp->above, tmp->above);
3552} 3793}
3553 3794
3554/** 3795/**
3555 * Handles player eating food that temporarily changes status (resistances, stats). 3796 * Handles player eating food that temporarily changes status (resistances, stats).
3556 * This used to call cast_change_attr(), but 3797 * This used to call cast_change_attr(), but
3557 * that doesn't work with the new spell code. Since we know what 3798 * that doesn't work with the new spell code. Since we know what
3558 * the food changes, just grab a force and use that instead. 3799 * the food changes, just grab a force and use that instead.
3559 */ 3800 */
3560 3801void
3561void eat_special_food(object *who, object *food) { 3802eat_special_food (object *who, object *food)
3803{
3562 object *force; 3804 object *force;
3563 int i, did_one=0; 3805 int i, did_one = 0;
3564 sint8 k;
3565 3806
3566 force = get_archetype(FORCE_NAME); 3807 char buf[64];
3808 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3809 shstr key (buf);
3567 3810
3811 /* bigger morsel of food = longer effect time */
3812 int duration = TIME2TICK (food->stats.food);
3813
3814 if (force = who->force_find (key))
3815 {
3816 if (duration > abs (force->speed_left / force->speed))
3817 {
3818 new_draw_info_format (NDI_UNIQUE, 0, who, "More magical force spreads through you. H<The effect will last for about %.10g more seconds.>", TICK2TIME (duration));
3819 force->force_set_timer (duration);
3820 }
3821 else
3822 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3823
3824 return;
3825 }
3826 else
3827 {
3828 force = who->force_add (key, duration);
3829 force->name = key;
3830
3831 /* check if the food affects a stat */
3568 for (i=0; i < NUM_STATS; i++) { 3832 for (i = 0; i < NUM_STATS; i++)
3569 k = get_attr_value(&food->stats, i); 3833 if (sint8 k = food->stats.stat (i))
3570 if (k) { 3834 {
3571 set_attr_value(&force->stats, i, k); 3835 force->stats.stat (i) = k;
3572 did_one = 1; 3836 did_one = 1;
3573 } 3837 }
3574 }
3575 3838
3576 /* check if we can protect the eater */ 3839 /* check if we can protect the eater */
3577 for (i=0; i<NROFATTACKS; i++) { 3840 for (i = 0; i < NROFATTACKS; i++)
3841 {
3578 if (food->resist[i]>0) { 3842 if (food->resist[i] > 0)
3843 {
3579 force->resist[i] = food->resist[i] / 2; 3844 force->resist[i] = food->resist[i];
3580 did_one = 1; 3845 did_one = 1;
3581 }
3582 }
3583 if (did_one) {
3584 force->speed = 0.1;
3585 update_ob_speed(force);
3586 /* bigger morsel of food = longer effect time */
3587 force->stats.food = food->stats.food / 5;
3588 SET_FLAG(force, FLAG_IS_USED_UP);
3589 SET_FLAG(force, FLAG_APPLIED);
3590 change_abil(who, force);
3591 insert_ob_in_ob(force, who);
3592 } else {
3593 free_object(force);
3594 }
3595
3596 /* check for hp, sp change */
3597 if(food->stats.hp!=0) {
3598 if(QUERY_FLAG(food, FLAG_CURSED)) {
3599 strcpy(who->contr->killer,food->name);
3600 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3601 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3602 } else {
3603 if(food->stats.hp>0)
3604 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3605 else
3606 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3607 who->stats.hp += food->stats.hp;
3608 }
3609 }
3610 if(food->stats.sp!=0) {
3611 if(QUERY_FLAG(food, FLAG_CURSED)) {
3612 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3613 who->stats.sp -= food->stats.sp;
3614 if(who->stats.sp<0) who->stats.sp=0;
3615 } else {
3616 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3617 who->stats.sp += food->stats.sp;
3618 /* place limit on max sp from food? */
3619 } 3846 }
3620 }
3621 fix_player(who);
3622}
3623
3624
3625/**
3626 * Designed primarily to light torches/lanterns/etc.
3627 * Also burns up burnable material too. First object in the inventory is
3628 * the selected object to "burn". -b.t.
3629 */
3630
3631void apply_lighter(object *who, object *lighter) {
3632 object *item;
3633 int is_player_env=0;
3634 uint32 nrof;
3635 tag_t count;
3636 char item_name[MAX_BUF];
3637
3638 item=find_marked_object(who);
3639 if(item) {
3640 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3641 /* Split multiple lighters if they're being used up. Otherwise *
3642 * one charge from each would be used up. --DAMN */
3643 if(lighter->nrof > 1) {
3644 object *oneLighter = get_object();
3645 copy_object(lighter, oneLighter);
3646 lighter->nrof -= 1;
3647 oneLighter->nrof = 1;
3648 oneLighter->stats.food--;
3649 esrv_send_item(who, lighter);
3650 oneLighter=insert_ob_in_ob(oneLighter, who);
3651 esrv_send_item(who, oneLighter);
3652 } else {
3653 lighter->stats.food--;
3654 } 3847 }
3655 3848
3656 } else if(lighter->last_eat) { /* no charges left in lighter */ 3849 if (did_one)
3657 new_draw_info_format(NDI_UNIQUE, 0,who,
3658 "You attempt to light the %s with a used up %s.",
3659 &item->name, &lighter->name);
3660 return;
3661 } 3850 {
3662 /* Perhaps we should split what we are trying to light on fire? 3851 new_draw_info_format (NDI_UNIQUE, 0, who, "You are suffused with magical force. H<The effect will last for about %.10g seconds.>", TICK2TIME (duration));
3663 * I can't see many times when you would want to light multiple 3852
3664 * objects at once. 3853 /* make the force take effect and report effects to user */
3854 change_abil (who, force);
3665 */ 3855 }
3666 nrof=item->nrof;
3667 count=item->count;
3668 /* If the item is destroyed, we don't have a valid pointer to the
3669 * name object, so make a copy so the message we print out makes
3670 * some sense.
3671 */
3672 strcpy(item_name, item->name);
3673 if (who == is_player_inv(item)) is_player_env=1;
3674
3675 save_throw_object(item,AT_FIRE,who);
3676 /* Change to check count and not freed, since the object pointer
3677 * may have gotten recycled
3678 */
3679 if ((nrof != item->nrof ) || (count != item->count)) {
3680 new_draw_info_format(NDI_UNIQUE, 0,who,
3681 "You light the %s with the %s.", &item_name, &lighter->name);
3682 /* Need to update the player so that the players glow radius
3683 * gets changed.
3684 */
3685 if (is_player_env) fix_player(who);
3686 } else { 3856 else
3687 new_draw_info_format(NDI_UNIQUE, 0,who, 3857 force->destroy ();
3688 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 3858 }
3859
3860 /* check for hp, sp change */
3861 if (food->stats.hp != 0)
3862 {
3863 if (QUERY_FLAG (food, FLAG_CURSED))
3689 } 3864 {
3865 who->contr->killer = food;
3866 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3867 who->failmsg ("Eck!...that was poisonous!");
3868 }
3869 else
3870 {
3871 if (food->stats.hp > 0)
3872 who->statusmsg ("You begin to feel better.");
3873 else
3874 who->failmsg ("Eck!...that was poisonous!");
3690 3875
3691 } else /* nothing to light */ 3876 who->stats.hp += food->stats.hp;
3692 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 3877 }
3878 }
3693 3879
3880 if (food->stats.sp != 0)
3881 {
3882 if (QUERY_FLAG (food, FLAG_CURSED))
3883 {
3884 who->failmsg ("You are drained of mana!");
3885 who->stats.sp -= food->stats.sp;
3886 if (who->stats.sp < 0)
3887 who->stats.sp = 0;
3888 }
3889 else
3890 {
3891 who->statusmsg ("You feel a rush of magical energy!");
3892 who->stats.sp += food->stats.sp;
3893 /* place limit on max sp from food? */
3894 }
3895 }
3896
3897 who->update_stats ();
3694} 3898}
3899
3695 3900
3696/** 3901/**
3697 * op made some mistake with a scroll, this takes care of punishment. 3902 * op made some mistake with a scroll, this takes care of punishment.
3698 * scroll_failure()- hacked directly from spell_failure 3903 * scroll_failure()- hacked directly from spell_failure
3699 */ 3904 */
3905void
3700void scroll_failure(object *op, int failure, int power) 3906scroll_failure (object *op, int failure, int power)
3701{ 3907{
3702 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */ 3908 if (abs (failure / 4) > power)
3909 power = abs (failure / 4); /* set minimum effect */
3703 3910
3704 if(failure<= -1&&failure > -15) {/* wonder */ 3911 if (failure <= -1 && failure > -15)
3912 { /* wonder */
3705 object *tmp; 3913 object *tmp;
3706 3914
3707 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!."); 3915 op->failmsg ("Your spell warps!");
3708 tmp=get_archetype(SPELL_WONDER); 3916 tmp = get_archetype (SPELL_WONDER);
3709 cast_wonder(op, op, 0, tmp); 3917 cast_wonder (op, op, 0, tmp);
3710 free_object(tmp); 3918 tmp->destroy ();
3919 }
3711 } else if (failure <= -15&&failure > -35) {/* drain mana */ 3920 else if (failure <= -15 && failure > -35)
3712 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!."); 3921 { /* drain mana */
3922 op->failmsg ("Your mana is drained!");
3713 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW); 3923 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
3714 if(op->stats.sp<0) op->stats.sp = 0; 3924 if (op->stats.sp < 0)
3925 op->stats.sp = 0;
3926 }
3715 } else if (settings.spell_failure_effects == TRUE) { 3927 else if (settings.spell_failure_effects == TRUE)
3928 {
3716 if (failure <= -35&&failure > -60) { /* confusion */ 3929 if (failure <= -35 && failure > -60)
3717 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3930 { /* confusion */
3931 op->failmsg ("The magic recoils on you!");
3718 confuse_player(op,op,power); 3932 confuse_player (op, op, power);
3933 }
3719 } else if (failure <= -60&&failure> -70) {/* paralysis */ 3934 else if (failure <= -60 && failure > -70)
3720 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes " 3935 { /* paralysis */
3721 "you!"); 3936 op->failmsg ("The magic recoils and paralyzes you!");
3722 paralyze_player(op,op,power); 3937 paralyze_player (op, op, power);
3938 }
3723 } else if (failure <= -70&&failure> -80) {/* blind */ 3939 else if (failure <= -70 && failure > -80)
3724 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!"); 3940 { /* blind */
3941 op->failmsg ("The magic recoils on you!");
3725 blind_player(op,op,power); 3942 blind_player (op, op, power);
3726 } else if (failure <= -80) {/* blast the immediate area */ 3943 }
3727 object *tmp; 3944 else if (failure <= -80)
3945 { /* blast the immediate area */
3728 tmp=get_archetype(LOOSE_MANA); 3946 object *tmp = get_archetype (LOOSE_MANA);
3729 cast_magic_storm(op,tmp, power); 3947 cast_magic_storm (op, tmp, power);
3730 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!"); 3948 op->failmsg ("You unleash uncontrolled mana!");
3731 free_object(tmp); 3949 tmp->destroy ();
3732 } 3950 }
3733 } 3951 }
3734} 3952}
3735 3953
3954void
3736void apply_changes_to_player(object *pl, object *change) { 3955apply_changes_to_player (object *pl, object *change)
3956{
3737 int excess_stat=0; /* if the stat goes over the maximum 3957 int excess_stat = 0; /* if the stat goes over the maximum
3738 for the race, put the excess stat some 3958 for the race, put the excess stat some
3739 where else. */ 3959 where else. */
3740 3960
3741 switch (change->type) { 3961 switch (change->type)
3962 {
3742 case CLASS: { 3963 case CLASS:
3964 {
3743 living *stats = &(pl->contr->orig_stats); 3965 living *stats = &(pl->contr->orig_stats);
3744 living *ns = &(change->stats); 3966 living *ns = &(change->stats);
3745 object *walk; 3967 object *walk;
3746 int flag_change_face=1; 3968 int flag_change_face = 1;
3747 3969
3748 /* the following code assigns stats up to the stat max 3970 /* the following code assigns stats up to the stat max
3749 * for the race, and if the stat max is exceeded, 3971 * for the race, and if the stat max is exceeded,
3750 * tries to randomly reassign the excess stat 3972 * tries to randomly reassign the excess stat
3751 */ 3973 */
3752 int i,j; 3974 int i, j;
3975
3753 for(i=0;i<NUM_STATS;i++) { 3976 for (i = 0; i < NUM_STATS; i++)
3754 sint8 stat=get_attr_value(stats,i); 3977 {
3755 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3978 int race_bonus = pl->arch->stats.stat (i);
3756 stat += get_attr_value(ns,i); 3979 sint8 stat = stats->stat (i) + ns->stat (i);
3980
3757 if(stat > 20 + race_bonus) { 3981 if (stat > 20 + race_bonus)
3982 {
3758 excess_stat++; 3983 excess_stat++;
3759 stat = 20+race_bonus; 3984 stat = 20 + race_bonus;
3760 } 3985 }
3761 set_attr_value(stats,i,stat); 3986
3987 stats->stat (i) = stat;
3762 } 3988 }
3763 3989
3764 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 3990 for (j = 0; excess_stat > 0 && j < 100; j++)
3991 { /* try 100 times to assign excess stats */
3765 int i = rndm(0, 6); 3992 int i = rndm (0, 6);
3766 int stat=get_attr_value(stats,i); 3993
3767 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 3994 if (i == CHA)
3768 if(i==CHA) continue; /* exclude cha from this */ 3995 continue; /* exclude cha from this */
3996
3997 int stat = stats->stat (i);
3998 int race_bonus = pl->arch->stats.stat (i);
3769 if( stat < 20 + race_bonus) { 3999 if (stat < 20 + race_bonus)
4000 {
3770 change_attr_value(stats,i,1); 4001 change_attr_value (stats, i, 1);
3771 excess_stat--; 4002 excess_stat--;
3772 } 4003 }
3773 } 4004 }
3774 4005
3775 /* insert the randomitems from the change's treasurelist into 4006 /* insert the randomitems from the change's treasurelist into
3776 * the player ref: player.c 4007 * the player ref: player.c
3777 */ 4008 */
3778 if(change->randomitems!=NULL) 4009 if (change->randomitems)
3779 give_initial_items(pl,change->randomitems); 4010 give_initial_items (pl, change->randomitems);
3780 4011
3781
3782 /* set up the face, for some races. */ 4012 /* set up the face, for some races. */
3783 4013
3784 /* first, look for the force object banning 4014 /* first, look for the force object banning
3785 * changing the face. Certain races never change face with class. 4015 * changing the face. Certain races never change face with class.
3786 */ 4016 */
3787 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4017 for (walk = pl->inv; walk; walk = walk->below)
3788 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4018 if (walk->name == shstr_NOCLASSFACECHANGE)
4019 flag_change_face = 0;
3789 4020
3790 if(flag_change_face) { 4021 if (flag_change_face)
3791 pl->animation_id = GET_ANIM_ID(change); 4022 {
3792 pl->face = change->face; 4023 pl->face = change->face;
3793 4024 pl->animation_id = change->animation_id;
3794 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4025 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3795 SET_FLAG(pl,FLAG_ANIMATE);
3796 else
3797 CLEAR_FLAG(pl,FLAG_ANIMATE);
3798 } 4026 }
3799 4027
3800 /* check the special case of can't use weapons */ 4028 /* check the special case of can't use weapons */
3801 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4029 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3802 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4030 if (change->name == shstr_monk)
4031 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3803 4032
3804 break; 4033 break;
3805 } 4034 }
3806 } 4035 }
3807} 4036}
3808 4037
3809/** 4038/**
3814 * Change information is contained in the 'slaying' field of the marked item. 4043 * Change information is contained in the 'slaying' field of the marked item.
3815 * The format is as follow: transformer:[number ]yield[;transformer:...]. 4044 * The format is as follow: transformer:[number ]yield[;transformer:...].
3816 * This way an item can be transformed in many things, and/or many objects. 4045 * This way an item can be transformed in many things, and/or many objects.
3817 * The 'slaying' field for transformer is used as verb for the action. 4046 * The 'slaying' field for transformer is used as verb for the action.
3818 */ 4047 */
4048void
3819void apply_item_transformer( object* pl, object* transformer ) 4049apply_item_transformer (object *pl, object *transformer)
3820 { 4050{
3821 object* marked; 4051 object *marked;
3822 object* new_item; 4052 object *new_item;
3823 char* find; 4053 char *find;
3824 char* separator; 4054 char *separator;
3825 int yield; 4055 int yield;
3826 char got[ MAX_BUF ]; 4056 char got[MAX_BUF];
3827 int len; 4057 int len;
3828 4058
3829 if ( !pl || !transformer ) 4059 if (!pl || !transformer)
3830 return; 4060 return;
4061
3831 marked = find_marked_object( pl ); 4062 marked = find_marked_object (pl);
4063
3832 if ( !marked ) 4064 if (!marked)
3833 { 4065 {
3834 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) ); 4066 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
3835 return; 4067 return;
3836 } 4068 }
4069
3837 if ( !marked->slaying ) 4070 if (!marked->slaying)
3838 { 4071 {
3839 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4072 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3840 return; 4073 return;
3841 } 4074 }
4075
3842 /* check whether they are compatible or not */ 4076 /* check whether they are compatible or not */
3843 find = strstr( marked->slaying, transformer->arch->name ); 4077 find = strstr (&marked->slaying, transformer->arch->archname);
3844 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) ) 4078 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
3845 { 4079 {
3846 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) ); 4080 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
3847 return; 4081 return;
3848 } 4082 }
4083
3849 find += strlen( transformer->arch->name ) + 1; 4084 find += strlen (transformer->arch->archname) + 1;
3850 /* Item can be used, now find how many and what it yields */ 4085 /* Item can be used, now find how many and what it yields */
3851 if ( isdigit( *( find ) ) ) 4086 if (isdigit (*(find)))
3852 { 4087 {
3853 yield = atoi( find ); 4088 yield = atoi (find);
3854 if ( yield < 1 ) 4089 if (yield < 1)
3855 { 4090 {
3856 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 4091 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
3857 yield = 1; 4092 yield = 1;
3858 } 4093 }
3859 } 4094 }
3860 else 4095 else
3861 yield = 1; 4096 yield = 1;
3862 4097
3863 while ( isdigit( *find ) ) 4098 while (isdigit (*find))
3864 find++; 4099 find++;
4100
3865 while ( *find == ' ' ) 4101 while (*find == ' ')
3866 find++; 4102 find++;
4103
3867 memset( got, 0, MAX_BUF ); 4104 memset (got, 0, MAX_BUF);
4105
3868 if ( (separator = strchr( find, ';' ))!=NULL) 4106 if ((separator = strchr (find, ';')) != NULL)
3869 {
3870 len = separator - find; 4107 len = separator - find;
3871 }
3872 else 4108 else
3873 {
3874 len = strlen(find); 4109 len = strlen (find);
3875 } 4110
3876 if ( len > MAX_BUF-1) 4111 if (len > MAX_BUF - 1)
3877 len = MAX_BUF-1; 4112 len = MAX_BUF - 1;
4113
3878 strcpy( got, find ); 4114 strcpy (got, find);
3879 got[len] = '\0'; 4115 got[len] = '\0';
3880 4116
3881 /* Now create new item, remove used ones when required. */ 4117 /* Now create new item, remove used ones when required. */
3882 new_item = get_archetype( got ); 4118 new_item = get_archetype (got);
3883 if ( !new_item ) 4119 if (!new_item)
3884 { 4120 {
3885 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4121 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
3886 return; 4122 return;
3887 } 4123 }
4124
3888 new_item->nrof = yield; 4125 new_item->nrof = yield;
3889 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) ); 4126
3890 insert_ob_in_ob( new_item, pl ); 4127 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
3891 esrv_send_inventory( pl, pl ); 4128
4129 pl->insert (new_item);
3892 /* Eat up one item */ 4130 /* Eat up one item */
3893 decrease_ob_nr( marked, 1 ); 4131 marked->decrease ();
4132
3894 /* Eat one transformer if needed */ 4133 /* Eat one transformer if needed */
3895 if ( transformer->stats.food ) 4134 if (transformer->stats.food)
3896 if ( --transformer->stats.food == 0 ) 4135 if (--transformer->stats.food == 0)
3897 decrease_ob_nr( transformer, 1 ); 4136 transformer->decrease ();
3898 } 4137}
4138

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