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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.11 by root, Sun Aug 27 15:24:22 2006 UTC vs.
Revision 1.213 by elmex, Mon Nov 9 13:38:36 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 1.11 2006/08/27 15:24:22 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/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 // due to brokenness of transports disable them until a working alternative
70 // has been found... :(
71 // - elmex
72 new_draw_info (NDI_UNIQUE, 0, pl, "This transport is out of order!");
73 return 1;
74
75 /* If player is currently on a transport but not this transport, they need
76 * to exit first. Perhaps transport to transport transfers should be
77 * allowed.
78 */
79 if (pl->contr->transport && pl->contr->transport != transport) {
80 new_draw_info_format(NDI_UNIQUE, 0, pl,
81 "You must exit %s before you can board %s.",
82 query_name(pl->contr->transport),
83 query_name(transport));
84 return 1;
85 }
86
87 /* player is currently on a transport. This must mean he
88 * wants to exit.
89 */
90 if (pl->contr->transport) {
91 object *old_transport = pl->contr->transport, *inv;
92
93 /* Should we print a message if the player only wants to
94 * apply?
95 */
96 if (aflag & AP_APPLY) return 1;
97 new_draw_info_format(NDI_UNIQUE, 0, pl,
98 "You disembark from %s.",
99 query_name(old_transport));
100 remove_ob(pl);
101 pl->map = old_transport->map;
102 pl->x = old_transport->x;
103 pl->y = old_transport->y;
104 if (pl->contr == old_transport->contr)
105 old_transport->contr = NULL;
106
107 pl->contr->transport = NULL;
108 insert_ob_in_map(pl, pl->map, pl, 0);
109 sum_weight(old_transport);
110
111 /* Possible for more than one player to be using a transport.
112 * if that is the case, we don't want to reset the face, as the
113 * transport is still occupied.
114 */
115 for (inv=old_transport->inv; inv; inv=inv->below)
116 if (inv->type == PLAYER) break;
117 if (!inv) {
118 old_transport->face = old_transport->arch->clone.face;
119 old_transport->animation_id = old_transport->arch->clone.animation_id;
120 }
121 return 1;
122 }
123 else {
124 /* player is trying to board a transport */
125 int pc=0, p_limit;
126 object *inv;
127 const char *kv;
128
129 if (aflag & AP_UNAPPLY) return 1;
130
131 /* Can this transport hold the weight of this player? */
132 if (!transport_can_hold(transport, pl, 1)) {
133 new_draw_info_format(NDI_UNIQUE, 0, pl,
134 "The %s is unable to hold your weight!",
135 query_name(transport));
136 return 1;
137 }
138
139 /* Does this transport have space for more players? */
140 for (inv=transport->inv; inv; inv=inv->below) {
141 if (inv->type == PLAYER) pc++;
142 }
143 kv = get_ob_key_value(transport, "passenger_limit");
144 if (!kv) p_limit=1;
145 else p_limit = atoi(kv);
146 if (pc >= p_limit) {
147 new_draw_info_format(NDI_UNIQUE, 0, pl,
148 "The %s does not have space for any more people",
149 query_name(transport));
150 return 1;
151 }
152
153 /* Everything checks out OK - player can get on the transport */
154 pl->contr->transport = transport;
155 if (!transport->contr) transport->contr = pl->contr;
156 remove_ob(pl);
157 insert_ob_in_ob(pl, transport);
158 sum_weight(transport);
159 pl->map = transport->map;
160 pl->x = transport->x;
161 pl->y = transport->y;
162
163 /* Might need to update face, animation info */
164 if (!pc) {
165 const char *str;
166
167 str = get_ob_key_value(transport, "face_full");
168 if (str)
169 transport->face = &new_faces[FindFace(str,
170 transport->face->number)];
171 str = get_ob_key_value(transport, "anim_full");
172 if (str)
173 transport->animation_id = find_animation(str);
174 }
175
176 /* Does speed of this object change based on weight? */
177 kv = get_ob_key_value(transport, "weight_speed_ratio");
178 if (kv) {
179 int wsr = atoi(kv);
180 float base_speed;
181
182 kv = get_ob_key_value(transport, "base_speed");
183 if (kv) base_speed = atof(kv);
184 else base_speed = transport->arch->clone.speed;
185
186 transport->speed = base_speed - (base_speed * transport->carrying *
187 wsr) / (transport->weight_limit * 100);
188
189 /* Put some limits on min/max speeds */
190 if (transport->speed < 0.10) transport->speed = 0.10;
191 if (transport->speed > 1.0) transport->speed = 1.0;
192 }
193 } /* else if player is boarding the transport */
194
195 return 1;
196}
197
198
199
200/** 38/**
201 * 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.
202 * 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.
203 */ 41 */
42int
204int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
205{ 44{
206 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
207 /* 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.
208 * 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,
209 * 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,
210 * 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
211 * it. Examples: 51 * it. Examples:
212 * subtype 1: only arch 52 * subtype 1: only arch
213 * subtype 3: arch or name 53 * subtype 3: arch or name
214 * subtype 5: arch or race 54 * subtype 5: arch or race
215 * subtype 7: all three 55 * subtype 7: all three
216 */ 56 */
217 if (op->subtype) 57 if (op->subtype)
218 { 58 {
219 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
220 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
221 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
222 } else { 62 }
63 else
64 {
223 arch_flag = 1; 65 arch_flag = 1;
224 name_flag = 1; 66 name_flag = 1;
225 race_flag = 1; 67 race_flag = 1;
226 } 68 }
69
227 /* 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,
228 * name or race that matches. 71 * name or race that matches.
229 */ 72 */
230 if ( (op->race) && 73 if ((op->race) &&
231 ((!(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)) &&
232 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
233 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
234 return 1; 77 return 1;
235 } 78
236 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
237 * of arch, name, or race match. 80 * of arch, name, or race match.
238 */ 81 */
239 if ( (op->slaying) && (
240 ((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))) ||
241 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
242 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
243 return 1; 85 return 1;
244 } 86
245 return 0; 87 return 0;
246} 88}
247 89
248/** 90/**
249 * 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.
250 * 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.
251 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
252 */ 94 */
95static int
253static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
254{ 97{
255 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
256 int success=0;
257 99
258 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
259 return 0; 101 return 0;
260 102
261 /* 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
262 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
263 */ 105 */
264 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
265 return 0; 107 return 0;
266 108
267 marked = find_marked_object (pl);
268 /* 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
269 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
270 */ 111 */
271 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 112 if (object *marked = find_marked_object (pl))
272 && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
273 { 114 {
274 if (operate_altar (altar, &money)) { 115 if (operate_altar (altar, &money, pl))
116 {
275 identify (marked); 117 identify (marked);
276 new_draw_info_format(NDI_UNIQUE, 0, pl, 118
277 "You have %s.", long_desc(marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
278 if (marked->msg) { 120 if (marked->msg)
279 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
280 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 122
281 } 123 return !money;
282 return money == NULL; 124 }
283 }
284 } 125 }
285 126
286 for (id=pl->inv; id; id=id->below) { 127 for (object *id = pl->inv; id; id = id->below)
128 {
287 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
288 need_identify(id)) { 130 {
289 if (operate_altar(altar,&money)) { 131 if (operate_altar (altar, &money, pl))
290 identify(id); 132 {
291 new_draw_info_format(NDI_UNIQUE, 0, pl, 133 identify (id);
292 "You have %s.", long_desc(id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
293 if (id->msg) { 136 if (id->msg)
294 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 137 buf << "The item has a story:\r" << id->msg << "\n\n";
295 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 138
296 }
297 success=1;
298 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
299 if (money == NULL || ! check_altar_sacrifice (altar,money)) 140 if (!money || !check_altar_sacrifice (altar, money))
300 break; 141 break;
301 } 142 }
302 else { 143 else
144 {
303 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");
304 break; 146 break;
305 } 147 }
306 } 148 }
307 } 149 }
308 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 150
309 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;
310} 157}
311 158
312/** 159/**
313 * 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
314 * matching item. 161 * matching item.
315 **/ 162 **/
163void
316static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
317{ 165{
318 const char* yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
319 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
320 yield = get_ob_key_value(tmp,"on_use_yield");
321 if (yield != NULL)
322 {
323 object* drop = get_archetype(yield);
324 if (tmp->env)
325 {
326 drop = insert_ob_in_ob(drop,tmp->env);
327 if (tmp->env->type == PLAYER)
328 esrv_send_item(tmp->env,drop);
329 }
330 else
331 {
332 drop->x = tmp->x;
333 drop->y = tmp->y;
334 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
335 }
336 }
337} 168}
338 169
339/** 170/**
340 * Handles applying a potion. 171 * Handles applying a potion.
341 */ 172 */
173int
342int apply_potion (object * op, object * tmp) 174apply_potion (object *op, object *tmp)
343{ 175{
344 int got_one = 0, i; 176 int got_one = 0, i;
345 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
346 178
347 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
348 180
349 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)
350 { 182 {
351 if (op->type == PLAYER)
352 new_draw_info (NDI_UNIQUE, 0, op,
353 "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!");
354 ); 184
355 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
356 return 0; 186 return 0;
357 } 187 }
358 188
359 if (op->type == PLAYER) 189 if (op->type == PLAYER)
360 {
361 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
362 identify (tmp); 191 identify (tmp);
363 }
364 192
365 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
366 194
367 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
368 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
370 object *depl; 198 object *depl;
371 archetype *at; 199 archetype *at;
372 200
373 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
374 { 202 {
375 drain_stat (op); 203 op->drain_stat ();
376 fix_player (op); 204 op->update_stats ();
377 decrease_ob (tmp); 205 tmp->decrease ();
378 return 1; 206 return 1;
379 } 207 }
380 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208
209 if (!(at = archetype::find (shstr_depletion)))
381 { 210 {
382 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
383 return 0; 212 return 0;
384 } 213 }
214
385 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
386 if (depl != NULL) 217 if (depl)
387 { 218 {
388 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
389 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
390 { 221 op->statusmsg (restore_msg[i]);
391 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
392 } 223 depl->destroy ();
393 remove_ob (depl); 224 op->update_stats ();
394 free_object (depl);
395 fix_player (op);
396 } 225 }
397 else 226 else
398 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
399 228
400 decrease_ob (tmp); 229 tmp->decrease ();
401 return 1; 230 return 1;
402 } 231 }
403 232
404 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
405 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
406 { 235 {
407
408 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
409 { 237 {
410 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
411 { 239 {
412 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
413 { 241 {
414 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
415 break; 243 break;
416 } 244 }
245
417 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
418 { 247 {
419 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
420 break; 249 break;
421 } 250 }
251
422 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
423 { 253 {
424 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
425 break; 255 break;
426 } 256 }
430 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
431 { 261 {
432 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
433 break; 263 break;
434 } 264 }
265
435 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
436 { 267 {
437 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
438 break; 269 break;
439 } 270 }
271
440 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
441 { 273 {
442 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
443 break; 275 break;
444 } 276 }
445 } 277 }
446 } 278 }
279
447 /* Just makes checking easier */ 280 /* Just makes checking easier */
448 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
449 got_one = 1; 282 got_one = 1;
283
450 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
451 { 285 {
452 if (got_one) 286 if (got_one)
453 { 287 {
454 fix_player (op); 288 op->update_stats ();
455 new_draw_info (NDI_UNIQUE, 0, op,
456 "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "a little more in their image."); 290 "a little more in their image. "
459 new_draw_info (NDI_UNIQUE, 0, op,
460 "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
461 } 292 }
462 else 293 else
463 new_draw_info (NDI_UNIQUE, 0, op,
464 "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
465 } 295 }
466 else 296 else
467 { /* cursed potion */ 297 { /* cursed potion */
468 if (got_one) 298 if (got_one)
469 { 299 {
470 fix_player (op); 300 op->update_stats ();
471 new_draw_info (NDI_UNIQUE, 0, op,
472 "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
473 } 302 }
474 else 303 else
475 new_draw_info (NDI_UNIQUE, 0, op, 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
476 "You are fortunate that you are so pathetic.");
477 } 305 }
306
478 decrease_ob (tmp); 307 tmp->decrease ();
479 return 1; 308 return 1;
480 } 309 }
481 310
482 311
483 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
487 */ 316 */
488 if (tmp->inv) 317 if (tmp->inv)
489 { 318 {
490 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
491 { 320 {
492 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
493 322 create_exploding_ball_at (op, op->level);
494 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
495 /* Explodes a fireball centered at player */
496 fball = get_archetype (EXPLODING_FIREBALL);
497 fball->dam_modifier =
498 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
499 fball->stats.maxhp =
500 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
501 fball->x = op->x;
502 fball->y = op->y;
503 insert_ob_in_map (fball, op->map, NULL, 0);
504 } 323 }
505 else 324 else
506 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
507 326
508 decrease_ob (tmp); 327 tmp->decrease ();
328
509 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
510 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
511 fix_player (op); 331 op->update_stats ();
332
512 return 1; 333 return 1;
513 } 334 }
514 335
515 /* Deal with protection potions */ 336 /* Deal with protection potions */
516 force = NULL; 337 force = NULL;
518 { 339 {
519 if (tmp->resist[i]) 340 if (tmp->resist[i])
520 { 341 {
521 if (!force) 342 if (!force)
522 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
523 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
524 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
525 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 */
526 } 348 }
527 } 349 }
350
528 /* This is a protection potion */ 351 /* This is a protection potion */
529 if (force) 352 if (force)
530 { 353 {
531 /* cursed items last longer */ 354 /* cursed items last longer */
532 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
534 force->stats.food *= 10; 357 force->stats.food *= 10;
535 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
536 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
537 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
538 } 361 }
362
539 force->speed_left = -1; 363 force->speed_left = -1;
540 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
541 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
542 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
543 change_abil (op, force); 367 change_abil (op, force);
544 decrease_ob (tmp); 368 tmp->decrease ();
545 return 1; 369 return 1;
546 } 370 }
547 371
548 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
549 if (op->type == PLAYER) 373 if (op->type == PLAYER)
550 { /* only for players */ 374 { /* only for players */
551 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
552 && tmp->value != 0) 377 && tmp->value != 0)
553 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
554 else 379 else
555 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
556 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
557 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
558 } 384 }
559 385
560 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
561 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
562 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
563 * up all the stats. 389 * up all the stats.
564 */ 390 */
565 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
566 fix_player (op); 392 op->update_stats ();
567 decrease_ob (tmp); 393 tmp->decrease ();
568 return 1; 394 return 1;
569} 395}
570 396
571/**************************************************************************** 397/****************************************************************************
572 * Weapon improvement code follows 398 * Weapon improvement code follows
573 ****************************************************************************/ 399 ****************************************************************************/
574 400
575/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
405static bool
406check_item_power (object *who, int item_power)
407{
408 if (who->type == PLAYER
409 && item_power
410 && item_power + who->contr->item_power > settings.item_power_factor * who->level)
411 return false;
412 else
413 return true;
414}
415
416/**
576 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
577 */ 418 */
578static int check_item(object *op, const char *item) 419static int
420check_item (object *op, shstr_cmp item)
579{ 421{
580 int count=0; 422 int count = 0;
581 423
424 if (!item)
425 return 0;
582 426
583 if (item==NULL) return 0; 427 for (op = op->below; op; op = op->below)
584 op=op->below; 428 if (op->arch->archname == item)
585 while(op!=NULL) {
586 if (strcmp(op->arch->name,item)==0){
587 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
588 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
589 { 431 count += op->number_of ();
590 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 432
591 count++;
592 else
593 count += op->nrof;
594 }
595 }
596 op=op->below;
597 }
598 return count; 433 return count;
599} 434}
600 435
601/** 436/**
602 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
603 * op is typically the player, which is only 438 * op is typically the player, which is only
604 * really used to determine what space to look at. 439 * really used to determine what space to look at.
605 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
606 */ 441 */
607static void eat_item(object *op,const char *item, uint32 nrof) 442static void
443eat_item (object *op, shstr_cmp item, uint32 nrof)
608{ 444{
609 object *prev; 445 object *prev;
610 446
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (op->arch->archname == item)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
611 prev = op; 468 prev = op;
612 op=op->below; 469 op = op->below;
613
614 while(op!=NULL) {
615 if (strcmp(op->arch->name,item)==0) {
616 if (op->nrof >= nrof) {
617 decrease_ob_nr(op,nrof);
618 return;
619 } else {
620 decrease_ob_nr(op,op->nrof);
621 nrof -= op->nrof;
622 } 470 }
623 op=prev;
624 }
625 prev = op;
626 op=op->below;
627 }
628}
629
630/**
631 * This checks to see of the player (who) is sufficient level to use a weapon
632 * with improvs improvements (typically last_eat). We take an int here
633 * instead of the object so that the improvement code can pass along the
634 * increased value to see if the object is usuable.
635 * we return 1 (true) if the player can use the weapon.
636 */
637static int check_weapon_power(const object *who, int improvs)
638{
639/* Old code is below (commented out). Basically, since weapons are the only
640 * object players really have any control to improve, it's a bit harsh to
641 * require high level in some combat skill, so we just use overall level.
642 */
643#if 1
644 if (((who->level/5)+5) >= improvs) return 1;
645 else return 0;
646
647#else
648 int level=0;
649
650 /* The skill system hands out wc and dam bonuses to fighters
651 * more generously than the old system (see fix_player). Thus
652 * we need to curtail the power of player enchanted weapons.
653 * I changed this to 1 improvement per "fighter" level/5 -b.t.
654 * Note: Nothing should break by allowing this ratio to be different or
655 * using normal level - it is just a matter of play balance.
656 */
657 if(who->type==PLAYER) {
658 object *wc_obj=NULL;
659
660 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
661 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
662 level = wc_obj->level;
663
664 if (!level ) {
665 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
666 level = who->level;
667 }
668 }
669 else
670 level=who->level;
671
672 return (improvs <= ((level/5)+5));
673#endif
674} 471}
675 472
676/** 473/**
677 * Returns how many items of type improver->slaying there are under op. 474 * Returns how many items of type improver->slaying there are under op.
678 * Will display a message if none found, and 1 if improver->slaying is NULL. 475 * Will display a message if none found, and 1 if improver->slaying is NULL.
679 */ 476 */
477static int
680static int check_sacrifice(object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
681{ 479{
682 int count=0; 480 int count = 0;
683 481
684 if (improver->slaying!=NULL) { 482 if (improver->slaying)
483 {
685 count = check_item(op,improver->slaying); 484 count = check_item (op, improver->slaying);
686 if (count<1) { 485 if (count < 1)
687 char buf[200]; 486 {
688 sprintf(buf,"The gods want more %ss",improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
689 new_draw_info(NDI_UNIQUE,0,op,buf);
690 return 0; 488 return 0;
691 } 489 }
692 } 490 }
693 else 491 else
694 count=1; 492 count = 1;
695 493
696 return count; 494 return count;
697} 495}
698 496
699/** 497/**
700 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
701 */ 499 */
702int improve_weapon_stat(object *op,object *improver,object *weapon, 500static int
703 signed char *stat,int sacrifice_count,const char *statname) 501improve_weapon_stat (object *op, object *improver, object *weapon, sint8 &stat, int sacrifice_count, const char *statname)
704{ 502{
705
706 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
707 *stat += sacrifice_count; 503 stat += sacrifice_count;
708 weapon->last_eat++; 504 weapon->last_eat++;
709 new_draw_info_format(NDI_UNIQUE,0,op, 505 improver->decrease ();
710 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
711 decrease_ob(improver);
712 506
713 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
714 fix_player(op); 508 op->update_stats ();
509
510 op->statusmsg (format (
511 "Your sacrifice was accepted.\n"
512 "Weapon's bonus to %s improved by %d.",
513 statname, sacrifice_count
514 ));
515
715 return 1; 516 return 1;
716} 517}
717 518
718/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
719#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
720#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
721#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
722#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
723#define IMPROVE_STR 5 524#define IMPROVE_STR 5
724#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
725#define IMPROVE_CON 7 526#define IMPROVE_CON 7
726#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
727#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
728#define IMPROVE_INT 10 529#define IMPROVE_INT 10
729#define IMPROVE_POW 11 530#define IMPROVE_POW 11
730
731 531
732/** 532/**
733 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
734 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
735 */ 535 */
736 536static int
737int prepare_weapon(object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
738{ 538{
739 int sacrifice_count,i; 539 int sacrifice_count, i;
740 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
741 541
742 if (weapon->level!=0) { 542 if (weapon->level != 0)
743 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 543 {
544 op->failmsg ("Weapon is already prepared!");
744 return 0; 545 return 0;
745 } 546 }
547
746 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
747 if (weapon->resist[i]) break; 549 if (weapon->resist[i])
550 break;
748 551
749 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
750 * improvement of items that already have protections. 553 * improvement of items that already have protections.
751 */ 554 */
752 if (i<NROFATTACKS || 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
753 weapon->stats.hp || /* regeneration */
754 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
755 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
756 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
757 { 559 {
758 new_draw_info(NDI_UNIQUE,0,op,"Cannot prepare magic weapons."); 560 op->failmsg ("You cannot prepare magic weapons. "
561 "H<A weapon is considered magical if it changes regeneration, "
562 "speed or ac, or has other protections.>");
759 return 0; 563 return 0;
760 } 564 }
565
761 sacrifice_count=check_sacrifice(op,improver); 566 sacrifice_count = check_sacrifice (op, improver);
762 if (sacrifice_count<=0) 567 if (sacrifice_count <= 0)
763 return 0; 568 return 0;
569
764 weapon->level=isqrt(sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
765 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
766 eat_item(op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
767 572
768 new_draw_info_format(NDI_UNIQUE, 0, op,"Your *%s may be improved %d times.", 573 op->statusmsg (format (
574 "Your sacrifice was accepted."
575 "Your *%s may be improved %d times.",
769 weapon->name,weapon->level); 576 &weapon->name, weapon->level
577 ));
770 578
771 sprintf(buf,"%s's %s",op->name,weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
772 FREE_AND_COPY(weapon->name, buf); 580 weapon->name = weapon->name_pl = buf;
773 FREE_AND_COPY(weapon->name_pl, buf);
774 weapon->nrof=0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
775 slot at once! */ 582 slot at once! */
776 decrease_ob(improver); 583 improver->decrease ();
777 weapon->last_eat=0; 584 weapon->last_eat = 0;
778 return 1; 585 return 1;
779} 586}
780
781 587
782/** 588/**
783 * Does the dirty job for 'improve weapon' scroll, prepare or add something. 589 * Does the dirty job for 'improve weapon' scroll, prepare or add something.
784 * This is the new improve weapon code. 590 * This is the new improve weapon code.
785 * Returns 0 if it was not able to work for some reason. 591 * Returns 0 if it was not able to work for some reason.
788 * 594 *
789 * We are hiding extra information about the weapon in the level and 595 * We are hiding extra information about the weapon in the level and
790 * last_eat numbers for an object. Hopefully this won't break anything ?? 596 * last_eat numbers for an object. Hopefully this won't break anything ??
791 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
792 */ 598 */
599static int
793int improve_weapon(object *op,object *improver,object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
794{ 601{
795 int sacrifice_count, sacrifice_needed=0; 602 int sacrifice_count, sacrifice_needed = 0;
796 603
797 if(improver->stats.sp==IMPROVE_PREPARE) { 604 if (improver->stats.sp == IMPROVE_PREPARE)
798 return prepare_weapon(op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
799 } 606
800 if (weapon->level==0) { 607 if (weapon->level == 0)
801 new_draw_info(NDI_UNIQUE, 0,op,"This weapon has not been prepared."); 608 {
609 op->failmsg (
610 "This weapon has not been prepared."
611 " H<You first have to prepare a weapon with a prepare weapon scroll.>");
802 return 0; 612 return 0;
803 } 613 }
804 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 614
805 new_draw_info(NDI_UNIQUE, 0,op,"This weapon cannot be improved any more."); 615 if (weapon->last_eat >= weapon->level // improvements used up
616 || weapon->item_power >= 100) // or item_power >= arbitrary limit of 100
617 {
618 op->failmsg ("This weapon cannot be improved any more.");
806 return 0; 619 return 0;
807 } 620 }
621
808 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
809 !check_weapon_power(op, weapon->last_eat+1)) { 623 && !check_item_power (op, weapon->item_power + 1))
810 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 624 {
811 new_draw_info(NDI_UNIQUE, 0,op,"powerful for you to use. Unready it if you"); 625 op->failmsg ("Improving the weapon will make it too "
812 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 626 "powerful for you to use. Unready it if you "
813 return 0; 627 "really want to improve it.");
628 return 0;
814 } 629 }
630
815 /* This just increases damage by 5 points, no matter what. No sacrifice 631 /* This just increases damage by 5 points, no matter what. No sacrifice
816 * is needed. Since stats.dam is now a 16 bit value and not 8 bit, 632 * is needed. Since stats.dam is now a 16 bit value and not 8 bit,
817 * don't put any maximum value on damage - the limit is how much the 633 * don't put any maximum value on damage - the limit is how much the
818 * weapon can be improved. 634 * weapon can be improved.
819 */ 635 */
820 if (improver->stats.sp==IMPROVE_DAMAGE) { 636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
821 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
822 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
823 new_draw_info_format(NDI_UNIQUE, 0, op,
824 "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
825 weapon->last_eat++; 641 weapon->last_eat++;
826 642
827 weapon->item_power++; 643 weapon->item_power++;
828 decrease_ob(improver); 644 improver->decrease ();
829 return 1; 645 return 1;
830 } 646 }
647
831 if (improver->stats.sp == IMPROVE_WEIGHT) { 648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
832 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
833 weapon->weight = (weapon->weight * 8)/10; 651 weapon->weight = (weapon->weight * 8) / 10;
834 if (weapon->weight < 1) weapon->weight = 1; 652 if (weapon->weight < 1)
835 new_draw_info_format(NDI_UNIQUE, 0, op, 653 weapon->weight = 1;
836 "Weapon weight reduced to %6.1f kg", 654
837 (float)weapon->weight/1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
838 weapon->last_eat++; 656 weapon->last_eat++;
839 weapon->item_power++; 657 weapon->item_power++;
840 decrease_ob(improver); 658 improver->decrease ();
841 return 1; 659 return 1;
842 } 660 }
661
843 if (improver->stats.sp == IMPROVE_ENCHANT) { 662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
844 weapon->magic++; 664 weapon->magic++;
845 weapon->last_eat++; 665 weapon->last_eat++;
846 new_draw_info_format(NDI_UNIQUE, 0, op 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
847 ,"Weapon magic increased to %d",weapon->magic); 667 improver->decrease ();
848 decrease_ob(improver);
849 weapon->item_power++; 668 weapon->item_power++;
850 return 1; 669 return 1;
851 } 670 }
852 671
853 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
854 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
855 weapon->stats.Wis;
856 674
857 if (sacrifice_needed<1) 675 if (sacrifice_needed < 1)
858 sacrifice_needed =1; 676 sacrifice_needed = 1;
859 sacrifice_needed *=2; 677 sacrifice_needed *= 2;
860 678
861 sacrifice_count = check_sacrifice(op,improver); 679 sacrifice_count = check_sacrifice (op, improver);
862 if (sacrifice_count < sacrifice_needed) { 680 if (sacrifice_count < sacrifice_needed)
863 new_draw_info_format(NDI_UNIQUE, 0, op, 681 {
864 "You need at least %d %s", sacrifice_needed, improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
865 return 0; 683 return 0;
866 } 684 }
685
867 eat_item(op,improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
868 weapon->item_power++; 687 weapon->item_power++;
869 688
870 switch (improver->stats.sp) { 689 switch (improver->stats.sp)
871 case IMPROVE_STR: 690 {
872 return improve_weapon_stat(op,improver,weapon, 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
873 (signed char *) &(weapon->stats.Str), 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
874 1, "strength"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
875 case IMPROVE_DEX: 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
876 return improve_weapon_stat(op,improver,weapon, 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
877 (signed char *) &(weapon->stats.Dex), 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
878 1, "dexterity"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
879 case IMPROVE_CON:
880 return improve_weapon_stat(op,improver,weapon,
881 (signed char *) &(weapon->stats.Con),
882 1, "constitution");
883 case IMPROVE_WIS:
884 return improve_weapon_stat(op,improver,weapon,
885 (signed char *) &(weapon->stats.Wis),
886 1, "wisdom");
887 case IMPROVE_CHA:
888 return improve_weapon_stat(op,improver,weapon,
889 (signed char *) &(weapon->stats.Cha),
890 1, "charisma");
891 case IMPROVE_INT:
892 return improve_weapon_stat(op,improver,weapon,
893 (signed char *) &(weapon->stats.Int),
894 1, "intelligence");
895 case IMPROVE_POW:
896 return improve_weapon_stat(op,improver,weapon,
897 (signed char *) &(weapon->stats.Pow),
898 1, "power");
899 default: 698 default:
900 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
901 } 700 }
701
902 LOG(llevError,"improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
903 return 0; 703 return 0;
904} 704}
905 705
906/** 706/**
907 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
908 * Checks a few things (not on a non-magic square, marked weapon, ...), 708 * Checks a few things (not on a non-magic square, marked weapon, ...),
909 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
910 */ 710 */
711static int
911int check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
912{ 713{
913 object *otmp; 714 object *otmp;
914 715
915 if(op->type!=PLAYER) 716 if (op->type != PLAYER)
717 return 0;
718
719 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC))
720 {
721 op->failmsg ("Something blocks the magic of the scroll!");
916 return 0; 722 return 0;
917 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
918 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
919 return 0;
920 } 723 }
724
921 otmp=find_marked_object(op); 725 otmp = find_marked_object (op);
726
922 if(!otmp) { 727 if (!otmp)
923 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark a weapon object."); 728 {
729 op->failmsg ("You need to mark a weapon object. H<Use the mark command or the mark option from the item popup menu.>");
924 return 0; 730 return 0;
925 } 731 }
732
926 if (otmp->type != WEAPON && otmp->type != BOW) { 733 if (otmp->type != WEAPON && otmp->type != BOW)
927 new_draw_info(NDI_UNIQUE, 0,op,"Marked item is not a weapon or bow"); 734 {
735 op->failmsg ("Marked item is not a weapon or bow!");
928 return 0; 736 return 0;
929 } 737 }
930 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
931 improve_weapon(op,tmp,otmp); 741 improve_weapon (op, tmp, otmp);
932 esrv_send_item(op, otmp); 742 esrv_send_item (op, otmp);
933 return 1; 743 return 1;
934} 744}
935 745
936/** 746/**
937 * This code deals with the armour improvment scrolls. 747 * This code deals with the armour improvment scrolls.
938 * Change limits on improvement - let players go up to 748 * Change limits on improvement - let players go up to
953 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
954 * the users level or 90) 764 * the users level or 90)
955 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
956 * changing of physical area right now. 766 * changing of physical area right now.
957 */ 767 */
768static int
958int improve_armour(object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
959{ 770{
960 object *tmp; 771 object *tmp;
961 772
962 if (armour->magic >= settings.armor_max_enchant) { 773 if (armour->magic >= settings.armor_max_enchant)
963 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
964 return 0;
965 } 774 {
775 op->failmsg ("This armour can not be enchanted any further!");
776 return 0;
777 }
778
966 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight, 779 /* Dealing with random artifact armor is a lot trickier (in terms of value, weight,
967 * etc), so take the easy way out and don't worry about it. 780 * etc), so take the easy way out and don't worry about it.
968 * Note - maybe add scrolls which make the random artifact versions (eg, armour 781 * Note - maybe add scrolls which make the random artifact versions (eg, armour
969 * of gnarg and what not?) 782 * of gnarg and what not?)
970 */ 783 */
971 if (armour->title) { 784 if (armour->title)
972 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
973 return 0;
974 } 785 {
975 786 op->failmsg ("This armour will not accept further enchantment.");
787 return 0;
788 }
789
976 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
977 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
978 */ 792 */
979 if(armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
980 tmp = get_split_ob(armour,armour->nrof - 1);
981 else
982 tmp = NULL;
983 794
984 armour->magic++; 795 armour->magic++;
985 796
986 if ( !settings.armor_speed_linear ) 797 if (!settings.armor_speed_linear)
987 { 798 {
988 int base = 100; 799 int base = 100;
989 int pow = 0; 800 int pow = 0;
801
990 while ( pow < armour->magic ) 802 while (pow < armour->magic)
991 { 803 {
992 base = base - ( base * settings.armor_speed_improvement ) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
993 pow++; 805 pow++;
994 } 806 }
995 807
996 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
997 } 809 }
998 else 810 else
999 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * ( 100 + armour->magic * settings.armor_speed_improvement ) )/100; 811 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * (100 + armour->magic * settings.armor_speed_improvement)) / 100;
1000 812
1001 if ( !settings.armor_weight_linear ) 813 if (!settings.armor_weight_linear)
1002 { 814 {
1003 int base = 100; 815 int base = 100;
1004 int pow = 0; 816 int pow = 0;
817
1005 while ( pow < armour->magic ) 818 while (pow < armour->magic)
1006 { 819 {
1007 base = base - ( base * settings.armor_weight_reduction ) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
1008 pow++; 821 pow++;
1009 } 822 }
1010 823
1011 armour->weight = ( armour->arch->clone.weight * base ) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
1012 } 825 }
1013 else 826 else
1014 armour->weight = ( armour->arch->clone.weight * ( 100 - armour->magic * settings.armor_weight_reduction ) ) / 100; 827 armour->weight = (armour->arch->weight * (100 - armour->magic * settings.armor_weight_reduction)) / 100;
1015 828
1016 if ( armour->weight <= 0 ) 829 if (armour->weight <= 0)
1017 { 830 {
1018 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1019 armour->weight = 1; 832 armour->weight = 1;
1020 } 833 }
1021 834
1022 armour->item_power = get_power_from_ench(armour->arch->clone.item_power + armour->magic); 835 armour->item_power = get_power_from_ench (armour->arch->item_power + armour->magic);
1023 836
1024 if (op->type == PLAYER) { 837 if (op->type == PLAYER)
838 {
1025 esrv_send_item(op, armour); 839 esrv_send_item (op, armour);
840
1026 if(QUERY_FLAG(armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
1027 fix_player(op); 842 op->update_stats ();
1028 } 843 }
1029 decrease_ob(improver); 844
845 improver->decrease ();
846
1030 if (tmp) { 847 if (tmp)
1031 insert_ob_in_ob(tmp, op); 848 op->insert (tmp);
1032 esrv_send_item(op, tmp); 849
1033 }
1034 return 1; 850 return 1;
1035} 851}
1036
1037 852
1038/* 853/*
1039 * convert_item() returns 1 if anything was converted, 0 if the item was not 854 * convert_item() returns 1 if anything was converted, 0 if the item was not
1040 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
1041 */ 856 *
1042#define CONV_FROM(xyz) xyz->slaying
1043#define CONV_TO(xyz) xyz->other_arch
1044#define CONV_NR(xyz) xyz->stats.sp
1045#define CONV_NEED(xyz) xyz->stats.food
1046
1047/* Takes one items and makes another. 857 * Takes one type of items and makes another.
1048 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
1049 * item is the object that triggered the converter - if it is not 859 * item is the object that triggered the converter - if it is not
1050 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
1051 */ 861 */
862int
1052int convert_item(object *item, object *converter) { 863convert_item (object *item, object *converter)
1053 int nr=0; 864{
1054 object *tmp; 865 sint64 nr = 0, price_in;
1055 int is_in_shop;
1056 uint32 price_in;
1057 866
1058 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 867 if (item->flag [FLAG_UNPAID])
1059 tmp != NULL; 868 return 0;
1060 tmp = tmp->above) {
1061 if(tmp->type == SHOP_FLOOR)
1062 break;
1063 }
1064 is_in_shop = (tmp != NULL);
1065 869
870 shstr conv_from = converter->slaying;
871 archetype *conv_to = converter->other_arch;
872 sint64 need = converter->stats.food;
873 sint64 give = converter->stats.sp;
874
1066 /* We make some assumptions - we assume if it takes money as it type, 875 /* We make some assumptions - we assume if it takes money as it type,
1067 * it wants some amount. We don't make change (ie, if something costs 876 * it wants some amount. We don't make change (ie, if something costs
1068 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
1069 */ 878 */
1070 if (!strcmp(CONV_FROM(converter),"money")) { 879 if (conv_from == shstr_money)
1071 int cost; 880 {
1072
1073 if(item->type!=MONEY) 881 if (item->type != MONEY)
1074 return 0; 882 return 0;
1075 883
1076 nr=(item->nrof*item->value)/CONV_NEED(converter); 884 nr = sint64 (item->nrof) * item->value / need;
1077 if (!nr) return 0; 885 if (!nr)
1078 cost=nr*CONV_NEED(converter)/item->value; 886 return 0;
1079 /* take into account rounding errors */
1080 if (nr*CONV_NEED(converter)%item->value) cost++;
1081 decrease_ob_nr(item, cost);
1082 887
888 converter->play_sound (sound_find ("shop_buy"));
889
890 sint64 cost = (nr * need + item->value - 1) / item->value;
891
892 item->decrease (cost);
893
1083 price_in = cost*item->value; 894 price_in = cost * item->value;
895 }
896 else
1084 } 897 {
1085 else { 898 if (item->type == PLAYER
1086 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 899 || conv_from != item->arch->archname
1087 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 900 || (need && need > (uint16) item->nrof))
1088 return 0; 901 return 0;
1089 902
1090 if(CONV_NEED(converter)) { 903 converter->play_sound (sound_find ("convert_item"));
1091 nr=item->nrof/CONV_NEED(converter); 904
1092 decrease_ob_nr(item,nr*CONV_NEED(converter)); 905 if (need)
1093 price_in = nr*CONV_NEED(converter)*item->value; 906 {
1094 } else { 907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
909 price_in = nr * need * item->value;
910 }
911 else
912 {
1095 price_in = item->value; 913 price_in = item->value;
1096 remove_ob(item); 914 item->destroy ();
1097 free_object(item); 915 }
1098 } 916 }
917
918 if (converter->inv)
1099 } 919 {
1100
1101 if (converter->inv != NULL) {
1102 object *ob; 920 object *ob;
1103 int i; 921 int i;
1104 object *ob_to_copy; 922 object *ob_to_copy;
1105 923
1106 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
1107 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
1108 for (ob = converter->inv->below, i = 1; ob != NULL; ob = ob->below, i++) { 926 for (ob = converter->inv->below, i = 1; ob; ob = ob->below, i++)
1109 if (rndm(0, i) == 0) { 927 if (rndm (0, i) == 0)
1110 ob_to_copy = ob; 928 ob_to_copy = ob;
929
930 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
1111 } 933 }
1112 } 934 else
1113 item = object_create_clone(ob_to_copy); 935 {
1114 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 936 if (!conv_to)
1115 unflag_inv(item, FLAG_IS_A_TEMPLATE); 937 {
1116 } else { 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1117 if (converter->other_arch == NULL) { 939 &converter->name, &converter->map->path, converter->x, converter->y);
1118 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
1119 return -1; 940 return -1;
1120 } 941 }
1121 942
1122 item = object_create_arch(converter->other_arch); 943 item = object_create_arch (conv_to);
1123 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1124 } 945 }
1125 946
1126 if(CONV_NR(converter)) 947 if (give)
1127 item->nrof=CONV_NR(converter); 948 item->nrof = give;
949
1128 if(nr) 950 if (nr)
1129 item->nrof*=nr; 951 item->nrof *= nr;
1130 if(is_in_shop) 952
953 if (converter->flag [FLAG_PRECIOUS])
1131 SET_FLAG(item,FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
1132 else if(price_in < item->nrof*item->value) { 964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
1133 LOG(llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n", 966 LOG (llevDebug, "converter output price higher than input: %s at %s (%d, %d) in value %d, out value %d for %s\n",
1134 converter->name, converter->map->path, converter->x, converter->y, price_in, 967 &converter->name, &converter->map->path, converter->x, converter->y, price_in, item->nrof * item->value, &item->name);
1135 item->nrof*item->value, item->name);
1136 /** 968 /**
1137 * elmex: we are going to let the game continue, as the mapcreator 969 * elmex: we are going to let the game continue, as the mapcreator
1138 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1139 */ 971 */
1140 } 972 }
973
974 // elmex: only identify if we need to, for example so that generated money doesn't
975 // get an 'identified' flag so easily.
976 if (need_identify (item))
977 identify (item);
978
1141 insert_ob_in_map_at(item, converter->map, converter, 0, converter->x, converter->y); 979 insert_ob_in_map_at (item, converter->map, converter, 0, converter->x, converter->y);
1142 return 1; 980 return 1;
1143} 981}
1144 982
1145/** 983/**
1146 * Handle apply on containers. 984 * Handle apply on containers.
1147 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1148 * Moved to own function and added many features [Tero.Haatanen@lut.fi] 986 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1149 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1150 */ 988 */
1151 989static int
1152int apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1153{ 991{
1154 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1155 object *tmp; 993 return 0; /* This might change */
1156 994
1157 if(op->type!=PLAYER)
1158 return 0; /* This might change */
1159
1160 if (sack==NULL || sack->type != CONTAINER) { 995 if (!sack || sack->type != CONTAINER)
996 {
1161 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
1162 return 0; 998 return 0;
1163 } 999 }
1164 op->contr->last_used = NULL; 1000
1165 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1166 1002
1167 if (sack->env!=op) { 1003 if (sack->env && sack->env != op)
1168 if (sack->other_arch == NULL || sack->env != NULL) {
1169 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1170 return 1;
1171 }
1172 /* It's on the ground, the problems begin */
1173 if (op->container != sack) {
1174 /* it's closed OR some player has opened it */
1175 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1176 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1177 tmp && tmp->container != sack; tmp=tmp->above);
1178 if (tmp) {
1179 /* some other player have opened it */
1180 new_draw_info_format(NDI_UNIQUE, 0, op,
1181 "%s is already occupied.", query_name(sack));
1182 return 1;
1183 }
1184 }
1185 }
1186 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1187 if (op->container == NULL) {
1188 tmp = arch_to_object (sack->other_arch);
1189 /* not good, but insert_ob_in_ob() is too smart */
1190 CLEAR_FLAG (tmp, FLAG_REMOVED);
1191 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1192 tmp->map = NULL;
1193 tmp->env = sack;
1194 if (sack->inv)
1195 sack->inv->above = tmp;
1196 tmp->below = sack->inv;
1197 tmp->above = NULL;
1198 sack->inv = tmp;
1199 sack->move_off = MOVE_ALL; /* trying force closing it */
1200 } else {
1201 sack->move_off = 0;
1202 tmp = sack->inv;
1203 if (tmp && tmp->type == CLOSE_CON) {
1204 remove_ob(tmp);
1205 free_object (tmp);
1206 }
1207 }
1208 }
1209 } 1004 {
1210 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1211 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1212 if (op->container) {
1213 if (op->container != sack) {
1214 tmp = op->container;
1215 apply_container (op, tmp);
1216 sprintf (buf, "You close %s and open ", query_name(tmp));
1217 op->container = sack;
1218 strcat (buf, query_name(sack));
1219 strcat (buf, ".");
1220 } else {
1221 CLEAR_FLAG (sack, FLAG_APPLIED);
1222 op->container = NULL;
1223 sprintf (buf, "You close %s.", query_name(sack));
1224 }
1225 } else {
1226 CLEAR_FLAG (sack, FLAG_APPLIED);
1227 sprintf (buf, "You open %s.", query_name(sack));
1228 SET_FLAG (sack, FLAG_APPLIED);
1229 op->container = sack;
1230 }
1231 } else { /* not applied */
1232 if (sack->slaying) { /* it's locked */
1233 tmp = find_key(op, op, sack);
1234 if (tmp) {
1235 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1236 SET_FLAG (sack, FLAG_APPLIED);
1237 if (sack->env == NULL) { /* if it's on ground,open it also */
1238 new_draw_info (NDI_UNIQUE,0,op, buf);
1239 apply_container (op, sack);
1240 return 1; 1006 return 1;
1241 } 1007 }
1242 } else { 1008
1243 sprintf (buf, "You don't have the key to unlock %s.", 1009 // already applied == open on ground, or open in inv, or active in inv
1244 query_name(sack)); 1010 if (sack->flag [FLAG_APPLIED])
1245 }
1246 } else {
1247 sprintf (buf, "You readied %s.", query_name(sack));
1248 SET_FLAG (sack, FLAG_APPLIED);
1249 if (sack->env == NULL) { /* if it's on ground,open it also */
1250 new_draw_info (NDI_UNIQUE, 0, op, buf);
1251 apply_container (op, sack);
1252 return 1;
1253 }
1254 }
1255 } 1011 {
1256 new_draw_info (NDI_UNIQUE, 0, op, buf); 1012 if (op->container_ () == sack)
1257 if (op->contr) op->contr->socket.update_look=1; 1013 {
1258 return 1; 1014 // open on ground or inv, so close
1259} 1015 op->close_container ();
1260
1261/**
1262 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1263 * the player has in their inventory, eg, sacks, luggages, etc.
1264 *
1265 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1266 * This version is for client/server mode.
1267 * op is the player, sack is the container the player is opening or closing.
1268 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1269 *
1270 * Reminder - there are three states for any container - closed (non applied),
1271 * applied (not open, but objects that match get tossed into it), and open
1272 * (applied flag set, and op->container points to the open container)
1273 */
1274
1275int esrv_apply_container (object *op, object *sack)
1276{
1277 object *tmp=op->container;
1278 if(op->type!=PLAYER)
1279 return 0; /* This might change */
1280
1281 if (sack==NULL || sack->type != CONTAINER) {
1282 LOG (llevError,
1283 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1284 return 0;
1285 }
1286
1287 /* If we have a currently open container, then it needs to be closed in all cases
1288 * if we are opening this one up. We then fall through if appropriate for
1289 * openening the new container.
1290 */
1291
1292 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1293 if (op->container->env != op) { /* if container is on the ground */
1294 op->container->move_off = 0;
1295 }
1296
1297 if (INVOKE_OBJECT (CLOSE, op))
1298 return 1; 1016 return 1;
1299
1300 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1301 query_name(op->container));
1302 CLEAR_FLAG(op->container, FLAG_APPLIED);
1303 op->container=NULL;
1304 esrv_update_item (UPD_FLAGS, op, tmp);
1305 if (tmp == sack) return 1;
1306 }
1307
1308
1309 /* If the player is trying to open it (which he must be doing if we got here),
1310 * and it is locked, check to see if player has the equipment to open it.
1311 */
1312
1313 if (sack->slaying) { /* it's locked */
1314 tmp=find_key(op, op, sack);
1315 if (tmp) {
1316 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1317 } else {
1318 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1319 query_name(sack));
1320 return 0;
1321 } 1017 }
1018 else if (!sack->env)
1019 {
1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1023 }
1024
1025 // fall through to opening it (active in inv)
1026 }
1027 else if (sack->env)
1322 } 1028 {
1323 1029 // it is in our env, so activate it, do not open yet
1324 /* By the time we get here, we have made sure any other container has been closed and 1030 op->close_container ();
1325 * if this is a locked container, the player they key to open it. 1031 sack->flag [FLAG_APPLIED] = 1;
1326 */
1327
1328 /* There are really two cases - the sack is either on the ground, or the sack is
1329 * part of the players inventory. If on the ground, we assume that the player is
1330 * opening it, since if it was being closed, that would have been taken care of above.
1331 */
1332
1333
1334 if (sack->env != op) {
1335 /* Hypothetical case - the player is trying to open a sack that belong to someone
1336 * else. This normally should not happen, but a misbehaving client/player could
1337 * try to do it, so lets handle it gracefully.
1338 */
1339 if (sack->env) {
1340 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1341 query_name(sack));
1342 return 0;
1343 }
1344 /* set these so when the player walks off, we can unapply the sack */
1345 sack->move_off = MOVE_ALL; /* trying force closing it */
1346
1347 CLEAR_FLAG (sack, FLAG_APPLIED);
1348 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1349 SET_FLAG (sack, FLAG_APPLIED);
1350 op->container = sack;
1351 esrv_update_item (UPD_FLAGS, op, sack);
1352 esrv_send_inventory (op, sack);
1353
1354 } else { /* sack is in players inventory */
1355 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1356 CLEAR_FLAG (sack, FLAG_APPLIED);
1357 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1358 SET_FLAG (sack, FLAG_APPLIED);
1359 op->container = sack;
1360 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1361 esrv_send_inventory (op, sack); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1362 }
1363 else {
1364 CLEAR_FLAG (sack, FLAG_APPLIED);
1365 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1366 SET_FLAG (sack, FLAG_APPLIED);
1367 esrv_update_item (UPD_FLAGS, op, sack);
1368 }
1369 }
1370 return 1; 1034 return 1;
1371} 1035 }
1372 1036
1037 // it's locked?
1038 if (sack->slaying)
1039 {
1040 if (object *tmp = find_key (op, op, sack))
1041 op->statusmsg (format ("You unlock %s with %s.", query_name (sack), query_name (tmp)));
1042 else
1043 {
1044 op->statusmsg (format ("You don't have the key to unlock %s.", query_name (sack)));
1045 return 1;
1046 }
1047 }
1048
1049 op->open_container (sack);
1050
1051 return 1;
1052}
1373 1053
1374/** 1054/**
1375 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1376 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1377 */ 1057 */
1058static int
1378static int apply_altar (object *altar, object *sacrifice, object *originator) 1059apply_altar (object *altar, object *sacrifice, object *originator)
1379{ 1060{
1380 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1381 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1382 return 0; 1063 return 0;
1383 1064
1384 if (operate_altar (altar, &sacrifice)) { 1065 if (operate_altar (altar, &sacrifice, originator))
1066 {
1385 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1386 * with an altar. We call it a Potion - altars are stationary - it 1068 * with an altar. We call it a Potion - altars are stationary - it
1387 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1388 */ 1070 */
1389 if (altar->inv && altar->inv->type==SPELL) { 1071 if (altar->inv && altar->inv->type == SPELL)
1390 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1072 {
1391 altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1392 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1393 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1394 * old maps. 1076 * old maps.
1395 */ 1077 */
1078
1396/* push_button (altar);*/ 1079/* push_button (altar);*/
1397 } else { 1080 }
1081 else
1082 {
1398 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1399 push_button (altar); 1084 push_button (altar, originator);
1400 } 1085 }
1401 return sacrifice == NULL; 1086
1402 } else { 1087 return !sacrifice;
1088 }
1089 else
1403 return 0; 1090 return 0;
1404 }
1405} 1091}
1406
1407 1092
1408/** 1093/**
1409 * Handles 'movement' of shop mats. 1094 * Handles 'movement' of shop mats.
1410 * Returns 1 if 'op' was destroyed, 0 if not. 1095 * Returns 1 if 'op' was destroyed, 0 if not.
1411 * Largely re-written to not use nearly as many gotos, plus 1096 * Largely re-written to not use nearly as many gotos, plus
1412 * some of this code just looked plain out of date. 1097 * some of this code just looked plain out of date.
1413 * MSW 2001-08-29 1098 * MSW 2001-08-29
1414 */ 1099 */
1100int
1415int apply_shop_mat (object *shop_mat, object *op) 1101apply_shop_mat (object *shop_mat, object *op)
1416{ 1102{
1417 int rv = 0; 1103 int rv = 0;
1418 double opinion; 1104 double opinion;
1419 object *tmp, *next; 1105 object *tmp, *next;
1420 1106
1421 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1422 1108
1423 if (op->type != PLAYER) { 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1121 {
1424 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1425 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1426 * the shop. 1124 * the shop.
1427 */ 1125 */
1428 for (tmp=op->inv; tmp; tmp=next) { 1126 for (tmp = op->inv; tmp; tmp = next)
1127 {
1429 next = tmp->below; 1128 next = tmp->below;
1129
1430 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131 {
1431 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9); 1132 int i = find_free_spot (tmp, op->map, op->x, op->y, 1, 9);
1432 1133
1433 remove_ob(tmp); 1134 if (i >= 0)
1434 if (i==-1) i=0; 1135 tmp->move (i);
1435 tmp->map = op->map; 1136 }
1436 tmp->x = op->x + freearr_x[i]; 1137 }
1437 tmp->y = op->y + freearr_y[i];
1438 insert_ob_in_map(tmp, op->map, op, 0);
1439 }
1440 }
1441 1138
1442 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1443 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1141 return 0;
1444 1142
1445 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1446 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1447 */ 1145 */
1448 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1449 1147 {
1450 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150
1151 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1153
1154 return 0;
1155 }
1156
1157 /* Removed code that checked for multipart objects - it appears that
1158 * the teleport function should be able to handle this just fine.
1159 */
1160 rv = teleport (shop_mat, SHOP_MAT, op);
1161 }
1162 else if (can_pay (op) && get_payment (op))
1163 {
1164 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op);
1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1174 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor.
1179 */
1180 else if (!rv && !is_in_shop (op))
1181 {
1182 opinion = shopkeeper_approval (op->map, op);
1183
1184 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1188 : "The shopkeeper glares at you with contempt."
1189 );
1190 }
1191 }
1192 else
1193 {
1194 /* if we get here, a player tried to leave a shop but was not able
1195 * to afford the items he has. We try to move the player so that
1196 * they are not on the mat anymore
1197 */
1451 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1198 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1199
1452 if (i != -1) { 1200 if (i == -1)
1453 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1454 shop_mat);
1455 }
1456 return 0;
1457 }
1458 /* Removed code that checked for multipart objects - it appears that
1459 * the teleport function should be able to handle this just fine.
1460 */
1461 rv = teleport (shop_mat, SHOP_MAT, op);
1462 }
1463 /* immediate block below is only used for players */
1464 else if (can_pay(op)) {
1465 get_payment (op, op->inv);
1466 rv = teleport (shop_mat, SHOP_MAT, op);
1467 if (shop_mat->msg) {
1468 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1469 }
1470 /* This check below is a bit simplistic - generally it should be correct,
1471 * but there is never a guarantee that the bottom space on the map is
1472 * actually the shop floor.
1473 */
1474 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1475 && tmp->type != SHOP_FLOOR) {
1476 opinion = shopkeeper_approval(op->map, op);
1477 if ( opinion > 0.9)
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1479 else if ( opinion > 0.75)
1480 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1481 else if ( opinion > 0.5)
1482 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1483 else
1484 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1485 }
1486 }
1487 else {
1488 /* if we get here, a player tried to leave a shop but was not able
1489 * to afford the items he has. We try to move the player so that
1490 * they are not on the mat anymore
1491 */
1492
1493 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1494 if(i == -1) {
1495 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1496 } else { 1202 else
1497 remove_ob (op); 1203 {
1204 op->remove ();
1498 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1499 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1500 rv = insert_ob_in_map (op, op->map, shop_mat,0) == NULL; 1207 rv = insert_ob_in_map (op, op->map, shop_mat, 0) == NULL;
1501 } 1208 }
1502 } 1209 }
1210
1503 CLEAR_FLAG (op, FLAG_NO_APPLY); 1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1504 return rv; 1212 return rv;
1505} 1213}
1506 1214
1507/** 1215/**
1508 * Handles applying a sign. 1216 * Handles applying a sign.
1509 */ 1217 */
1218static void
1510static void apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1511{ 1220{
1512 readable_message_type* msgType; 1221 if (!op->is_player())
1513 char newbuf[HUGE_BUF];
1514 if (sign->msg == NULL) {
1515 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1516 return;
1517 }
1518
1519 if (sign->stats.food) {
1520 if (sign->last_eat >= sign->stats.food) {
1521 if (!sign->move_on)
1522 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1523 return; 1222 return;
1524 }
1525 1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1239 if (sign->stats.food)
1240 {
1241 if (sign->last_eat >= sign->stats.food)
1242 {
1243 if (!sign->move_on)
1244 op->failmsg ("You cannot read it anymore.");
1245
1246 return;
1247 }
1248
1526 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1527 sign->last_eat++; 1250 sign->last_eat++;
1528 } 1251 }
1529 1252
1530 /* Sign or magic mouth? Do we need to see it, or does it talk to us? 1253 /* Sign or magic mouth? Do we need to see it, or does it talk to us?
1531 * No way to know for sure. The presumption is basically that if 1254 * No way to know for sure. The presumption is basically that if
1532 * move_on is zero, it needs to be manually applied (doesn't talk 1255 * move_on is zero, it needs to be manually applied (doesn't talk
1533 * to us). 1256 * to us).
1534 */ 1257 */
1535 if (QUERY_FLAG (op, FLAG_BLIND) && ! QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on) { 1258 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ) && !sign->move_on)
1536 new_draw_info (NDI_UNIQUE, 0, op, 1259 {
1537 "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1538 return; 1261 return;
1262 }
1263
1264 if (op->contr)
1265 if (client *ns = op->contr->ns)
1266 {
1267 if (sign->sound)
1268 ns->play_sound (sign->sound);
1269 else if (autoapply)
1270 ns->play_sound (sound_find ("msg_voice"));
1271
1272 op->contr->infobox (MSG_CHANNEL ("examine"), format ("T<%s>\n\n%s", &sign->name, &sign->msg));
1539 } 1273 }
1540 msgType=get_readable_message_type(sign);
1541 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1542 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1543} 1274}
1544 1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1306}
1545 1307
1546/** 1308/**
1547 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1548 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1549 * effect is determined by move_on/move_off of trap and move_type of victime. 1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1550 * 1312 *
1551 * originator: Player, monster or other object that caused 'victim' to move 1313 * originator: Player, monster or other object that caused 'victim' to move
1552 * onto 'trap'. Will receive messages caused by this action. May be NULL. 1314 * onto 'trap'. Will receive messages caused by this action. May be NULL.
1553 * However, some types of traps require an originator to function. 1315 * However, some types of traps require an originator to function.
1554 */ 1316 */
1317void
1555void move_apply (object *trap, object *victim, object *originator) 1318move_apply (object *trap, object *victim, object *originator)
1556{ 1319{
1557 static int recursion_depth = 0; 1320 static int recursion_depth = 0;
1558 1321
1559 /* Only exits affect DMs. */ 1322 /* Only exits affect DMs. */
1560 if (QUERY_FLAG(victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN) 1323 if (QUERY_FLAG (victim, FLAG_WIZPASS) && trap->type != EXIT && trap->type != SIGN)
1561 return; 1324 return;
1562 1325
1563 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1564 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1565 */ 1328 */
1566 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1567 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1568 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1569 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1570 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1571 */ 1334 */
1572 if (recursion_depth >= 500) { 1335 if (recursion_depth >= 500)
1336 {
1573 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1574 "[trap arch %s, name %s; victim arch %s, name %s]\n", 1338 "[trap arch %s, name %s; victim arch %s, name %s]\n", &trap->arch->archname, &trap->name, &victim->arch->archname, &victim->name);
1575 trap->arch->name, trap->name, victim->arch->name, victim->name); 1339 return;
1576 return;
1577 } 1340 }
1341
1578 recursion_depth++; 1342 recursion_depth++;
1579 if (trap->head) trap=trap->head; 1343 if (trap->head)
1344 trap = trap->head;
1580 1345
1581 if (INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator))) 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1582 goto leave;
1583
1584 switch (trap->type) { 1347 switch (trap->type)
1348 {
1585 case PLAYERMOVER: 1349 case PLAYERMOVER:
1586 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1587 !should_director_abort(trap, victim)) { 1351 {
1588 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1589 1354
1590 /* Is this correct? From the docs, it doesn't look like it 1355 /* Is this correct? From the docs, it doesn't look like it
1591 * should be divided by trap->speed 1356 * should be divided by trap->speed
1592 */ 1357 */
1593 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed);
1594 1359
1595 /* Just put in some sanity check. I think there is a bug in the 1360 /* Just put in some sanity check. I think there is a bug in the
1596 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1597 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1598 */ 1363 */
1599 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1600 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left);*/ 1366 /* LOG(llevDebug, "apply, playermove, player speed_left=%f\n", victim->speed_left); */
1601 } 1367 }
1602 goto leave; 1368 break;
1603 1369
1604 case SPINNER: 1370 case SPINNER:
1605 if(victim->direction) { 1371 if (victim->direction)
1372 {
1606 victim->direction=absdir(victim->direction-trap->stats.sp); 1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1607 update_turn_face(victim); 1374 update_turn_face (victim);
1608 } 1375 }
1609 goto leave; 1376 break;
1610 1377
1611 case DIRECTOR: 1378 case DIRECTOR:
1612 if(victim->direction && !should_director_abort(trap, victim)) { 1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1613 victim->direction=trap->stats.sp; 1381 victim->direction = trap->stats.sp;
1614 update_turn_face(victim); 1382 update_turn_face (victim);
1615 } 1383 }
1616 goto leave; 1384 break;
1617 1385
1618 case BUTTON: 1386 case BUTTON:
1619 case PEDESTAL: 1387 case PEDESTAL:
1620 update_button(trap); 1388 case T_MATCH:
1621 goto leave; 1389 update_button (trap, originator);
1390 break;
1622 1391
1623 case ALTAR: 1392 case ALTAR:
1624 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1625 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1626 goto leave; 1395 break;
1627 1396
1628 case THROWN_OBJ: 1397 case THROWN_OBJ:
1629 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1630 goto leave; 1399 break;
1631 /* fallthrough */ 1400 /* fallthrough */
1632 1401
1633 case ARROW: 1402 case ARROW:
1634
1635 /* 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 ,
1636 * 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.
1637 * 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
1638 * 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
1639 * action, we avoid hits here 1407 * action, we avoid hits here
1640 */ 1408 */
1641 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->speed) && trap->owner != victim) 1409 if ((QUERY_FLAG (victim, FLAG_ALIVE) && trap->has_active_speed ())
1410 && trap->owner != victim)
1642 hit_with_arrow (trap, victim); 1411 hit_with_arrow (trap, victim);
1643 goto leave; 1412 break;
1644 1413
1645 case SPELL_EFFECT: 1414 case SPELL_EFFECT:
1646 apply_spell_effect(trap, victim); 1415 apply_spell_effect (trap, victim);
1647 goto leave; 1416 break;
1648 1417
1649 case TRAPDOOR: 1418 case TRAPDOOR:
1650 { 1419 {
1651 int max, sound_was_played; 1420 int max, sound_was_played;
1652 object *ab, *ab_next; 1421 object *ab, *ab_next;
1422
1653 if(!trap->value) { 1423 if (!trap->value)
1654 int tot; 1424 {
1655 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1425 int tot;
1426
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1656 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1657 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1658 1430
1659 if(!(trap->value=(tot>trap->weight)?1:0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1660 goto leave; 1432 break;
1661 1433
1662 SET_ANIMATION(trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1663 update_object(trap,UP_OBJ_FACE); 1435 update_object (trap, UP_OBJ_FACE);
1664 } 1436 }
1665 1437
1666 for (ab = trap->above, max=100, sound_was_played = 0; --max && ab; ab=ab_next) { 1438 for (ab = trap->above, max = 100, sound_was_played = 0; --max && ab; ab = ab_next)
1439 {
1667 /* need to set this up, since if we do transfer the object, 1440 /* need to set this up, since if we do transfer the object,
1668 * ab->above would be bogus 1441 * ab->above would be bogus
1669 */ 1442 */
1670 ab_next = ab->above; 1443 ab_next = ab->above;
1671 1444
1672 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1673 if ( ! sound_was_played) { 1446 {
1674 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1447 if (!sound_was_played)
1675 sound_was_played = 1; 1448 {
1676 } 1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1677 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1450 sound_was_played = 1;
1678 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1451 }
1679 }
1680 }
1681 goto leave;
1682 }
1683 1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 }
1457 break;
1458 }
1684 1459
1685 case CONVERTER: 1460 case CONVERTER:
1686 if (convert_item (victim, trap) < 0) { 1461 if (convert_item (victim, trap) < 0)
1687 object *op; 1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1688 1466
1689 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1467 break;
1690 1468
1691 op = get_archetype("burnout");
1692 if (op != NULL) {
1693 op->x = trap->x;
1694 op->y = trap->y;
1695 insert_ob_in_map(op, trap->map, trap, 0);
1696 }
1697 }
1698 goto leave;
1699
1700 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1701 case TRIGGER_PEDESTAL: 1470 case TRIGGER_PEDESTAL:
1702 case TRIGGER_ALTAR: 1471 case TRIGGER_ALTAR:
1703 check_trigger (trap, victim); 1472 check_trigger (trap, victim, originator);
1704 goto leave; 1473 break;
1705 1474
1706 case DEEP_SWAMP: 1475 case DEEP_SWAMP:
1707 walk_on_deep_swamp (trap, victim); 1476 walk_on_deep_swamp (trap, victim);
1708 goto leave; 1477 break;
1709 1478
1710 case CHECK_INV: 1479 case CHECK_INV:
1711 check_inv (victim, trap); 1480 check_inv (victim, trap);
1712 goto leave; 1481 break;
1713 1482
1714 case HOLE: 1483 case HOLE:
1715 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1716 if(trap->stats.wc > 0) 1485 break;
1717 goto leave;
1718 1486
1719 /* Is this a multipart monster and not the head? If so, return. 1487 case EXIT:
1720 * Processing will happen if the head runs into the pit
1721 */
1722 if (victim->head)
1723 goto leave;
1724
1725 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1726 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1727 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1728 goto leave;
1729
1730 case EXIT:
1731 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1732 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1733 * players output. 1491 * players output.
1734 */ 1492 */
1735 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1736 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1737 enter_exit (victim, trap);
1738 }
1739 goto leave;
1740 1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 break;
1500
1741 case ENCOUNTER: 1501 case ENCOUNTER:
1742 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1743 goto leave; 1503 break;
1744 1504
1745 case SHOP_MAT: 1505 case SHOP_MAT:
1746 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1747 goto leave; 1507 break;
1748 1508
1749 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1750 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1751 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1752 goto leave; 1512 break;
1753 1513
1754 case SIGN: 1514 case SIGN:
1755 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1756 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1757 1517
1758 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1759 goto leave; 1519 break;
1760 1520
1761 case CONTAINER: 1521 case CONTAINER:
1762 if (victim->type==PLAYER)
1763 (void) esrv_apply_container (victim, trap);
1764 else
1765 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1766 goto leave; 1523 break;
1767 1524
1768 case RUNE: 1525 case RUNE:
1769 case TRAP: 1526 case TRAP:
1770 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1771 spring_trap(trap, victim); 1528 spring_trap (trap, victim);
1772 } 1529 break;
1773 goto leave;
1774 1530
1775 default: 1531 default:
1776 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not " 1532 LOG (llevDebug, "name %s, arch %s, type %d with fly/walk on/off not "
1777 "handled in move_apply()\n", trap->name, trap->arch->name, 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1778 trap->type); 1534 break;
1779 goto leave;
1780 } 1535 }
1781 1536
1782 leave:
1783 recursion_depth--; 1537 recursion_depth--;
1784} 1538}
1785 1539
1786/** 1540/**
1787 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1788 */ 1542 */
1543static void
1789static void apply_book (object *op, object *tmp) 1544apply_book (object *op, object *tmp)
1790{ 1545{
1791 int lev_diff; 1546 int lev_diff;
1792 object *skill_ob; 1547 object *skill_ob;
1793 1548
1794 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1795 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1550 {
1551 op->failmsg ("You are unable to read while blind!");
1796 return; 1552 return;
1797 } 1553 }
1798 if(tmp->msg==NULL) { 1554
1799 new_draw_info_format(NDI_UNIQUE, 0, op, 1555 if (!tmp->msg)
1800 "You open the %s and find it empty.", tmp->name); 1556 {
1557 op->failmsg (format ("The %s contains nothing but meaningless gibberish. H<There is nothing interesting to read here.>", &tmp->name));
1801 return; 1558 return;
1802 } 1559 }
1803 1560
1804 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1805 skill_ob = find_skill_by_name(op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1806 if ( ! skill_ob) { 1563 if (!skill_ob)
1807 new_draw_info(NDI_UNIQUE, 0,op,
1808 "You are unable to decipher the strange symbols.");
1809 return;
1810 } 1564 {
1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1566 return;
1567 }
1568
1811 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1812 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1813 if (lev_diff < 2)
1814 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1815 else if (lev_diff < 3)
1816 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1817 else if (lev_diff < 5)
1818 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1819 else if (lev_diff < 8)
1820 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1821 else if (lev_diff < 15)
1822 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1823 else
1824 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1825 return;
1826 } 1571 {
1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension.");
1578 return;
1579 }
1827 1580
1828 readable_message_type* msgType = get_readable_message_type(tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1829 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1830 msgType->message_type, msgType->message_subtype,
1831 "You open the %s and start reading.\n%s",
1832 "%s\n%s",
1833 long_desc(tmp,op), tmp->msg);
1834 1582
1583 if (player *pl = op->contr)
1584 if (client *ns = pl->ns)
1585 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1586
1835 /* gain xp from reading */ 1587 /* gain xp from reading */
1836 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1588 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1589 { /* only if not read before */
1837 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1838 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1839 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1840 SET_FLAG(tmp,FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1841 /* If in a container, update how it looks */ 1596
1597 if (object *pl = tmp->visible_to ())
1842 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1843 else op->contr->socket.update_look=1;
1844 } 1599 }
1600
1845 change_exp(op,exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1846 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1602 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1603 }
1604}
1605
1606/**
1607 * op made some mistake with a scroll, this takes care of punishment.
1608 * scroll_failure()- hacked directly from spell_failure
1609 */
1610static void
1611scroll_failure (object *op, int failure, int power)
1612{
1613 if (abs (failure / 4) > power)
1614 power = abs (failure / 4); /* set minimum effect */
1615
1616 if (failure <= -1 && failure > -15)
1617 { /* wonder */
1618 object *tmp;
1619
1620 op->failmsg ("Your spell warps!");
1621 tmp = get_archetype (SPELL_WONDER);
1622 cast_wonder (op, op, 0, tmp);
1623 tmp->destroy ();
1624 }
1625 else if (failure <= -15 && failure > -35)
1626 { /* drain mana */
1627 op->failmsg ("Your mana is drained!");
1628 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1629 if (op->stats.sp < 0)
1630 op->stats.sp = 0;
1631 }
1632 else if (settings.spell_failure_effects == TRUE)
1633 {
1634 if (failure <= -35 && failure > -60)
1635 { /* confusion */
1636 op->failmsg ("The magic recoils on you!");
1637 confuse_player (op, op, power);
1638 }
1639 else if (failure <= -60 && failure > -70)
1640 { /* paralysis */
1641 op->failmsg ("The magic recoils and paralyzes you!");
1642 paralyze_player (op, op, power);
1643 }
1644 else if (failure <= -70 && failure > -80)
1645 { /* blind */
1646 op->failmsg ("The magic recoils on you!");
1647 blind_player (op, op, power);
1648 }
1649 else if (failure <= -80)
1650 { /* blast the immediate area */
1651 object *tmp = get_archetype (LOOSE_MANA);
1652 cast_magic_storm (op, tmp, power);
1653 op->failmsg ("You unleash uncontrolled mana!");
1654 tmp->destroy ();
1655 }
1847 } 1656 }
1848} 1657}
1849 1658
1850/** 1659/**
1851 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1852 * op is the person learning the skill, tmp is the skill scroll object 1661 * op is the person learning the skill, tmp is the skill scroll object
1853 */ 1662 */
1663static void
1854static void apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1855{ 1665{
1856 switch ((int) learn_skill (op, tmp)) { 1666 switch (learn_skill (op, tmp))
1857 case 0: 1667 {
1858 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1668 case 0:
1859 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1669 op->play_sound (sound_find ("generic_fail"));
1860 return; 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1671 break;
1861 1672
1862 case 1: 1673 case 1:
1863 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1674 tmp->decrease ();
1864 tmp->skill); 1675 op->play_sound (sound_find ("skill_learn"));
1865 new_draw_info_format(NDI_UNIQUE, 0, op, 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1866 "Type 'bind ready_skill %s",tmp->skill); 1677 break;
1867 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1868 decrease_ob(tmp);
1869 return;
1870 1678
1871 default: 1679 default:
1872 new_draw_info_format(NDI_UNIQUE,0,op, 1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1873 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1682 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1874 decrease_ob(tmp); 1683 break;
1875 return;
1876 } 1684 }
1877} 1685}
1878 1686
1879/** 1687/**
1880 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1881 * Informs player of what happens. 1689 * Informs player of what happens.
1882 */ 1690 */
1691void
1883void do_learn_spell (object *op, object *spell, int special_prayer) 1692do_learn_spell (object *op, object *spell, int special_prayer)
1884{ 1693{
1885 object *tmp; 1694 object *tmp;
1886 1695
1887 if (op->type != PLAYER) { 1696 if (op->type != PLAYER)
1697 {
1888 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1889 return; 1699 return;
1890 } 1700 }
1891 1701
1892 /* Upgrade special prayers to normal prayers */ 1702 /* Upgrade special prayers to normal prayers */
1893 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1894 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1895 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1707 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1896 return; 1708 return;
1897 } 1709 }
1898 return; 1710 return;
1899 } 1711 }
1900 1712
1901 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1902 tmp = get_object(); 1714
1903 copy_object(spell, tmp); 1715 tmp = spell->clone ();
1904 insert_ob_in_ob(tmp, op); 1716 insert_ob_in_ob (tmp, op);
1905 1717
1906 if (special_prayer) { 1718 if (special_prayer)
1907 SET_FLAG(tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1908 }
1909 1720
1910 new_draw_info_format (NDI_UNIQUE, 0, op,
1911 "Type 'bind cast %s", spell->name);
1912 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1913 esrv_add_spells(op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1914} 1722}
1915 1723
1916/** 1724/**
1917 * Erases spell from player's inventory. 1725 * Erases spell from player's inventory.
1918 */ 1726 */
1727void
1919void do_forget_spell (object *op, const char *spell) 1728do_forget_spell (object *op, const char *spell)
1920{ 1729{
1921 object *spob; 1730 object *spob;
1922 1731
1923 if (op->type != PLAYER) { 1732 if (op->type != PLAYER)
1733 {
1924 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1925 return; 1735 return;
1926 } 1736 }
1927 if ( (spob=check_spell_known (op, spell)) == NULL) { 1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1928 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1929 return; 1740 return;
1930 }
1931 1741 }
1932 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1742
1933 "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1934 player_unready_range_ob(op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1935 esrv_remove_spell(op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1936 remove_ob(spob); 1746 spob->destroy ();
1937 free_object(spob);
1938} 1747}
1939 1748
1940/** 1749/**
1941 * Handles player applying a spellbook. 1750 * Handles player applying a spellbook.
1942 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1751 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1943 * stuff like that. Random learning failure too. 1752 * stuff like that. Random learning failure too.
1944 */ 1753 */
1754static void
1945static void apply_spellbook (object *op, object *tmp) 1755apply_spellbook (object *op, object *tmp)
1946{ 1756{
1947 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1948 1758
1949 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1950 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1951 return;
1952 } 1760 {
1761 op->failmsg ("You are unable to read while blind.");
1762 return;
1763 }
1953 1764
1954 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1955 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1956 * legacy spellbooks 1767 * legacy spellbooks
1957 */ 1768 */
1958 1769 if (tmp->slaying)
1959 if(tmp->slaying != NULL) { 1770 {
1960 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1961 if (!spell) { 1772 if (!spell)
1962 new_draw_info_format(NDI_UNIQUE, 0, op, 1773 {
1963 "The book's formula for %s is incomplete", tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1964 return; 1775 return;
1965 } 1776 }
1966 else 1777 else
1967 insert_ob_in_ob(spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1968 free_string(tmp->slaying); 1779
1969 tmp->slaying=NULL; 1780 tmp->slaying = 0;
1970 } 1781 }
1971 1782
1972 skop = find_skill_by_name(op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1973 1784
1974 /* need a literacy skill to learn spells. Also, having a literacy level 1785 /* need a literacy skill to learn spells. Also, having a literacy level
1975 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1976 if ( !skop) { 1787 if (!skop)
1977 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1978 return;
1979 } 1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1790 return;
1791 }
1980 1792
1981 spell = tmp->inv; 1793 spell = tmp->inv;
1794
1982 if (!spell) { 1795 if (!spell)
1796 {
1983 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1797 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1984 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1798 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1985 return; 1799 return;
1986 }
1987 if (spell->level > (skop->level+10)) {
1988 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1989 return;
1990 } 1800 }
1991 1801
1992 new_draw_info_format(NDI_UNIQUE, 0, op, 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1993 "The spellbook contains the %s level spell %s.", 1803 if (skop->level < learn_level)
1994 get_levelnumber(spell->level), spell->name); 1804 {
1805 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1806 &tmp->skill, learn_level));
1807 return;
1808 }
1995 1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1811
1996 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1997 identify(tmp); 1813 identify (tmp);
1998 if (tmp->env)
1999 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2000 else
2001 op->contr->socket.update_look=1;
2002 }
2003 1814
2004 /* I removed the check for special_prayer_mark here - it didn't make 1815 /* I removed the check for special_prayer_mark here - it didn't make
2005 * a lot of sense - special prayers are not found in spellbooks, and 1816 * a lot of sense - special prayers are not found in spellbooks, and
2006 * if the player doesn't know the spell, doesn't make a lot of sense that 1817 * if the player doesn't know the spell, doesn't make a lot of sense that
2007 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
2008 */ 1819 */
2009 if (check_spell_known (op, spell->name)) { 1820 if (check_spell_known (op, spell->name))
2010 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2011 return;
2012 } 1821 {
1822 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1823 return;
1824 }
2013 1825
2014 if (spell->skill) { 1826 if (spell->skill)
1827 {
2015 spell_skill = find_skill_by_name(op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
2016 if (!spell_skill) { 1830 if (!spell_skill)
2017 new_draw_info_format(NDI_UNIQUE, 0, op, 1831 {
2018 "You lack the skill %s to use this spell", 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2019 spell->skill);
2020 return; 1833 return;
2021 } 1834 }
1835
2022 if (spell_skill->level < spell->level) { 1836 if (spell_skill->level < spell->level)
2023 new_draw_info_format(NDI_UNIQUE, 0, op, 1837 {
2024 "You need to be level %d in %s to learn this spell.", 1838 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
2025 spell->level, spell->skill);
2026 return; 1839 return;
2027 } 1840 }
2028 } 1841 }
2029 1842
2030 /* Logic as follows 1843 /* Logic as follows
2031 * 1844 *
2032 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2033 * 1846 *
2034 * 2- The learner's skill level in literacy adjusts the chance to learn 1847 * 2- The learner's skill level in literacy adjusts the chance to learn
2035 * a spell. 1848 * a spell.
2036 * 1849 *
2037 * 3 -Automatically fail to learn if you read while confused 1850 * 3 -Automatically fail to learn if you read while confused
2038 * 1851 *
2039 * Overall, chances are the same but a player will find having a high 1852 * Overall, chances are the same but a player will find having a high
2040 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
2041 */ 1854 */
2042 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
2043 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1856 {
1857 op->failmsg ("In your confused state you flub the wording of the text!");
2044 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1858 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1859 }
2045 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2046 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1861 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
2047 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1862 {
2048 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2049 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2050 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
2051 1865
2052 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
2053 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2054 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1868 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
2055 } else { 1869 }
2056 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1870 else
2057 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2058 } 1871 {
2059 decrease_ob(tmp); 1872 op->contr->play_sound (sound_find ("fumble_spell"));
1873 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1874 }
1875
1876 tmp->decrease ();
2060} 1877}
2061 1878
2062/** 1879/**
2063 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
2064 */ 1881 */
1882void
2065void apply_scroll (object *op, object *tmp, int dir) 1883apply_scroll (object *op, object *tmp, int dir)
2066{ 1884{
2067 object *skop; 1885 object *skop;
2068 1886
2069 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2070 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2071 return;
2072 } 1888 {
1889 op->failmsg ("You are unable to read while blind.");
1890 return;
1891 }
2073 1892
2074 if (!tmp->inv || tmp->inv->type != SPELL) { 1893 if (!tmp->inv || tmp->inv->type != SPELL)
2075 new_draw_info (NDI_UNIQUE, 0, op, 1894 {
2076 "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2077 return; 1896 return;
2078 } 1897 }
2079 1898
2080 if(op->type==PLAYER) { 1899 if (op->type == PLAYER)
1900 {
2081 /* players need a literacy skill to read stuff! */ 1901 /* players need a literacy skill to read stuff! */
2082 int exp_gain=0; 1902 int exp_gain = 0;
2083 1903
2084 /* hard code literacy - tmp->skill points to where the exp 1904 /* hard code literacy - tmp->skill points to where the exp
2085 * should go for anything killed by the spell. 1905 * should go for anything killed by the spell.
2086 */ 1906 */
2087 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2088 1908
2089 if ( ! skop) { 1909 if (!skop)
2090 new_draw_info(NDI_UNIQUE, 0,op, 1910 {
2091 "You are unable to decipher the strange symbols."); 1911 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
2092 return; 1912 return;
2093 } 1913 }
2094 1914
2095 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2096 change_exp(op,exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
2097 } 1917 }
2098 1918
2099 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2100 identify(tmp); 1920 identify (tmp);
2101 1921
2102 new_draw_info_format(NDI_BLACK, 0, op,
2103 "The scroll of %s turns to dust.", tmp->inv->name); 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2104 1923
2105
2106 cast_spell(op,tmp,dir,tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
2107 decrease_ob(tmp); 1925 tmp->decrease ();
2108} 1926}
2109 1927
2110/** 1928/**
2111 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
2112 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
2113 * chest. 1931 * chest.
2114 */ 1932 */
1933static void
2115static void apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
2116{ 1935{
2117 object *treas;
2118 tag_t tmp_tag = tmp->count, op_tag = op->count;
2119
2120
2121 /* Nice side effect of new treasure creation method is that the treasure 1936 /* Nice side effect of this treasure creation method is that the treasure
2122 * for the chest is done when the chest is created, and put into the chest 1937 * for the chest is done when the chest is created, and put into the chest
2123 * inventory. So that when the chest burns up, the items still exist. Also 1938 * inventory. So that when the chest burns up, the items still exist. Also
2124 * prevents people fromt moving chests to more difficult maps to get better 1939 * prevents people from moving chests to more difficult maps to get better
2125 * treasure 1940 * treasure
2126 */ 1941 */
1942 object *treas = tmp->inv;
2127 1943
1944 if (!treas)
1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1948 return;
1949 }
1950
1951 while (tmp->inv)
1952 {
2128 treas = tmp->inv; 1953 treas = tmp->inv;
2129 if(treas==NULL) { 1954 treas->remove ();
2130 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2131 decrease_ob(tmp);
2132 return;
2133 }
2134 while (tmp->inv) {
2135 treas = tmp->inv;
2136 1955
2137 remove_ob(treas);
2138 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2139 query_name(treas));
2140
2141 treas->x=op->x; 1956 treas->x = op->x;
2142 treas->y=op->y; 1957 treas->y = op->y;
2143 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1958 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
2144 1959
2145 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1960 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
2146 && QUERY_FLAG (op, FLAG_ALIVE))
2147 spring_trap (treas, op); 1961 spring_trap (treas, op);
1962
2148 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
2149 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
2150 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
2151 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
2152 */
2153 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2154 break;
2155 }
2156
2157 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2158 decrease_ob (tmp);
2159
2160}
2161
2162/**
2163 * op eats food.
2164 * If player, takes care of messages and dragon special food.
2165 */
2166static void apply_food (object *op, object *tmp)
2167{
2168 int capacity_remaining;
2169
2170 if(op->type!=PLAYER)
2171 op->stats.hp=op->stats.maxhp;
2172 else {
2173 /* check if this is a dragon (player), eating some flesh */
2174 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2175 ;
2176 else {
2177 /* usual case - no dragon meal: */
2178 if(op->stats.food+tmp->stats.food>999) {
2179 if(tmp->type==FOOD || tmp->type==FLESH)
2180 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2181 else
2182 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2183 }
2184 1967 */
2185 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1968 if (op->destroyed () || tmp->destroyed ())
2186 char buf[MAX_BUF]; 1969 break;
2187
2188 if (!is_dragon_pl(op)) {
2189 /* eating message for normal players*/
2190 if(tmp->type==DRINK)
2191 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2192 else
2193 sprintf(buf,"The %s tasted %s",tmp->name,
2194 tmp->type==FLESH?"terrible!":"good.");
2195 }
2196 else {
2197 /* eating message for dragon players*/
2198 sprintf(buf,"The %s tasted terrible!",tmp->name);
2199 }
2200
2201 new_draw_info(NDI_UNIQUE, 0,op,buf);
2202 capacity_remaining = 999 - op->stats.food;
2203 op->stats.food+=tmp->stats.food;
2204 if(capacity_remaining < tmp->stats.food)
2205 op->stats.hp += capacity_remaining / 50;
2206 else
2207 op->stats.hp+=tmp->stats.food/50;
2208 if(op->stats.hp>op->stats.maxhp)
2209 op->stats.hp=op->stats.maxhp;
2210 if (op->stats.food > 999)
2211 op->stats.food = 999;
2212 }
2213
2214 /* special food hack -b.t. */
2215 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2216 eat_special_food(op,tmp);
2217 } 1970 }
2218 } 1971
2219 handle_apply_yield(tmp); 1972 if (!tmp->destroyed () && !tmp->inv)
2220 decrease_ob(tmp); 1973 tmp->decrease (true);
2221} 1974}
2222 1975
2223/** 1976/**
2224 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2225 * there is a chance for the dragon's skin to get improved. 1978 * there is a chance for the dragon's skin to get improved.
2228 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2229 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2230 * return: 1983 * return:
2231 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2232 */ 1985 */
1986static int
2233int dragon_eat_flesh(object *op, object *meal) { 1987dragon_eat_flesh (object *op, object *meal)
1988{
2234 object *skin = NULL; /* pointer to dragon skin force*/ 1989 object *skin = NULL; /* pointer to dragon skin force */
2235 object *abil = NULL; /* pointer to dragon ability force*/ 1990 object *abil = NULL; /* pointer to dragon ability force */
2236 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2237 1992
2238 char buf[MAX_BUF]; /* tmp. string buffer */
2239 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2240 double totalchance=1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2241 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2242 double mbonus=0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2243 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2244 int winners=0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2245 int i; /* index */ 1999 int i; /* index */
2246 2000
2247 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2248 if (meal->type!=FLESH || !is_dragon_pl(op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2249 return 0; 2003 return 0;
2250 2004
2251 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2252 from the player's inventory */ 2006 from the player's inventory */
2253 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2254 if (tmp->type == FORCE) { 2008 if (tmp->type == FORCE)
2255 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2256 skin = tmp; 2010 skin = tmp;
2257 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2258 abil = tmp; 2012 abil = tmp;
2259 } 2013
2260 }
2261
2262 /* if either skin or ability are missing, this is an old player 2014 /* if either skin or ability are missing, this is an old player
2263 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2264 if (skin == NULL || abil == NULL) return 0; 2016 if (skin == NULL || abil == NULL)
2265 2017 return 0;
2018
2266 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2267 if((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2268 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2269 else 2022 else
2270 op->stats.hp += meal->stats.food/50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2271 if(op->stats.hp>op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2272 op->stats.hp=op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2273 2027
2274 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2275 2029
2276 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2277 2031
2278 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2279 for (i=0; i<NROFATTACKS; i++) { 2033 for (i = 0; i < NROFATTACKS; i++)
2034 {
2280 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2035 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2036 {
2281 /* got positive resistance, now calculate improvement chance (0-100) */ 2037 /* got positive resistance, now calculate improvement chance (0-100) */
2282 2038
2283 /* this bonus makes resistance increase easier at lower levels */ 2039 /* this bonus makes resistance increase easier at lower levels */
2284 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2040 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2285 if (i == abil->stats.exp) 2041 if (i == abil->stats.exp)
2286 bonus += 5; /* additional bonus for resistance of ability-focus */ 2042 bonus += 5; /* additional bonus for resistance of ability-focus */
2287 2043
2288 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2289 flesh is too rare */ 2045 flesh is too rare */
2290 mbonus = op->level * 20. / ((double)settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2291 2047
2292 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2293 ((double)settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2294 2050
2295 if (chance >= 0.) 2051 if (chance >= 0.)
2296 chance += 1.; 2052 chance += 1.;
2297 else 2053 else
2298 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2299 2055
2300 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2301 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2302 2058
2303 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2304 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2305 chance = MIN(100., chance*2.); 2061 chance = min (100., chance * 2.);
2306 2062
2307 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2063 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2308 if (RANDOM()%10000 < (int)(chance*100)) { 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2065 {
2309 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2310 winners++; 2067 winners++;
2311 } 2068 }
2312 2069
2313 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2070 if (chance >= 0.01)
2314 2071 totalchance *= 1 - chance / 100;
2072
2315 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2073 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2316 } 2074 }
2317 } 2075 }
2318 2076
2319 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2320 totalchance = 100 - totalchance*100; 2078 totalchance = 100 - totalchance * 100;
2079
2321 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2322 if (totalchance > 50.) 2082 if (totalchance > 50.)
2323 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2324 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2325 sprintf(buf, "The %s tasted very good.", meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2326 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2327 sprintf(buf, "The %s tasted good.", meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2328 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2329 sprintf(buf, "The %s tasted bland.", meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2330 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2331 sprintf(buf, "The %s had a boring taste.", meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2332 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2092 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2333 sprintf(buf, "The %s tasted strange.", meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2334 else 2094 else
2335 sprintf(buf, "The %s had no taste.", meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2336 new_draw_info(NDI_UNIQUE, 0, op, buf); 2096
2337 2097 op->statusmsg (buf);
2098
2338 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2339 i = -1; 2100 i = -1;
2340 if (winners>0) 2101 if (winners > 0)
2341 i = atnr_winner[RANDOM()%winners]; 2102 i = atnr_winner [rndm (winners)];
2342 2103
2343 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2105 {
2344 /* resistance increased! */ 2106 /* resistance increased! */
2345 skin->resist[i]++; 2107 skin->resist[i]++;
2346 fix_player(op); 2108 op->update_stats ();
2109
2110 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2347 2111 }
2348 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2112
2349 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2350 }
2351
2352 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2353 into the ability_force and it will take effect on next level */ 2114 into the ability_force and it will take effect on next level */
2354 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2115 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2355 && meal->last_eat != abil->last_eat) { 2116 {
2356 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2117 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2357 2118
2358 if (meal->last_eat != abil->stats.exp) { 2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2359 sprintf(buf, "Your metabolism prepares to focus on %s!", 2121 "Your metabolism prepares to focus on %s!\n"
2122 "The change will happen at level %d.",
2360 change_resist_msg[meal->last_eat]); 2123 change_resist_msg[meal->last_eat],
2361 new_draw_info(NDI_UNIQUE, 0, op, buf); 2124 abil->level + 1
2362 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2125 ));
2363 new_draw_info(NDI_UNIQUE, 0, op, buf);
2364 }
2365 else { 2126 else
2366 sprintf(buf, "Your metabolism will continue to focus on %s.", 2127 {
2367 change_resist_msg[meal->last_eat]); 2128 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2368 new_draw_info(NDI_UNIQUE, 0, op, buf);
2369 abil->last_eat = 0; 2129 abil->last_eat = 0;
2370 } 2130 }
2371 } 2131 }
2132
2372 return 1; 2133 return 1;
2373} 2134}
2374 2135
2375static void apply_savebed (object *pl) 2136/**
2137 * op eats food.
2138 * If player, takes care of messages and dragon special food.
2139 */
2140static void
2141apply_food (object *op, object *tmp)
2376{ 2142{
2377#ifndef COZY_SERVER 2143 int capacity_remaining;
2378 if(!pl->contr->name_changed||!pl->stats.exp) { 2144
2379 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2145 if (op->type != PLAYER)
2380 return; 2146 op->stats.hp = op->stats.maxhp;
2381 } 2147 else
2382#endif
2383 /* Need to call terminate_all_pets() before we remove the player ob */
2384 terminate_all_pets(pl);
2385 remove_ob(pl);
2386 pl->direction=0;
2387 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2388 "%s leaves the game.",pl->name);
2389 2148 {
2390 /* update respawn position */ 2149 /* check if this is a dragon (player), eating some flesh */
2391 strcpy(pl->contr->savebed_map, pl->map->path); 2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2392 pl->contr->bed_x = pl->x; 2151 ;
2393 pl->contr->bed_y = pl->y; 2152 else
2153 {
2154 /* usual case - no dragon meal: */
2155 if (op->stats.food + tmp->stats.food > 999)
2156 {
2157 if (tmp->type == FOOD || tmp->type == FLESH)
2158 op->failmsg ("You feel full, but what a waste of food!");
2159 else
2160 op->statusmsg ("Most of the drink goes down your face not your throat!");
2161 }
2162
2163 tmp->play_sound (
2164 tmp->sound
2165 ? tmp->sound
2166 : tmp->type == DRINK
2167 ? sound_find ("eat_drink")
2168 : sound_find ("eat_food")
2169 );
2170
2171 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2172 {
2173 const char *buf;
2174
2175 if (!is_dragon_pl (op))
2176 {
2177 /* eating message for normal players */
2178 if (tmp->type == DRINK)
2179 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2180 else
2181 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2182 }
2183 else
2184 /* eating message for dragon players */
2185 buf = format ("The %s tasted terrible!", &tmp->name);
2186
2187 op->statusmsg (buf);
2188
2189 capacity_remaining = 999 - op->stats.food;
2190 op->stats.food += tmp->stats.food;
2191 if (capacity_remaining < tmp->stats.food)
2192 op->stats.hp += capacity_remaining / 50;
2193 else
2194 op->stats.hp += tmp->stats.food / 50;
2195
2196 if (op->stats.hp > op->stats.maxhp)
2197 op->stats.hp = op->stats.maxhp;
2198 if (op->stats.food > 999)
2199 op->stats.food = 999;
2200 }
2201
2202 /* special food hack -b.t. */
2203 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2204 eat_special_food (op, tmp);
2205 }
2394 2206 }
2395 strcpy(pl->contr->killer,"left"); 2207
2396 check_score(pl); /* Always check score */ 2208 handle_apply_yield (tmp);
2397 (void)save_player(pl,0); 2209 tmp->decrease ();
2398 pl->map->players--;
2399#if MAP_MAXTIMEOUT
2400 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2401#endif
2402 play_again(pl);
2403 pl->speed = 0;
2404 update_ob_speed(pl);
2405} 2210}
2406 2211
2407/** 2212/**
2408 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2409 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2410 */ 2215 */
2216static void
2411static void apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2412{ 2218{
2413 object *armor; 2219 object *armor;
2414 2220
2415 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2221 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2416 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2417 return;
2418 } 2222 {
2419 armor=find_marked_object(op); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2420 if ( ! armor) {
2421 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2422 return; 2224 return;
2423 } 2225 }
2226
2227 armor = find_marked_object (op);
2228
2229 if (!armor)
2230 {
2231 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2232 return;
2233 }
2234
2424 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2425 && armor->type != CLOAK 2236 && armor->type != CLOAK
2426 && armor->type != BOOTS && armor->type != GLOVES 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2427 && armor->type != BRACERS && armor->type != SHIELD
2428 && armor->type != HELMET)
2429 { 2238 {
2430 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2431 return; 2240 return;
2432 } 2241 }
2433 2242
2434 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2435 improve_armour(op,tmp,armor); 2244 improve_armour (op, tmp, armor);
2436} 2245}
2437 2246
2438 2247void
2439extern void apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2440{ 2249{
2441 if (op->type == PLAYER) { 2250 // need to do it now when it is still on the map
2442 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2443 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2444 strcpy(op->contr->killer,"poisonous booze");
2445 }
2446 if (tmp->stats.hp > 0) {
2447 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2448 tmp->stats.hp);
2449 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2450 }
2451 op->stats.food-=op->stats.food/4;
2452 handle_apply_yield(tmp); 2251 handle_apply_yield (tmp);
2453 decrease_ob(tmp);
2454}
2455 2252
2253 object *poison = tmp->split (1);
2254
2255 if (op->type == PLAYER)
2256 {
2257 op->contr->play_sound (sound_find ("drink_poison"));
2258 op->failmsg ("Yech! That tasted poisonous!");
2259 op->contr->killer = poison;
2260 }
2261
2262 if (poison->stats.hp > 0)
2263 {
2264 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2265 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2266 }
2267
2268 op->stats.food -= op->stats.food / 4;
2269 poison->destroy ();
2270}
2271
2456/** 2272/**
2457 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2273 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2458 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2459 * -You can come back (there is another exit at the other side) 2275 * -You can come back (there is another exit at the other side)
2460 * -You are 2276 * -You are
2461 * ° the owner of the exit 2277 * ° the owner of the exit
2462 * ° or in the same party as the owner 2278 * ° or in the same party as the owner
2463 * 2279 *
2464 * Note: a owner in a 2 way exit is saved as the owner's name 2280 * Note: a owner in a 2 way exit is saved as the owner's name
2465 * in the field exit->name cause the field exit->owner doesn't 2281 * in the field exit->name cause the field exit->owner doesn't
2466 * survive in the swapping (in fact the whole exit doesn't survive). 2282 * survive in the swapping (in fact the whole exit doesn't survive).
2467 */ 2283 */
2284static int
2468int is_legal_2ways_exit (object* op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2469 { 2286{
2470 object * tmp; 2287 if (exit->stats.exp != 1)
2471 object * exit_owner; 2288 return 1; /*This is not a 2 way, so it is legal */
2472 player * pp; 2289
2473 mapstruct * exitmap; 2290#if 0 //TODO
2474 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2291 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2475 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2292 return 0; /* This is a reset town portal */
2476 /* To know if an exit has a correspondant, we look at 2293#endif
2477 * all the exits in destination and try to find one with same path as 2294
2478 * the current exit's position */ 2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2479 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2296
2480 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2481 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2298
2482 if (exitmap) 2299 if (exitmap)
2483 { 2300 {
2484 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2301 exitmap->load_sync ();
2485 if (!tmp) return 0; 2302
2486 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2303 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2304
2305 if (!tmp)
2306 return 0;
2307
2308 for (; tmp; tmp = tmp->above)
2487 { 2309 {
2488 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2310 if (tmp->type != EXIT)
2489 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2311 continue; /*Not an exit */
2490 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2491 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2492 2312
2313 if (!EXIT_PATH (tmp))
2314 continue; /*Not a valid exit */
2315
2316 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2317 continue; /*Not in the same place */
2318
2319 if (exit->map->path != EXIT_PATH (tmp))
2320 continue; /*Not in the same map */
2321
2493 /* From here we have found the exit is valid. However we do 2322 /* From here we have found the exit is valid. However we do
2494 * here the check of the exit owner. It is important for the 2323 * here the check of the exit owner. It is important for the
2495 * town portals to prevent strangers from visiting your appartments 2324 * town portals to prevent strangers from visiting your appartments
2496 */ 2325 */
2326 if (!exit->race)
2497 if (!exit->race) return 1; /*No owner, free for all!*/ 2327 return 1; /*No owner, free for all! */
2498 exit_owner=NULL; 2328
2499 for (pp=first_player;pp;pp=pp->next) 2329 object *exit_owner = 0;
2330
2331 for_all_players (pp)
2500 { 2332 {
2501 if (!pp->ob) continue; 2333 if (!pp->ob)
2334 continue;
2335
2502 if (pp->ob->name!=exit->race) continue; 2336 if (pp->ob->name != exit->race)
2337 continue;
2338
2503 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2339 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2504 break; 2340 break;
2505 } 2341 }
2506 if (!exit_owner) return 0; /* No more owner*/ 2342
2507 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2343 if (!exit_owner)
2344 return 0; /* No more owner */
2345
2346 if (exit_owner->contr == op->contr)
2347 return 1; /*It is your exit */
2348
2508 if ( exit_owner && /*There is a owner*/ 2349 if (exit_owner && /*There is a owner */
2509 (op->contr) && /*A player tries to pass */ 2350 (op->contr) && /*A player tries to pass */
2510 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2351 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2511 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2352 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2512 return 0; 2353 return 0;
2354
2513 return 1; 2355 return 1;
2514 } 2356 }
2515 } 2357 }
2358
2516 return 0; 2359 return 0;
2360}
2361
2362/**
2363 * This function will try to apply a lighter and in case no lighter
2364 * is specified it will try to find a lighter in the players inventory,
2365 * and inform him about this requirement.
2366 *
2367 * who - the player
2368 * op - the item we want to light
2369 * lighter - the lighter or 0 if a lighter has yet to be found
2370 */
2371static object *
2372auto_apply_lighter (object *who, object *op, object *lighter)
2373{
2374 if (lighter == 0)
2375 {
2376 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2377 {
2378 if (tmp->type == LIGHTER)
2379 {
2380 lighter = tmp;
2381 break;
2382 }
2383 }
2384
2385 if (!lighter)
2386 {
2387 who->failmsg (format (
2388 "You can't light up the %s with your bare hands! "
2389 "H<You need a lighter in your inventory, for example a flint and steel.>",
2390 &op->name));
2391 return 0;
2392 }
2517 } 2393 }
2518 2394
2395 // last_eat == 0 means the lighter is not being used up!
2396 if (lighter->last_eat && lighter->stats.food)
2397 {
2398 /* lighter gets used up */
2399 lighter = lighter->split ();
2400 lighter->stats.food--;
2401 who->insert (lighter);
2402 }
2403 else if (lighter->last_eat)
2404 {
2405 /* no charges left in lighter */
2406 who->failmsg (format (
2407 "You attempt to light the %s with a used up %s.",
2408 &op->name, &lighter->name));
2409 return 0;
2410 }
2411
2412 return lighter;
2413}
2414
2415/**
2416 * Designed primarily to light torches/lanterns/etc.
2417 * Also burns up burnable material too. First object in the inventory is
2418 * the selected object to "burn". -b.t.
2419 */
2420static void
2421apply_lighter (object *who, object *lighter)
2422{
2423 object *item;
2424 int is_player_env = 0;
2425
2426 item = find_marked_object (who);
2427 if (item)
2428 {
2429 if (!auto_apply_lighter (who, item, lighter))
2430 return;
2431
2432 /* Perhaps we should split what we are trying to light on fire?
2433 * I can't see many times when you would want to light multiple
2434 * objects at once.
2435 */
2436
2437 save_throw_object (item, AT_FIRE, who);
2438
2439 if (item->destroyed ()
2440 || ((item->type == LAMP || item->type == TORCH)
2441 && item->glow_radius > 0))
2442 who->statusmsg (format (
2443 "You light the %s with the %s.",
2444 &item->name, &lighter->name));
2445 else
2446 who->failmsg (format (
2447 "You attempt to light the %s with the %s and fail.",
2448 &item->name, &lighter->name));
2449 }
2450 else
2451 who->failmsg ("You need to mark a lightable object.");
2452}
2453
2454/**
2455 * This function generates a cursed effect for cursed lamps and torches.
2456 */
2457static void
2458player_apply_lamp_cursed_effect (object *who, object *op)
2459{
2460 if (op->level)
2461 {
2462 who->failmsg (format (
2463 "The %s was cursed, it explodes in a big fireball!",
2464 &op->name));
2465 create_exploding_ball_at (who, op->level);
2466 }
2467 else
2468 {
2469 who->failmsg (format (
2470 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2471 &op->name));
2472 }
2473
2474 op->destroy ();
2475}
2476
2477/**
2478 * Apply for players and lamps
2479 *
2480 * who - the player
2481 * op - the lamp
2482 */
2483static void
2484player_apply_lamp (object *who, object *op)
2485{
2486 bool switch_on = op->glow_radius ? false : true;
2487
2488 if (switch_on)
2489 {
2490 object *lighter = 0;
2491
2492 if (op->flag [FLAG_IS_LIGHTABLE]
2493 && !(lighter = auto_apply_lighter (who, op, 0)))
2494 return;
2495
2496 if (op->stats.food < 1)
2497 {
2498 if (op->type == LAMP)
2499 who->failmsg (format (
2500 "The %s is out of fuel! "
2501 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2502 &op->name));
2503 else
2504 who->failmsg (format (
2505 "The %s is burnt out! "
2506 "H<Torches and similar items burn out and become worthless.>",
2507 &op->name));
2508 return;
2509 }
2510
2511 if (op->flag [FLAG_CURSED])
2512 {
2513 player_apply_lamp_cursed_effect (who, op);
2514 return;
2515 }
2516
2517 if (lighter)
2518 who->statusmsg (format (
2519 "You light up the %s with the %s.", &op->name, &lighter->name));
2520 else
2521 who->statusmsg (format ("You light up the %s.", &op->name));
2522 }
2523 else
2524 {
2525 if (op->flag [FLAG_CURSED])
2526 {
2527 player_apply_lamp_cursed_effect (who, op);
2528 return;
2529 }
2530
2531 if (op->type == TORCH)
2532 {
2533 if (!op->flag [FLAG_IS_LIGHTABLE])
2534 {
2535 who->statusmsg (format (
2536 "You put out the %s. "
2537 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2538 &op->name, &op->name));
2539 }
2540 else
2541 who->statusmsg (format (
2542 "You put out the %s."
2543 "H<Torches wear out if you put them out.>",
2544 &op->name));
2545 }
2546 else
2547 who->statusmsg (format ("You turn off the %s.", &op->name));
2548 }
2549
2550 apply_lamp (op, switch_on);
2551}
2552
2553void get_animation_from_arch (object *op, arch_ptr a)
2554{
2555 op->animation_id = a->animation_id;
2556 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2557 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2558 op->anim_speed = a->anim_speed;
2559 op->last_anim = 0;
2560 op->state = 0;
2561 op->face = a->face;
2562
2563 if (NUM_ANIMATIONS(op) > 1)
2564 {
2565 SET_ANIMATION(op, 0);
2566 animate_object (op, op->direction);
2567 }
2568 else
2569 update_object (op, UP_OBJ_FACE);
2570}
2571
2572/**
2573 * Apply for LAMPs and TORCHes.
2574 *
2575 * op - the lamp
2576 * switch_on - a flag which says whether the lamp should be switched on or off
2577 */
2578void apply_lamp (object *op, bool switch_on)
2579{
2580 op->set_glow_radius (switch_on ? op->range : 0);
2581 op->set_speed (switch_on ? op->arch->speed : 0);
2582
2583 // torches wear out if you put them out
2584 if (op->type == TORCH && !switch_on)
2585 {
2586 if (op->flag [FLAG_IS_LIGHTABLE])
2587 {
2588 op->stats.food -= (double) op->arch->stats.food / 15;
2589 if (op->stats.food < 0)
2590 op->stats.food = 0;
2591 }
2592 else
2593 op->stats.food = 0;
2594 }
2595
2596 // lamps and torched get worthless when used up
2597 if (op->stats.food <= 0)
2598 op->value = 0;
2599
2600 // FIXME: This is a hack to make the more sane torches and lamps
2601 // still animated ;-/
2602 if (op->other_arch)
2603 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2604
2605 if (object *pl = op->visible_to ())
2606 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2607}
2608
2609/**
2610 * This handles items of type 'transformer'.
2611 * Basically those items, used with a marked item, transform both items into something
2612 * else.
2613 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2614 * Change information is contained in the 'slaying' field of the marked item.
2615 * The format is as follow: transformer:[number ]yield[;transformer:...].
2616 * This way an item can be transformed in many things, and/or many objects.
2617 * The 'slaying' field for transformer is used as verb for the action.
2618 */
2619static void
2620apply_item_transformer (object *pl, object *transformer)
2621{
2622 object *marked;
2623 object *new_item;
2624 char *find;
2625 char *separator;
2626 int yield;
2627 char got[MAX_BUF];
2628 int len;
2629
2630 if (!pl || !transformer)
2631 return;
2632
2633 marked = find_marked_object (pl);
2634
2635 if (!marked)
2636 {
2637 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2638 return;
2639 }
2640
2641 if (!marked->slaying)
2642 {
2643 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2644 return;
2645 }
2646
2647 /* check whether they are compatible or not */
2648 find = strstr (&marked->slaying, transformer->arch->archname);
2649 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2650 {
2651 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2652 return;
2653 }
2654
2655 find += strlen (transformer->arch->archname) + 1;
2656 /* Item can be used, now find how many and what it yields */
2657 if (isdigit (*(find)))
2658 {
2659 yield = atoi (find);
2660 if (yield < 1)
2661 {
2662 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2663 yield = 1;
2664 }
2665 }
2666 else
2667 yield = 1;
2668
2669 while (isdigit (*find))
2670 find++;
2671
2672 while (*find == ' ')
2673 find++;
2674
2675 memset (got, 0, MAX_BUF);
2676
2677 if ((separator = strchr (find, ';')) != NULL)
2678 len = separator - find;
2679 else
2680 len = strlen (find);
2681
2682 if (len > MAX_BUF - 1)
2683 len = MAX_BUF - 1;
2684
2685 strcpy (got, find);
2686 got[len] = '\0';
2687
2688 /* Now create new item, remove used ones when required. */
2689 new_item = get_archetype (got);
2690 if (!new_item)
2691 {
2692 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2693 return;
2694 }
2695
2696 new_item->nrof = yield;
2697
2698 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2699
2700 pl->insert (new_item);
2701 /* Eat up one item */
2702 marked->decrease ();
2703
2704 /* Eat one transformer if needed */
2705 if (transformer->stats.food)
2706 if (--transformer->stats.food == 0)
2707 transformer->decrease ();
2708}
2519 2709
2520/** 2710/**
2521 * Main apply handler. 2711 * Main apply handler.
2522 * 2712 *
2523 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2525 * Return value: 2715 * Return value:
2526 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2527 * 1: has been applied, or there was an error applying the object 2717 * 1: has been applied, or there was an error applying the object
2528 * 2: objects of that type can't be applied if not in inventory 2718 * 2: objects of that type can't be applied if not in inventory
2529 * 2719 *
2530 * op is the object that is causing object to be applied, tmp is the object 2720 * who is the object that is causing object to be applied, op is the object
2531 * being applied. 2721 * being applied.
2532 * 2722 *
2533 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2534 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2535 */ 2725 */
2536 2726int
2537int manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2538{ 2728{
2539 if (tmp->head) tmp=tmp->head; 2729 op = op->head_ ();
2540 2730
2541 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2732 {
2542 if (op->type == PLAYER) { 2733 if (who->type == PLAYER)
2543 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2734 {
2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2544 return 1; 2737 return 1;
2545 } else { 2738 }
2739 else
2546 return 0; /* monsters just skip unpaid items */ 2740 return 0; /* monsters just skip unpaid items */
2547 }
2548 } 2741 }
2549 2742
2550
2551 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2552 return RESULT_INT (0); 2744 return RESULT_INT (0);
2553 2745
2554 switch (tmp->type) { 2746 switch (op->type)
2555 2747 {
2556 case TRANSPORT: 2748 case T_HANDLE:
2557 return apply_transport(op, tmp, aflag); 2749 who->play_sound (sound_find ("turn_handle"));
2558 2750 who->statusmsg ("You turn the handle.");
2559 case CF_HANDLE: 2751 op->value = op->value ? 0 : 1;
2560 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2561 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2562 tmp->value=tmp->value?0:1;
2563 SET_ANIMATION(tmp, tmp->value); 2752 SET_ANIMATION (op, op->value);
2564 update_object(tmp,UP_OBJ_FACE); 2753 update_object (op, UP_OBJ_FACE);
2565 push_button(tmp); 2754 push_button (op, who);
2566 return 1; 2755 return 1;
2567 2756
2568 case TRIGGER: 2757 case TRIGGER:
2569 if (check_trigger (tmp, op)) { 2758 if (check_trigger (op, who, who))
2570 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2759 {
2571 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2760 who->statusmsg ("You turn the handle.");
2572 } else { 2761 who->play_sound (sound_find ("turn_handle"));
2573 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2762 }
2574 } 2763 else
2764 who->failmsg ("The handle doesn't move.");
2765
2575 return 1; 2766 return 1;
2576 2767
2577 case EXIT: 2768 case EXIT:
2578 if (op->type != PLAYER) 2769 if (who->type != PLAYER)
2579 return 0; 2770 return 0;
2771
2580 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
2581 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2773 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)));
2582 query_name(tmp)); 2774 else
2583 } else { 2775 {
2584 /* Don't display messages for random maps. */ 2776 /* Don't display messages for random maps. */
2585 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2586 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2778 who->statusmsg (op->msg, NDI_NAVY);
2587 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2779
2588 enter_exit(op,tmp); 2780 who->enter_exit (op);
2589 } 2781 }
2782
2590 return 1; 2783 return 1;
2591 2784
2592 case SIGN: 2785 case INSCRIBABLE:
2593 apply_sign (op, tmp, 0); 2786 who->statusmsg (op->msg);
2787 // maybe show a spell menu to chose from or something like that
2594 return 1; 2788 return 1;
2595 2789
2596 case BOOK: 2790 case SIGN:
2597 if (op->type == PLAYER) { 2791 apply_sign (who, op, 0);
2598 apply_book (op, tmp);
2599 return 1;
2600 } else {
2601 return 0;
2602 }
2603
2604 case SKILLSCROLL:
2605 if (op->type == PLAYER) {
2606 apply_skillscroll (op, tmp);
2607 return 1;
2608 }
2609 return 0;
2610
2611 case SPELLBOOK:
2612 if (op->type == PLAYER) {
2613 apply_spellbook (op, tmp);
2614 return 1;
2615 }
2616 return 0;
2617
2618 case SCROLL:
2619 apply_scroll (op, tmp, 0);
2620 return 1; 2792 return 1;
2621 2793
2622 case POTION: 2794 case BOOK:
2623 (void) apply_potion(op, tmp); 2795 if (who->type == PLAYER)
2796 {
2797 apply_book (who, op);
2798 return 1;
2799 }
2800 else
2801 return 0;
2802
2803 case SKILLSCROLL:
2804 if (who->type == PLAYER)
2805 {
2806 apply_skillscroll (who, op);
2807 return 1;
2808 }
2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2814 {
2815 apply_spellbook (who, op);
2816 return 1;
2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2624 return 1; 2823 return 1;
2625 2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2626 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2627 case CLOSE_CON: 2831 case CLOSE_CON:
2628 if (op->type==PLAYER) 2832 apply_container (who, op->env);
2629 (void) esrv_apply_container (op, tmp->env);
2630 else
2631 (void) apply_container (op, tmp->env);
2632 return 1; 2833 return 1;
2633 2834
2634 case CONTAINER: 2835 case CONTAINER:
2635 if (op->type==PLAYER) 2836 apply_container (who, op);
2636 (void) esrv_apply_container (op, tmp);
2637 else
2638 (void) apply_container (op, tmp);
2639 return 1; 2837 return 1;
2640 2838
2641 case TREASURE: 2839 case TREASURE:
2642 if (op->type == PLAYER) { 2840 if (who->type == PLAYER)
2643 apply_treasure (op, tmp); 2841 {
2644 return 1; 2842 apply_treasure (who, op);
2645 } else { 2843 return 1;
2646 return 0; 2844 }
2845 else
2846 return 0;
2847
2848 case LAMP:
2849 case TORCH:
2850 player_apply_lamp (who, op);
2851 return 1;
2852
2853 case WEAPON:
2854 case ARMOUR:
2855 case BOOTS:
2856 case GLOVES:
2857 case AMULET:
2858 case GIRDLE:
2859 case BRACERS:
2860 case SHIELD:
2861 case HELMET:
2862 case RING:
2863 case CLOAK:
2864 case WAND:
2865 case ROD:
2866 case HORN:
2867 case SKILL:
2868 case BOW:
2869 case BUILDER:
2870 case SKILL_TOOL:
2871 if (op->env != who)
2872 return 2; /* not in inventory */
2873
2874 apply_special (who, op, aflag);
2875 return 1;
2876
2877 case DRINK:
2878 case FOOD:
2879 case FLESH:
2880 apply_food (who, op);
2881 return 1;
2882
2883 case POISON:
2884 apply_poison (who, op);
2885 return 1;
2886
2887 case SAVEBED:
2888 return 1;
2889
2890 case ARMOUR_IMPROVER:
2891 if (who->type == PLAYER)
2892 {
2893 apply_armour_improver (who, op);
2894 return 1;
2895 }
2896 else
2897 return 0;
2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2903 case CLOCK:
2904 if (who->type == PLAYER)
2905 {
2906 char buf[MAX_BUF];
2907 timeofday_t tod;
2908
2909 get_tod (&tod);
2910 who->play_sound (sound_find ("sound_clock"));
2911 who->statusmsg (format (
2912 "It is %d minute%s past %d o'clock %s",
2913 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2914 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2915 ));
2916 return 1;
2917 }
2918 else
2919 return 0;
2920
2921 case MENU:
2922 if (who->type == PLAYER)
2923 {
2924 shop_listing (op, who);
2925 return 1;
2926 }
2927 else
2928 return 0;
2929
2930 case POWER_CRYSTAL:
2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2935 if (who->type == PLAYER)
2936 {
2937 apply_lighter (who, op);
2938 return 1;
2939 }
2940 else
2941 return 0;
2942
2943 case ITEM_TRANSFORMER:
2944 apply_item_transformer (who, op);
2945 return 1;
2946
2947 default:
2948 return 0;
2647 } 2949 }
2648
2649 case WEAPON:
2650 case ARMOUR:
2651 case BOOTS:
2652 case GLOVES:
2653 case AMULET:
2654 case GIRDLE:
2655 case BRACERS:
2656 case SHIELD:
2657 case HELMET:
2658 case RING:
2659 case CLOAK:
2660 case WAND:
2661 case ROD:
2662 case HORN:
2663 case SKILL:
2664 case BOW:
2665 case LAMP:
2666 case BUILDER:
2667 case SKILL_TOOL:
2668 if (tmp->env != op)
2669 return 2; /* not in inventory */
2670 (void) apply_special (op, tmp, aflag);
2671 return 1;
2672
2673 case DRINK:
2674 case FOOD:
2675 case FLESH:
2676 apply_food (op, tmp);
2677 return 1;
2678
2679 case POISON:
2680 apply_poison (op, tmp);
2681 return 1;
2682
2683 case SAVEBED:
2684 if (op->type == PLAYER) {
2685 apply_savebed (op);
2686 return 1;
2687 } else {
2688 return 0;
2689 }
2690
2691 case ARMOUR_IMPROVER:
2692 if (op->type == PLAYER) {
2693 apply_armour_improver (op, tmp);
2694 return 1;
2695 } else {
2696 return 0;
2697 }
2698
2699 case WEAPON_IMPROVER:
2700 (void) check_improve_weapon(op, tmp);
2701 return 1;
2702
2703 case CLOCK:
2704 if (op->type == PLAYER) {
2705 char buf[MAX_BUF];
2706 timeofday_t tod;
2707
2708 get_tod(&tod);
2709 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2710 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2711 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2712 ((tod.hour >= 14) ? "pm" : "am"));
2713 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2714 new_draw_info(NDI_UNIQUE, 0,op, buf);
2715 return 1;
2716 } else {
2717 return 0;
2718 }
2719
2720 case MENU:
2721 if (op->type == PLAYER) {
2722 shop_listing (op);
2723 return 1;
2724 } else {
2725 return 0;
2726 }
2727
2728 case POWER_CRYSTAL:
2729 apply_power_crystal(op,tmp); /* see egoitem.c */
2730 return 1;
2731
2732 case LIGHTER: /* for lighting torches/lanterns/etc */
2733 if (op->type == PLAYER) {
2734 apply_lighter(op,tmp);
2735 return 1;
2736 } else {
2737 return 0;
2738 }
2739
2740 case ITEM_TRANSFORMER:
2741 apply_item_transformer( op, tmp );
2742 return 1;
2743
2744 default:
2745 return 0;
2746 }
2747} 2950}
2748
2749 2951
2750/* quiet suppresses the "don't know how to apply" and "you must get it first" 2952/* quiet suppresses the "don't know how to apply" and "you must get it first"
2751 * messages as needed by player_apply_below(). But there can still be 2953 * messages as needed by player_apply_below(). But there can still be
2752 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2753 * 2955 *
2754 * Same return value as apply() function. 2956 * Same return value as apply() function.
2755 */ 2957 */
2958int
2756int player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2757{ 2960{
2758 int tmp;
2759
2760 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2962 {
2761 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2762 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2763 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2965 {
2764 "above the ground!"); 2966 pl->failmsg ("But you are floating high above the ground! "
2967 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2968 "or waiting till the levitation effect wears off.>");
2765 return 0; 2969 return 0;
2766 } 2970 }
2767 }
2768
2769 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2770 * applied.
2771 */
2772 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2773 { 2971 }
2774 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2775 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2776 "of smoke!");
2777 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2778 remove_ob (op);
2779 free_object (op);
2780 return 1;
2781 }
2782 2972
2783 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2784 pl->contr->last_used_id = op->count;
2785 2974
2786 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2787 if ( ! quiet) { 2977 if (!quiet)
2978 {
2788 if (tmp == 0) 2979 if (tmp == 0)
2789 new_draw_info_format (NDI_UNIQUE, 0, pl, 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2790 "I don't know how to apply the %s.",
2791 query_name (op));
2792 else if (tmp == 2) 2981 else if (tmp == 2)
2793 new_draw_info_format (NDI_UNIQUE, 0, pl, 2982 pl->failmsg ("You must get it first!\n");
2794 "You must get it first!\n");
2795 } 2983 }
2984
2796 return tmp; 2985 return tmp;
2797} 2986}
2798 2987
2799/** 2988/**
2800 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2801 * If the player has an open container, we use that for below, otherwise 2990 * If the player has an open container, we use that for below, otherwise
2802 * we use the ground. 2991 * we use the ground.
2803 */ 2992 */
2804 2993void
2805void player_apply_below (object *pl) 2994player_apply_below (object *pl)
2806{ 2995{
2807 object *tmp, *next;
2808 int floors; 2996 int floors = 0;
2809 2997
2810 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2811 apply_transport(pl, pl->contr->transport, 0);
2812 return;
2813 }
2814
2815 /* If using a container, set the starting item to be the top 2998 /* If using a container, set the starting item to be the top
2816 * item in the container. Otherwise, use the map. 2999 * item in the container. Otherwise, use the map.
2817 */
2818 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2819
2820 /* This is perhaps more complicated. However, I want to make sure that 3000 * This is perhaps more complicated. However, I want to make sure that
2821 * we don't use a corrupt pointer for the next object, so we get the 3001 * we don't use a corrupt pointer for the next object, so we get the
2822 * next object in the stack before applying. This is can only be a 3002 * next object in the stack before applying. This is can only be a
2823 * problem if player_apply() has a bug in that it uses the object but does 3003 * problem if player_apply() has a bug in that it uses the object but does
2824 * not return a proper value. 3004 * not return a proper value.
2825 */ 3005 */
2826 for (floors = 0; tmp!=NULL; tmp=next) { 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3007 {
2827 next = tmp->below; 3008 next = tmp->below;
3009
2828 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2829 floors++; 3011 floors++;
2830 else if (floors > 0) 3012 else if (floors > 0)
2831 return; /* process only floor objects after first floor object */ 3013 return; /* process only floor objects after first floor object */
2832 3014
2833 /* If it is visible, player can apply it. If it is applied by 3015 /* If it is visible, player can apply it. If it is applied by
2834 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2835 * so that at least one of players movement types be that which 3017 * so that at least one of players movement types be that which
2836 * the item needs. 3018 * the item needs.
2837 */ 3019 */
2838 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2839 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2840 return; 3022 return;
2841 } 3023
2842 if (floors >= 2) 3024 if (floors >= 2)
2843 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2844 } 3026 }
2845} 3027}
2846 3028
2847/** 3029/**
2848 * Unapplies specified item. 3030 * Unapplies specified item.
2849 * No check done on cursed/damned. 3031 * No check done on cursed/damned.
2850 * Break this out of apply_special - this is just done 3032 * Break this out of apply_special - this is just done
2851 * to keep the size of apply_special to a more managable size. 3033 * to keep the size of apply_special to a more managable size.
2852 */ 3034 */
3035static int
2853static int unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2854{ 3037{
2855 object *tmp2; 3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
3040 return RESULT_INT (0);
2856 3041
2857 CLEAR_FLAG(op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
3043
2858 switch(op->type) { 3044 switch (op->type)
2859 case WEAPON: 3045 {
2860 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2861
2862 (void) change_abil (who,op);
2863 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2864 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2865 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2866 who->current_weapon_script = NULL;
2867 who->current_weapon = NULL;
2868 clear_skill(who);
2869 break;
2870
2871 case SKILL: /* allows objects to impart skills */
2872 case SKILL_TOOL: 3046 case SKILL_TOOL:
2873 if (op != who->chosen_skill) { 3047 // unapplying a skill tool should also unapply the skill it governs
2874 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 3048 // but this is hard, as it shouldn't do so when the skill can
2875 } 3049 // be used for other reasons
2876 if (who->type==PLAYER) { 3050 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2877 if (who->contr->shoottype == range_skill) 3051 if (tmp->skill == op->skill
2878 who->contr->shoottype = range_none; 3052 && tmp->type == SKILL
2879 if ( ! op->invisible) { 3053 && tmp->flag [FLAG_APPLIED]
2880 new_draw_info_format (NDI_UNIQUE, 0, who, 3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
2881 "You stop using the %s.", query_name(op)); 3055 unapply_special (who, tmp, 0);
2882 } else {
2883 new_draw_info_format (NDI_UNIQUE, 0, who,
2884 "You can no longer use the skill: %s.",
2885 op->skill);
2886 }
2887 }
2888 (void) change_abil (who, op);
2889 who->chosen_skill = NULL;
2890 CLEAR_FLAG (who, FLAG_READY_SKILL);
2891 break;
2892 3056
2893 case ARMOUR: 3057 change_abil (who, op);
2894 case HELMET:
2895 case SHIELD:
2896 case RING:
2897 case BOOTS:
2898 case GLOVES:
2899 case AMULET:
2900 case GIRDLE:
2901 case BRACERS:
2902 case CLOAK:
2903 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2904 (void) change_abil (who,op);
2905 break;
2906 case LAMP:
2907 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2908 op->name);
2909 tmp2 = arch_to_object(op->other_arch);
2910 tmp2->x = op->x;
2911 tmp2->y = op->y;
2912 tmp2->map = op->map;
2913 tmp2->below = op->below;
2914 tmp2->above = op->above;
2915 tmp2->stats.food = op->stats.food;
2916 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2917 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2918 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2919 if (who->type == PLAYER)
2920 esrv_del_item(who->contr, (tag_t)op->count);
2921 remove_ob(op);
2922 free_object(op);
2923 insert_ob_in_ob(tmp2, who);
2924 fix_player(who);
2925 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2926 if (who->type == PLAYER) {
2927 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2928 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2929 }
2930 }
2931 if(who->type==PLAYER)
2932 esrv_send_item(who, tmp2);
2933 return 1; /* otherwise, an attempt to drop causes problems */
2934 break;
2935 case BOW:
2936 case WAND:
2937 case ROD:
2938 case HORN:
2939 clear_skill(who);
2940 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2941 if(who->type==PLAYER) {
2942 who->contr->shoottype = range_none;
2943 } else {
2944 if (op->type == BOW)
2945 CLEAR_FLAG (who, FLAG_READY_BOW);
2946 else
2947 CLEAR_FLAG(who, FLAG_READY_RANGE);
2948 }
2949 break;
2950
2951 case BUILDER:
2952 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2953 who->contr->shoottype = range_none;
2954 who->contr->ranges[ range_builder ] = NULL;
2955 break; 3058 break;
2956 3059
2957 default: 3060 case WEAPON:
2958 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3061 if (player *pl = who->contr)
2959 break; 3062 if (op == pl->combat_ob)
2960 } 3063 {
2961 3064 pl->combat_ob = 0;
2962 fix_player(who); 3065 who->change_weapon (pl->ranged_ob);
2963
2964 if ( ! (aflags & AP_NO_MERGE)) {
2965 object *tmp;
2966
2967 tag_t del_tag = op->count;
2968 tmp = merge_ob (op, NULL);
2969 if (who->type == PLAYER) {
2970 if (tmp) { /* it was merged */
2971 esrv_del_item (who->contr, del_tag);
2972 op = tmp;
2973 } 3066 }
3067
3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
3069
3070 change_abil (who, op);
3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
3072 break;
3073
3074 case SKILL:
3075 if (who->contr)
3076 {
3077 if (IS_COMBAT_SKILL (op->subtype))
3078 who->change_weapon (who->contr->combat_ob = 0);
3079 else if (IS_RANGED_SKILL (op->subtype))
3080 who->change_weapon (who->contr->ranged_ob = 0);
3081
3082 if (op->invisible)
3083 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
3084 else
3085 who->statusmsg (format ("You stop using the %s.", query_name (op)));
3086 }
3087
3088 change_abil (who, op);
3089 CLEAR_FLAG (who, FLAG_READY_SKILL);
3090 break;
3091
3092 case ARMOUR:
3093 case HELMET:
3094 case SHIELD:
3095 case RING:
3096 case BOOTS:
3097 case GLOVES:
3098 case AMULET:
3099 case GIRDLE:
3100 case BRACERS:
3101 case CLOAK:
3102 who->statusmsg (format ("You unwear %s.", query_name (op)));
3103 change_abil (who, op);
3104 break;
3105
3106 case BOW:
3107 case WAND:
3108 case ROD:
3109 case HORN:
3110 if (player *pl = who->contr)
3111 {
3112 if (op == pl->ranged_ob)
3113 {
3114 pl->ranged_ob = 0;
3115 who->change_weapon (pl->combat_ob);
3116 }
3117
3118 who->statusmsg (format ("You unready %s.", query_name (op)));
3119 }
3120 else
3121 {
3122 who->change_skill (0);
3123
3124 if (op->type == BOW)
3125 CLEAR_FLAG (who, FLAG_READY_BOW);
3126 else
3127 CLEAR_FLAG (who, FLAG_READY_RANGE);
3128 }
3129
3130 break;
3131
3132 case BUILDER:
3133 if (who->contr)
3134 who->statusmsg (format ("You unready %s.", query_name (op)));
3135 break;
3136
3137 default:
3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
3139 break;
3140 }
3141
3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3143 if (object *pl = op->visible_to ())
2974 esrv_send_item (who, op); 3144 esrv_send_item (pl, op);
2975 } 3145
2976 } 3146 who->update_stats ();
3147
2977 return 0; 3148 return 0;
2978} 3149}
2979 3150
2980/** 3151/**
2981 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
2982 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
2983 * then go through the below of this. In this way, you can do 3154 * then go through the below of this. In this way, you can do
2984 * something like: 3155 * something like:
2985 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
2986 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2987 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
2988 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
2989 * loc is the index into the array we are looking for a match. 3160 * loc is the index into the array we are looking for a match.
2990 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
2991 * invisible other objects that use 3162 * invisible other objects that use
2992 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
2993 */ 3164 */
2994object *get_item_from_body_location(object *start, int loc) 3165static object *
3166get_next_item_from_body_location (int loc, object *start)
2995{ 3167{
2996 object *tmp;
2997
2998 if (!start) return NULL;
2999
3000 for (tmp=start; tmp; tmp=tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
3001 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3169 if (tmp->flag [FLAG_APPLIED]
3002 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3170 && tmp->slot[loc].info
3171 && (!tmp->invisible || tmp->type == SKILL))
3172 return tmp;
3003 3173
3004 return NULL; 3174 return 0;
3005} 3175}
3006
3007
3008 3176
3009/** 3177/**
3010 * 'op' wants to apply an object, but can't because of other equipment. 3178 * 'op' wants to apply an object, but can't because of other equipment.
3011 * This should only be called when it is known 3179 * This should only be called when it is known
3012 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
3015 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
3016 * if aflags is AP_PRINT, we instead print out waht to unapply 3184 * if aflags is AP_PRINT, we instead print out waht to unapply
3017 * instead of doing it. This is a lot less code than having 3185 * instead of doing it. This is a lot less code than having
3018 * another function that does just that. 3186 * another function that does just that.
3019 */ 3187 */
3188
3189#define CANNOT_REMOVE_CURSED \
3190 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3191 "Praying over an altar, scrolls of remove curse/damnation, " \
3192 "priests or even other players might help.>"
3193
3194static int
3020int unapply_for_ob(object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
3021{ 3196{
3022 int i; 3197 if (op->is_range ())
3023 object *tmp=NULL, *last;
3024
3025 /* If we are applying a shield or weapon, unapply any equipped shield
3026 * or weapons first - only allowed to use one weapon/shield at a time.
3027 */
3028 if (op->type == WEAPON || op->type == SHIELD) {
3029 for (tmp=who->inv; tmp; tmp=tmp->below) { 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3030 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3031 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3200 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
3032 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3201 {
3033 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
3034 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3203 who->failmsg (query_name (tmp));
3035 else 3204 else
3036 unapply_special(who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
3037 } 3206 }
3038 else { 3207 else
3208 {
3039 /* In this case, we want to try and remove a cursed item. 3209 /* In this case, we want to try and remove a cursed item.
3040 * While we know it won't work, we want unapply_special to 3210 * While we know it won't work, we want unapply_special to
3041 * at least generate the message. 3211 * at least generate the message.
3042 */ 3212 */
3043 new_draw_info_format(NDI_UNIQUE, 0, who, 3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3044 "No matter how hard you try, you just can't\nremove %s.", 3214 return 1;
3045 query_name(tmp)); 3215 }
3046 return 1;
3047 }
3048 3216
3049 }
3050 }
3051 }
3052
3053 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3218 {
3054 /* this used up a slot that we need to free */ 3219 /* this used up a slot that we need to free */
3055 if (op->body_info[i]) { 3220 if (op->slot[i].info)
3056 last = who->inv; 3221 {
3222 object *last = who->inv;
3057 3223
3058 /* We do a while loop - may need to remove several items in order 3224 /* We do a while loop - may need to remove several items in order
3059 * to free up enough slots. 3225 * to free up enough slots.
3060 */ 3226 */
3061 while ((who->body_used[i] + op->body_info[i]) < 0) { 3227 while ((who->slot[i].used + op->slot[i].info) < 0)
3062 tmp = get_item_from_body_location(last, i); 3228 {
3063 if (!tmp) { 3229 object *tmp = get_next_item_from_body_location (i, last);
3230
3231 if (!tmp)
3232 {
3064#if 0 3233#if 0
3065 /* Not a bug - we'll get this if the player has cursed items 3234 /* Not a bug - we'll get this if the player has cursed items
3066 * equipped. 3235 * equipped.
3067 */ 3236 */
3068 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3237 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3069 i, body_locations[i].save_name, who->name);
3070#endif 3238#endif
3071 return 1; 3239 return 1;
3072 } 3240 }
3241
3073 /* If we are just printing, we don't care about cursed status */ 3242 /* If we are just printing, we don't care about cursed status */
3074 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3243 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3075 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3244 {
3076 if (aflags & AP_PRINT) 3245 if (aflags & AP_PRINT)
3077 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3246 who->failmsg (query_name (tmp));
3078 else 3247 else
3079 unapply_special(who, tmp, aflags); 3248 unapply_special (who, tmp, aflags);
3080 } 3249 }
3081 else { 3250 else
3251 {
3082 /* Cursed item that we can't unequip - tell the player. 3252 /* Cursed item that we can't unequip - tell the player.
3083 * Note this could be annoying if this is just one of a few, 3253 * Note this could be annoying if this is just one of a few,
3084 * so it may not be critical (eg, putting on a ring and you have 3254 * so it may not be critical (eg, putting on a ring and you have
3085 * one cursed ring.) 3255 * one cursed ring.)
3086 */ 3256 */
3087 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3088 } 3258 }
3089 last = tmp->below; 3259
3090 } 3260 last = tmp->below;
3261 }
3091 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3262 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
3092 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
3093 */ 3264 */
3094 } /* if op is using this body location */ 3265 } /* if op is using this body location */
3095 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
3096 return 0; 3268 return 0;
3097} 3269}
3098 3270
3099/** 3271/**
3100 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
3101 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
3102 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
3103 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
3104 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3276 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
3105 * is set, do we really are what the other flags may be?) 3277 * is set, do we really care what the other flags may be?)
3106 * 3278 *
3107 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
3108 * these return values. 3280 * these return values.
3109 */ 3281 */
3282int
3110int can_apply_object(object *who, object *op) 3283can_apply_object (object *who, object *op)
3111{ 3284{
3285 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3286 return RESULT_INT (0);
3287
3112 int i, retval=0; 3288 int retval = 0;
3113 object *tmp=NULL, *ws=NULL; 3289 object *tmp = 0, *ws = 0;
3114 3290
3115 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3116 * 2 weapons, but we don't want to let them do that. So if they are
3117 * trying to equip a weapon or shield, see if they already have one
3118 * in place and store that way.
3119 */
3120 if (op->type == WEAPON || op->type == SHIELD) {
3121 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3122 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3123 retval = CAN_APPLY_UNAPPLY;
3124 ws = tmp;
3125 }
3126 }
3127 }
3128
3129
3130 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 if (op->body_info[i]) { 3292 {
3293 if (op->slot[i].info)
3294 {
3132 /* Item uses more slots than we have */ 3295 /* Item uses more slots than we have */
3133 if (FABS(op->body_info[i]) > who->body_info[i]) { 3296 if (who->slot[i].info + op->slot [i].info < 0)
3297 {
3134 /* Could return now for efficiently - rest of info below isn' 3298 /* Could return now for efficiency - rest of info below isn't
3135 * really needed. 3299 * really needed.
3136 */ 3300 */
3137 retval |= CAN_APPLY_NEVER; 3301 retval |= CAN_APPLY_NEVER;
3138 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3302 }
3303 else if (who->slot[i].used + op->slot[i].info < 0)
3304 {
3139 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
3140 * we have. 3306 * we have.
3141 */ 3307 */
3142 object *tmp1;
3143 3308
3144
3145 /* if we have an applied weapon/shield, and unapply it would free 3309 /* if we have an applied weapon/shield, and unapply it would free
3146 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
3147 * continue. We don't care about the logic below - if you have 3311 * apply unapply". We don't care about the logic below - if you have a
3148 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
3149 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
3150 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
3151 * may be two handed for example. 3315 * may be two handed for example.
3152 */ 3316 */
3153 if (ws) { 3317 if (ws)
3154 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3318 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
3155 retval |= CAN_APPLY_UNAPPLY; 3319 {
3156 continue; 3320 retval |= CAN_APPLY_UNAPPLY;
3157 } 3321 continue;
3158 } 3322 }
3159 3323
3160 tmp1 = get_item_from_body_location(who->inv, i); 3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3161 if (!tmp1) { 3325 if (!tmp1)
3326 {
3162#if 0 3327#if 0
3163 /* This is sort of an error, but happens a lot when old players 3328 /* This is sort of an error, but happens a lot when old players
3164 * join in with more stuff equipped than they are now allowed. 3329 * join in with more stuff equipped than they are now allowed.
3165 */ 3330 */
3166 LOG(llevError,"Can't find object using location %d on %s\n", 3331 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3167 i, who->name);
3168#endif 3332#endif
3169 retval |= CAN_APPLY_NEVER; 3333 retval |= CAN_APPLY_NEVER;
3170 } else { 3334 }
3335 else
3336 {
3171 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
3172 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
3173 * to apply multiple objects 3339 * to apply multiple objects
3174 */ 3340 */
3175 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3176 if (!tmp) tmp = tmp1; 3342
3177 else if (tmp != tmp1) { 3343 if (!tmp)
3178 retval |= CAN_APPLY_UNAPPLY_MULT; 3344 tmp = tmp1;
3179 } 3345 else if (tmp != tmp1)
3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3347
3180 /* This object isn't using up all the slots, so there must 3348 /* This object isn't using up all the slots, so there must
3181 * be another. If so, and it the new item doesn't need all 3349 * be another. If so, and it the new item doesn't need all
3182 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3183 */ 3351 */
3184 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3352 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3185 (FABS(op->body_info[i]) < who->body_info[i])) 3353 && abs (op->slot[i].info) < who->slot[i].info)
3186 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3187 3355
3188 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3189 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3190 */ 3358 */
3191 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3359 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3192 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3193 3361 }
3194 } 3362 } /* if not enough free slots */
3195 } /* if not enough free slots */ 3363 } /* if this object uses location i */
3196 } /* if this object uses location i */
3197 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3198 3365
3199 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3366 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3200 * really be controlled by use of body locations. We do have 3367 * really be controlled by use of body locations. We do have
3201 * the weapon/shield checks, and the range checks for monsters, 3368 * the weapon/shield checks, and the range checks for monsters,
3202 * because you can't control those just by body location - bows, shields, 3369 * because you can't control those just by body location - bows, shields,
3203 * and weapons all use the same slot. Similar for horn/rod/wand - they 3370 * and weapons all use the same slot. Similar for horn/rod/wand - they
3204 * all use the same location. 3371 * all use the same location.
3205 */ 3372 */
3206 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3207 retval |= CAN_APPLY_RESTRICTION;
3208 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3209 retval |= CAN_APPLY_RESTRICTION;
3210
3211
3212 if (who->type != PLAYER) {
3213 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3214 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3215 retval |= CAN_APPLY_RESTRICTION;
3216 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3217 retval |= CAN_APPLY_RESTRICTION; 3374 retval |= CAN_APPLY_RESTRICTION;
3375
3218 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3219 retval |= CAN_APPLY_RESTRICTION; 3377 retval |= CAN_APPLY_RESTRICTION;
3220 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3378
3379 if (who->type != PLAYER)
3380 {
3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3221 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3385 retval |= CAN_APPLY_RESTRICTION;
3386
3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3388 retval |= CAN_APPLY_RESTRICTION;
3389
3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3391 retval |= CAN_APPLY_RESTRICTION;
3222 } 3392 }
3393
3223 return retval; 3394 return retval;
3224} 3395}
3225
3226
3227 3396
3228/** 3397/**
3229 * who is the object using the object. It can be a monster. 3398 * who is the object using the object. It can be a monster.
3230 * op is the object they are using. op is an equipment type item, 3399 * op is the object they are using. op is an equipment type item,
3231 * eg, one which you put on and keep on for a while, and not something 3400 * eg, one which you put on and keep on for a while, and not something
3240 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3241 * 3410 *
3242 * Optional flags: 3411 * Optional flags:
3243 * AP_NO_MERGE: don't merge an unapplied object with other objects 3412 * AP_NO_MERGE: don't merge an unapplied object with other objects
3244 * AP_IGNORE_CURSE: unapply cursed items 3413 * AP_IGNORE_CURSE: unapply cursed items
3414 * AP_NO_READY: do not ready skills when applying skill tools
3245 * 3415 *
3246 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3247 * 3417 *
3248 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3249 */ 3419 */
3420
3421#define LACK_ITEM_POWER \
3422 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3423
3424int
3250int apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3251{ 3426{
3252 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3253 object *tmp, *tmp2, *skop=NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3254 int i;
3255 3429
3256 if(who==NULL) { 3430 if (who == NULL)
3431 {
3257 LOG(llevError,"apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3258 return 1; 3433 return 1;
3259 } 3434 }
3260 3435
3261 if(op->env!=who) 3436 if (op->env != who)
3262 return 1; /* op is not in inventory */ 3437 return 1; /* op is not in inventory */
3263 3438
3264 /* trying to unequip op */ 3439 /* trying to unequip op */
3265 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3440 if (QUERY_FLAG (op, FLAG_APPLIED))
3441 {
3266 /* always apply, so no reason to unapply */ 3442 /* always apply, so no reason to unapply */
3267 if (basic_flag == AP_APPLY) return 0; 3443 if (basic_flag == AP_APPLY)
3444 return 0;
3268 3445
3269 if ( ! (aflags & AP_IGNORE_CURSE) 3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3270 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3447 {
3271 new_draw_info_format(NDI_UNIQUE, 0, who, 3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3272 "No matter how hard you try, you just can't\nremove %s.",
3273 query_name(op));
3274 return 1; 3449 return 1;
3275 } 3450 }
3451
3276 return unapply_special(who, op, aflags); 3452 return unapply_special (who, op, aflags);
3453 }
3454 else if (basic_flag == AP_UNAPPLY)
3455 return 0;
3456
3457 // if the item is combat/ranged, wield the relevant slot first
3458 // to resolve conflicts.
3459 if (player *pl = who->contr)
3460 switch (op->slottype ())
3461 {
3462 case slot_combat: who->change_weapon (pl->combat_ob); break;
3463 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3277 } 3464 }
3278 3465
3279 if (basic_flag == AP_UNAPPLY) return 0; 3466 splay (op);
3280 3467
3281 i = can_apply_object(who, op);
3282
3283 /* Can't just apply this object. Lets see what not and what to do */ 3468 /* Can't just apply this object. Lets see what not and what to do */
3284 if (i) { 3469 if (int i = can_apply_object (who, op))
3470 {
3285 if (i & CAN_APPLY_NEVER) { 3471 if (i & CAN_APPLY_NEVER)
3286 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3472 {
3473 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3287 return 1; 3474 return 1;
3475 }
3288 } else if (i & CAN_APPLY_RESTRICTION) { 3476 else if (i & CAN_APPLY_RESTRICTION)
3289 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3477 {
3478 who->failmsg (format (
3479 "You have a prohibition against using a %s. "
3480 "H<Your belief, profession or class prevents you from applying this item.>",
3481 query_name (op)
3482 ));
3290 return 1; 3483 return 1;
3291 } 3484 }
3485
3292 if (who->type != PLAYER) { 3486 if (who->type != PLAYER)
3487 {
3293 /* Some error, so don't try to equip something more */ 3488 /* Some error, so don't try to equip something more */
3294 if (unapply_for_ob(who, op, aflags)) return 1; 3489 if (unapply_for_ob (who, op, aflags))
3295 } else { 3490 return 1;
3296 if (who->contr->unapply == unapply_never || 3491 }
3297 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3492 else
3298 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3493 {
3494 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3495 {
3496 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3299 unapply_for_ob(who, op, AP_PRINT); 3497 unapply_for_ob (who, op, AP_PRINT);
3300 return 1; 3498 return 1;
3301 } 3499 }
3302 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3500 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3303 i = unapply_for_ob(who, op, aflags); 3501 if (unapply_for_ob (who, op, aflags))
3304 if (i) return 1; 3502 return 1;
3503 }
3305 } 3504 }
3306 } 3505
3307 }
3308 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3507 {
3309 skop=find_skill_by_name(who, op->skill); 3508 skop = find_skill_by_name (who, op->skill);
3310 if (!skop) { 3509
3311 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3510 if (!skop)
3511 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3312 return 1; 3513 return 1;
3313 } else { 3514 }
3515 else
3314 /* While experience will be credited properly, we want to change the 3516 /* While experience will be credited properly, we want to change the
3315 * skill so that the dam and wc get updated 3517 * skill so that the dam and wc get updated
3316 */ 3518 */
3317 change_skill(who, skop, 0); 3519 who->change_skill (skop);
3318 } 3520 }
3521
3522 if (!check_item_power (who, op->item_power))
3319 } 3523 {
3320 3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3321 if (who->type == PLAYER && op->item_power && 3525 return 1;
3322 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3323 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3324 return 1;
3325 } 3526 }
3326
3327 3527
3328 /* Ok. We are now at the state where we can apply the new object. 3528 /* Ok. We are now at the state where we can apply the new object.
3329 * Note that we don't have the checks for can_use_... 3529 * Note that we don't have the checks for can_use_...
3330 * below - that is already taken care of by can_apply_object. 3530 * below - that is already taken care of by can_apply_object.
3331 */ 3531 */
3332 3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3333 3533
3334 if(op->nrof > 1) 3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3335 tmp = get_split_ob(op,op->nrof - 1); 3535 return RESULT_INT (0);
3336 else
3337 tmp = NULL;
3338 3536
3339 switch(op->type) { 3537 switch (op->type)
3538 {
3340 case WEAPON: 3539 case WEAPON:
3341 if (!check_weapon_power(who, op->last_eat)) { 3540 //TODO: this obviously fails for players using a shorter prefix
3342 new_draw_info(NDI_UNIQUE, 0,who, 3541 // i.e. "R" can use Ragnarok's sword.
3343 "That weapon is too powerful for you to use."); 3542 if (op->level && !op->name.starts_with (who->name))
3344 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3543 {
3345 if(tmp!=NULL)
3346 (void) insert_ob_in_ob(tmp,who);
3347 return 1;
3348 }
3349 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3350 /* if the weapon does not have the name as the character, can't use it. */ 3544 /* if the weapon does not have the name as the character, can't use it. */
3351 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3352 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3353 if(tmp!=NULL)
3354 (void) insert_ob_in_ob(tmp,who);
3355 return 1;
3356 }
3357 SET_FLAG(op, FLAG_APPLIED);
3358 3547
3359 if (skop) change_skill(who, skop, 1); 3548 if (tmp)
3360 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3361 SET_FLAG(who, FLAG_READY_WEAPON);
3362
3363 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3364
3365 (void) change_abil (who,op);
3366 break;
3367
3368 case ARMOUR:
3369 case HELMET:
3370 case SHIELD:
3371 case BOOTS:
3372 case GLOVES:
3373 case GIRDLE:
3374 case BRACERS:
3375 case CLOAK:
3376 case RING:
3377 case AMULET:
3378 SET_FLAG(op, FLAG_APPLIED);
3379 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3380 (void) change_abil (who,op);
3381 break;
3382 case LAMP:
3383 if (op->stats.food < 1) {
3384 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3385 " fuel!", op->name);
3386 return 1;
3387 }
3388 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3389 op->name);
3390 tmp2 = arch_to_object(op->other_arch);
3391 tmp2->stats.food = op->stats.food;
3392 SET_FLAG(tmp2, FLAG_APPLIED);
3393 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3394 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3395 insert_ob_in_ob(tmp2, who); 3549 insert_ob_in_ob (tmp, who);
3396 3550
3397 /* Remove the old lantern */ 3551 return 1;
3398 if (who->type == PLAYER) 3552 }
3399 esrv_del_item(who->contr, (tag_t)op->count);
3400 remove_ob(op);
3401 free_object(op);
3402 3553
3403 /* insert the portion that was split off */ 3554 if (!skop)
3404 if(tmp!=NULL) { 3555 {
3405 (void) insert_ob_in_ob(tmp,who); 3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3406 if(who->type==PLAYER) 3557 return 1;
3407 esrv_send_item(who, tmp); 3558 }
3408 }
3409 fix_player(who);
3410 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3411 if (who->type == PLAYER) {
3412 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3413 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3414 }
3415 }
3416 if(who->type==PLAYER)
3417 esrv_send_item(who, tmp2);
3418 return 0;
3419 break;
3420 3559
3421 /* this part is needed for skill-tools */
3422 case SKILL:
3423 case SKILL_TOOL:
3424 if (who->chosen_skill) {
3425 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3426 return 1;
3427 }
3428 if (who->type == PLAYER) {
3429 who->contr->shoottype = range_skill;
3430 who->contr->ranges[range_skill] = op;
3431 if ( ! op->invisible) {
3432 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3433 query_name (op));
3434 new_draw_info_format (NDI_UNIQUE, 0, who,
3435 "You can now use the skill: %s.",
3436 op->skill);
3437 } else {
3438 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3439 op->skill? op->skill:op->name);
3440 }
3441 }
3442 SET_FLAG (op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3443 (void) change_abil (who, op); 3561 who->change_skill (skop);
3444 who->chosen_skill = op;
3445 SET_FLAG (who, FLAG_READY_SKILL);
3446 break;
3447
3448 case BOW:
3449 if (!check_weapon_power(who, op->last_eat)) {
3450 new_draw_info(NDI_UNIQUE, 0, who,
3451 "That item is too powerful for you to use.");
3452 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3453 if(tmp != NULL)
3454 (void)insert_ob_in_ob(tmp,who);
3455 return 1;
3456 }
3457 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3458 new_draw_info(NDI_UNIQUE, 0, who,
3459 "The weapon does not recognize you as its owner.");
3460 if(tmp != NULL)
3461 (void)insert_ob_in_ob(tmp,who);
3462 return 1;
3463 }
3464 /*FALLTHROUGH*/
3465 case WAND:
3466 case ROD:
3467 case HORN:
3468 /* check for skill, alter player status */
3469 SET_FLAG(op, FLAG_APPLIED);
3470 if (skop) change_skill(who, skop, 0);
3471 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3472 3562
3473 if(who->type==PLAYER) { 3563 if (who->contr)
3474 if (op->type == BOW) { 3564 who->change_weapon (who->contr->combat_ob = op);
3475 (void)change_abil(who, op); 3565
3476 new_draw_info_format (NDI_UNIQUE, 0, who, 3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3477 "You will now fire %s with %s.", 3567
3478 op->race ? op->race : "nothing", query_name(op));
3479 who->contr->shoottype = range_bow;
3480 } else {
3481 who->contr->shoottype = range_misc;
3482 }
3483 } else {
3484 if (op->type == BOW)
3485 SET_FLAG (who, FLAG_READY_BOW);
3486 else
3487 SET_FLAG (who, FLAG_READY_RANGE); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3488 } 3569 change_abil (who, op);
3489 break;
3490
3491 case BUILDER:
3492 if ( who->contr->ranges[ range_builder ] )
3493 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3494 who->contr->shoottype = range_builder;
3495 who->contr->ranges[ range_builder ] = op;
3496 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3497 break; 3570 break;
3498 3571
3499 default: 3572 case ARMOUR:
3500 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3573 case HELMET:
3501 } /* end of switch op->type */ 3574 case SHIELD:
3575 case BOOTS:
3576 case GLOVES:
3577 case GIRDLE:
3578 case BRACERS:
3579 case CLOAK:
3580 case RING:
3581 case AMULET:
3582 SET_FLAG (op, FLAG_APPLIED);
3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3584 change_abil (who, op);
3585 break;
3502 3586
3587 case SKILL_TOOL:
3588 // applying a skill tool also readies the skill
3589 SET_FLAG (op, FLAG_APPLIED);
3590
3591 if (!(aflags & AP_NO_READY))
3592 {
3593 skop = find_skill_by_name (who, op->skill);
3594 if (!skop->flag [FLAG_APPLIED])
3595 apply_special (who, skop, AP_APPLY);
3596 }
3597 break;
3598
3599 case SKILL:
3600 if (player *pl = who->contr)
3601 {
3602 if (IS_COMBAT_SKILL (op->subtype))
3603 {
3604 if (skill_flags [op->subtype] & SF_NEED_WEAPON)
3605 {
3606 for (object *item = who->inv; item; item = item->below)
3607 if (item->type == WEAPON && item->flag [FLAG_APPLIED])
3608 {
3609 if (item->skill == op->skill)
3610 {
3611 who->change_weapon (pl->combat_ob = item);
3612 goto found_weapon;
3613 }
3614 }
3615
3616 who->failmsg (format (
3617 "You need to apply a '%s' melee weapon before readying this skill. "
3618 "H<Some skills need an item, in this case a melee weapon, to function.>",
3619 &op->skill
3620 ));
3621 return 1;
3622
3623 found_weapon:;
3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3627 }
3628 else if (IS_RANGED_SKILL (op->subtype))
3629 {
3630 if (skill_flags [op->subtype] & SF_NEED_BOW)
3631 {
3632 for (object *item = who->inv; item; item = item->below)
3633 if (item->type == BOW && item->flag [FLAG_APPLIED])
3634 {
3635 //TODO: bows should/must all have skill missile weapon right now
3636 who->change_weapon (pl->ranged_ob = item);
3637 goto found_bow;
3638 }
3639
3640 who->failmsg (
3641 "You need to apply a missile weapon before readying this skill. "
3642 "H<Some skills need an item, in this case a missile weapon, to function.>"
3643 );
3644 return 1;
3645
3646 found_bow:;
3647 }
3648 else
3649 who->change_weapon (pl->ranged_ob = op);
3650 }
3651
3652 if (!op->invisible)
3653 {
3654 who->statusmsg (format (
3655 "You ready %s."
3656 "You can now use the skill: %s.",
3657 query_name (op),
3658 &op->skill
3659 ));
3660 }
3661 else
3662 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3663 }
3664 else
3665 {
3666 SET_FLAG (op, FLAG_APPLIED);
3667 change_abil (who, op);
3668 who->chosen_skill = op;
3669 SET_FLAG (who, FLAG_READY_SKILL);
3670 }
3671
3672 break;
3673
3674 case BOW:
3675 if (op->level && !op->name.starts_with (who->name))
3676 {
3677 who->failmsg ("The weapon does not recognize you as its owner. "
3678 "H<Its name indicates that it belongs to somebody else.>");
3679 if (tmp)
3680 insert_ob_in_ob (tmp, who);
3681
3682 return 1;
3683 }
3684
3685 /*FALLTHROUGH*/
3686 case WAND:
3687 case ROD:
3688 case HORN:
3689 /* check for skill, alter player status */
3690
3691 if (!skop)
3692 {
3693 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3694 return 1;
3695 }
3696
3697 SET_FLAG (op, FLAG_APPLIED);
3698 who->change_skill (skop);
3699
3700 if (who->contr)
3701 {
3702 who->contr->ranged_ob = op;
3703
3704 who->statusmsg (format ("You ready %s.", query_name (op)));
3705
3706 if (op->type == BOW)
3707 {
3708 who->current_weapon = op;
3709 change_abil (who, op);
3710 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3711 }
3712 }
3713 else
3714 {
3715 if (op->type == BOW)
3716 SET_FLAG (who, FLAG_READY_BOW);
3717 else
3718 SET_FLAG (who, FLAG_READY_RANGE);
3719 }
3720
3721 break;
3722
3723 case BUILDER:
3724 if (who->type == PLAYER)
3725 {
3726 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3727 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3728 unapply_special (who, who->contr->ranged_ob, 0);
3729
3730 who->statusmsg (format ("You ready your %s.", query_name (op)));
3731
3732 who->contr->ranged_ob = op;
3733 }
3734 break;
3735
3736 default:
3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3738 }
3739
3503 SET_FLAG(op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3504 3741
3505 if(tmp!=NULL) 3742 if (tmp)
3506 tmp = insert_ob_in_ob(tmp,who); 3743 who->insert (tmp);
3507 3744
3508 fix_player(who); 3745 who->update_stats ();
3509 3746
3510 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3511 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3512 * you don't know anything about them. 3749 * you don't know anything about them.
3513 */ 3750 */
3514 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3515 op->type!=ROD)
3516 SET_FLAG(op,FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3517 3753
3518 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3519 if (who->type == PLAYER) {
3520 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3521 SET_FLAG(op,FLAG_KNOWN_CURSED);
3522 }
3523 }
3524 if(who->type==PLAYER) { 3755 if (who->type == PLAYER)
3525 /* if multiple objects were applied, update both slots */ 3756 {
3526 if (tmp) 3757 who->failmsg (
3527 esrv_send_item(who, tmp); 3758 "Oops, it feels deadly cold! "
3528 esrv_send_item(who, op); 3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 );
3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3529 } 3762 }
3763
3764 if (object *pl = op->visible_to ())
3765 esrv_send_item (pl, op);
3766
3530 return 0; 3767 return 0;
3531}
3532
3533
3534int monster_apply_special (object *who, object *op, int aflags)
3535{
3536 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3537 return 1;
3538 return apply_special (who, op, aflags);
3539} 3768}
3540 3769
3541/** 3770/**
3542 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3543 * 3772 *
3544 * Generates shop floor's item, and treasures. 3773 * Generates shop floor's item, and treasures.
3545 */ 3774 */
3775int
3546int auto_apply (object *op) { 3776auto_apply (object *op)
3777{
3547 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3548 int i; 3779 int i;
3549 3780
3550 switch(op->type) {
3551 case SHOP_FLOOR:
3552 if (!HAS_RANDOM_ITEMS(op)) return 0;
3553 do {
3554 i=10; /* let's give it 10 tries */
3555 while((tmp=generate_treasure(op->randomitems,
3556 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3557 if(tmp==NULL)
3558 return 0;
3559 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3560 free_object(tmp);
3561 tmp = NULL;
3562 }
3563 } while(!tmp);
3564 tmp->x=op->x;
3565 tmp->y=op->y;
3566 SET_FLAG(tmp,FLAG_UNPAID);
3567 insert_ob_in_map(tmp,op->map,NULL,0);
3568 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3782
3783 switch (op->type)
3784 {
3785 case SHOP_FLOOR:
3786 if (!op->has_random_items ())
3787 return 0;
3788
3789 do
3790 {
3791 i = 10; /* let's give it 10 tries */
3792 while ((tmp = generate_treasure (op->randomitems,
3793 op->stats.exp
3794 ? (int) op->stats.exp
3795 : max (op->map->difficulty, 5)))
3796 == NULL && --i);
3797
3798 if (tmp == NULL)
3799 return 0;
3800
3801 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3802 {
3803 tmp->destroy ();
3804 tmp = NULL;
3805 }
3806 }
3807 while (!tmp);
3808
3809 tmp->x = op->x;
3810 tmp->y = op->y;
3811 SET_FLAG (tmp, FLAG_UNPAID);
3812 insert_ob_in_map (tmp, op->map, NULL, 0);
3569 identify(tmp); 3813 identify (tmp);
3570 break; 3814 break;
3571 3815
3572 case TREASURE: 3816 case TREASURE:
3573 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3574 return 0; 3818 return 0;
3819
3575 while ((op->stats.hp--)>0) 3820 while (op->stats.hp-- > 0)
3576 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3577 op->stats.exp ? (int)op->stats.exp : 3822 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3578 op->map == NULL ? 14: op->map->difficulty,0);
3579 3823
3580 /* If we generated an object and put it in this object inventory, 3824 /* If we generated an object and put it in this object inventory,
3581 * move it to the parent object as the current object is about 3825 * move it to the parent object as the current object is about
3582 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3583 * that is put inside other objects. 3827 * that is put inside other objects.
3584 */ 3828 */
3585 for (tmp=op->inv; tmp; tmp=tmp2) { 3829 if (op->env)
3586 tmp2 = tmp->below; 3830 while (op->inv)
3587 remove_ob(tmp); 3831 op->env->insert (op->inv);
3588 if (op->env) insert_ob_in_ob(tmp, op->env); 3832
3589 else free_object(tmp); 3833 op->destroy ();
3834 break;
3590 } 3835 }
3591 remove_ob(op);
3592 free_object(op);
3593 break;
3594 }
3595 return tmp ? 1 : 0;
3596}
3597 3836
3837 return !!tmp;
3838}
3839
3598/** 3840/**
3599 * fix_auto_apply goes through the entire map (only the first time 3841 * fix_auto_apply goes through the entire map every time a map
3600 * when an original map is loaded) and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3601 * certain objects (most initialization of chests and creation of 3843 * certain objects (most initialization of chests and creation of
3602 * treasures and stuff). Calls auto_apply if appropriate. 3844 * treasures and stuff). Calls auto_apply if appropriate.
3603 */ 3845 */
3846void
3847maptile::fix_auto_apply ()
3848{
3849 if (!spaces)
3850 return;
3604 3851
3605void fix_auto_apply(mapstruct *m) { 3852 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3606 object *tmp,*above=NULL; 3853 for (object *tmp = ms->bot; tmp; )
3607 int x,y; 3854 {
3855 object *above = tmp->above;
3608 3856
3609 if(m==NULL) return; 3857 if (tmp->inv)
3610 3858 {
3611 for(x=0;x<MAP_WIDTH(m);x++)
3612 for(y=0;y<MAP_HEIGHT(m);y++)
3613 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3614 above=tmp->above;
3615
3616 if (tmp->inv) {
3617 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3618 3860
3619 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3620 invnext = invtmp->below; 3862 {
3863 invnext = invtmp->below;
3621 3864
3622 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3623 auto_apply(invtmp); 3866 auto_apply (invtmp);
3624 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3625 while ((invtmp->stats.hp--)>0) 3868 {
3626 create_treasure(invtmp->randomitems, invtmp, 0, 3869 while (invtmp->stats.hp-- > 0)
3627 m->difficulty,0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3628 invtmp->randomitems = NULL; 3871
3629 } 3872 invtmp->randomitems = NULL;
3630 else if (invtmp && invtmp->arch && 3873 }
3631 invtmp->type!=TREASURE && 3874 else if (invtmp && invtmp->arch
3632 invtmp->type != SPELL && 3875 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3633 invtmp->type != CLASS && 3876 {
3634 HAS_RANDOM_ITEMS(invtmp)) { 3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3635 create_treasure(invtmp->randomitems, invtmp, 0,
3636 m->difficulty,0);
3637 /* Need to clear this so that we never try to create 3878 /* Need to clear this so that we never try to create
3638 * treasure again for this object 3879 * treasure again for this object
3639 */ 3880 */
3640 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3641 } 3882 }
3642 } 3883 }
3643 /* This is really temporary - the code at the bottom will 3884 /* This is really temporary - the code at the bottom will
3644 * also set randomitems to null. The problem is there are bunches 3885 * also set randomitems to null. The problem is there are bunches
3645 * of maps/players already out there with items that have spells 3886 * of maps/players already out there with items that have spells
3646 * which haven't had the randomitems set to null yet. 3887 * which haven't had the randomitems set to null yet.
3647 * MSW 2004-05-13 3888 * MSW 2004-05-13
3648 * 3889 *
3649 * And if it's a spellbook, it's better to set randomitems to NULL too, 3890 * And if it's a spellbook, it's better to set randomitems to NULL too,
3650 * else you get two spells in the book ^_- 3891 * else you get two spells in the book ^_-
3651 * Ryo 2004-08-16 3892 * Ryo 2004-08-16
3652 */ 3893 */
3653 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3654 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3895 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3655 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3656 tmp->randomitems = NULL; 3896 tmp->randomitems = NULL;
3657 3897
3658 } 3898 }
3659 3899
3660 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3661 auto_apply(tmp); 3901 auto_apply (tmp);
3662 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 {
3663 while ((tmp->stats.hp--)>0) 3904 while ((tmp->stats.hp--) > 0)
3664 create_treasure(tmp->randomitems, tmp, 0, 3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3665 m->difficulty,0);
3666 tmp->randomitems = NULL; 3906 tmp->randomitems = NULL;
3667 } 3907 }
3668 else if(tmp->type==TIMED_GATE) { 3908 else if (tmp->type == TIMED_GATE)
3909 {
3669 object *head = tmp->head != NULL ? tmp->head : tmp; 3910 object *head = tmp->head != NULL ? tmp->head : tmp;
3911
3670 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3912 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3671 tmp->speed = 0; 3913 tmp->set_speed (0);
3672 update_ob_speed(tmp); 3914 }
3673 }
3674 }
3675 /* This function can be called everytime a map is loaded, even when 3915 /* This function can be called everytime a map is loaded, even when
3676 * swapping back in. As such, we don't want to create the treasure 3916 * swapping back in. As such, we don't want to create the treasure
3677 * over and ove again, so after we generate the treasure, blank out 3917 * over and ove again, so after we generate the treasure, blank out
3678 * randomitems so if it is swapped in again, it won't make anything. 3918 * randomitems so if it is swapped in again, it won't make anything.
3679 * This is a problem for the above objects, because they have counters 3919 * This is a problem for the above objects, because they have counters
3680 * which say how many times to make the treasure. 3920 * which say how many times to make the treasure.
3681 */ 3921 */
3682 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3922 else if (tmp && tmp->arch && tmp->type != PLAYER
3683 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3923 && tmp->type != TREASURE && tmp->type != SPELL
3684 HAS_RANDOM_ITEMS(tmp)) { 3924 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3925 {
3685 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3686 m->difficulty,0);
3687 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3688 } 3928 }
3929
3930 // close all containers
3931 else if (tmp->type == CONTAINER)
3932 tmp->flag [FLAG_APPLIED] = 0;
3933
3934 tmp = above;
3689 } 3935 }
3690 3936
3691 for(x=0;x<MAP_WIDTH(m);x++) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3692 for(y=0;y<MAP_HEIGHT(m);y++) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3693 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3694 if (tmp->above &&
3695 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3696 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3697} 3941}
3698 3942
3699/** 3943/**
3700 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3701 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3702 * that doesn't work with the new spell code. Since we know what 3946 * that doesn't work with the new spell code. Since we know what
3703 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3704 */ 3948 */
3705 3949void
3706void eat_special_food(object *who, object *food) { 3950eat_special_food (object *who, object *food)
3951{
3707 object *force; 3952 object *force;
3708 int i, did_one=0; 3953 int i, did_one = 0;
3709 sint8 k;
3710 3954
3711 force = get_archetype(FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3712 3958
3959 /* bigger morsel of food = longer effect time */
3960 int duration = TIME2TICK (food->stats.food);
3961
3962 if (force = who->force_find (key))
3963 {
3964 if (duration > abs (force->speed_left / force->speed))
3965 {
3966 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));
3967 force->force_set_timer (duration);
3968 }
3969 else
3970 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3971
3972 return;
3973 }
3974 else
3975 {
3976 force = who->force_add (key, duration);
3977 force->name = key;
3978
3979 /* check if the food affects a stat */
3713 for (i=0; i < NUM_STATS; i++) { 3980 for (i = 0; i < NUM_STATS; i++)
3714 k = get_attr_value(&food->stats, i); 3981 if (sint8 k = food->stats.stat (i))
3715 if (k) { 3982 {
3716 set_attr_value(&force->stats, i, k); 3983 force->stats.stat (i) = k;
3717 did_one = 1; 3984 did_one = 1;
3718 } 3985 }
3719 }
3720 3986
3721 /* check if we can protect the eater */ 3987 /* check if we can protect the eater */
3722 for (i=0; i<NROFATTACKS; i++) { 3988 for (i = 0; i < NROFATTACKS; i++)
3723 if (food->resist[i]>0) {
3724 force->resist[i] = food->resist[i] / 2;
3725 did_one = 1;
3726 }
3727 }
3728 if (did_one) {
3729 force->speed = 0.1;
3730 update_ob_speed(force);
3731 /* bigger morsel of food = longer effect time */
3732 force->stats.food = food->stats.food / 5;
3733 SET_FLAG(force, FLAG_IS_USED_UP);
3734 SET_FLAG(force, FLAG_APPLIED);
3735 change_abil(who, force);
3736 insert_ob_in_ob(force, who);
3737 } else {
3738 free_object(force);
3739 }
3740
3741 /* check for hp, sp change */
3742 if(food->stats.hp!=0) {
3743 if(QUERY_FLAG(food, FLAG_CURSED)) {
3744 strcpy(who->contr->killer,food->name);
3745 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3746 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3747 } else {
3748 if(food->stats.hp>0)
3749 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3750 else
3751 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3752 who->stats.hp += food->stats.hp;
3753 }
3754 }
3755 if(food->stats.sp!=0) {
3756 if(QUERY_FLAG(food, FLAG_CURSED)) {
3757 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3758 who->stats.sp -= food->stats.sp;
3759 if(who->stats.sp<0) who->stats.sp=0;
3760 } else {
3761 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3762 who->stats.sp += food->stats.sp;
3763 /* place limit on max sp from food? */
3764 }
3765 }
3766 fix_player(who);
3767}
3768
3769
3770/**
3771 * Designed primarily to light torches/lanterns/etc.
3772 * Also burns up burnable material too. First object in the inventory is
3773 * the selected object to "burn". -b.t.
3774 */
3775
3776void apply_lighter(object *who, object *lighter) {
3777 object *item;
3778 int is_player_env=0;
3779 uint32 nrof;
3780 tag_t count;
3781 char item_name[MAX_BUF];
3782
3783 item=find_marked_object(who);
3784 if(item) {
3785 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3786 /* Split multiple lighters if they're being used up. Otherwise *
3787 * one charge from each would be used up. --DAMN */
3788 if(lighter->nrof > 1) {
3789 object *oneLighter = get_object();
3790 copy_object(lighter, oneLighter);
3791 lighter->nrof -= 1;
3792 oneLighter->nrof = 1;
3793 oneLighter->stats.food--;
3794 esrv_send_item(who, lighter);
3795 oneLighter=insert_ob_in_ob(oneLighter, who);
3796 esrv_send_item(who, oneLighter);
3797 } else {
3798 lighter->stats.food--;
3799 }
3800
3801 } else if(lighter->last_eat) { /* no charges left in lighter */
3802 new_draw_info_format(NDI_UNIQUE, 0,who,
3803 "You attempt to light the %s with a used up %s.",
3804 item->name, lighter->name);
3805 return;
3806 } 3989 {
3807 /* Perhaps we should split what we are trying to light on fire? 3990 if (food->resist[i] > 0)
3808 * I can't see many times when you would want to light multiple
3809 * objects at once.
3810 */
3811 nrof=item->nrof;
3812 count=item->count;
3813 /* If the item is destroyed, we don't have a valid pointer to the
3814 * name object, so make a copy so the message we print out makes
3815 * some sense.
3816 */
3817 strcpy(item_name, item->name);
3818 if (who == is_player_inv(item)) is_player_env=1;
3819
3820 save_throw_object(item,AT_FIRE,who);
3821 /* Change to check count and not freed, since the object pointer
3822 * may have gotten recycled
3823 */
3824 if ((nrof != item->nrof ) || (count != item->count)) {
3825 new_draw_info_format(NDI_UNIQUE, 0,who,
3826 "You light the %s with the %s.",item_name,lighter->name);
3827 /* Need to update the player so that the players glow radius
3828 * gets changed.
3829 */
3830 if (is_player_env) fix_player(who);
3831 } else {
3832 new_draw_info_format(NDI_UNIQUE, 0,who,
3833 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3834 }
3835
3836 } else /* nothing to light */
3837 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3838
3839}
3840
3841/**
3842 * op made some mistake with a scroll, this takes care of punishment.
3843 * scroll_failure()- hacked directly from spell_failure
3844 */
3845void scroll_failure(object *op, int failure, int power)
3846{
3847 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3848
3849 if(failure<= -1&&failure > -15) {/* wonder */
3850 object *tmp;
3851
3852 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3853 tmp=get_archetype(SPELL_WONDER);
3854 cast_wonder(op, op, 0, tmp);
3855 free_object(tmp);
3856 } else if (failure <= -15&&failure > -35) {/* drain mana */
3857 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3858 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3859 if(op->stats.sp<0) op->stats.sp = 0;
3860 } else if (settings.spell_failure_effects == TRUE) {
3861 if (failure <= -35&&failure > -60) { /* confusion */
3862 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3863 confuse_player(op,op,power);
3864 } else if (failure <= -60&&failure> -70) {/* paralysis */
3865 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3866 "you!");
3867 paralyze_player(op,op,power);
3868 } else if (failure <= -70&&failure> -80) {/* blind */
3869 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3870 blind_player(op,op,power);
3871 } else if (failure <= -80) {/* blast the immediate area */
3872 object *tmp;
3873 tmp=get_archetype(LOOSE_MANA);
3874 cast_magic_storm(op,tmp, power);
3875 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3876 free_object(tmp);
3877 }
3878 }
3879}
3880
3881void apply_changes_to_player(object *pl, object *change) {
3882 int excess_stat=0; /* if the stat goes over the maximum
3883 for the race, put the excess stat some
3884 where else. */
3885
3886 switch (change->type) {
3887 case CLASS: {
3888 living *stats = &(pl->contr->orig_stats);
3889 living *ns = &(change->stats);
3890 object *walk;
3891 int flag_change_face=1;
3892
3893 /* the following code assigns stats up to the stat max
3894 * for the race, and if the stat max is exceeded,
3895 * tries to randomly reassign the excess stat
3896 */
3897 int i,j;
3898 for(i=0;i<NUM_STATS;i++) {
3899 sint8 stat=get_attr_value(stats,i);
3900 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3901 stat += get_attr_value(ns,i);
3902 if(stat > 20 + race_bonus) {
3903 excess_stat++;
3904 stat = 20+race_bonus;
3905 }
3906 set_attr_value(stats,i,stat);
3907 }
3908
3909 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3910 int i = rndm(0, 6);
3911 int stat=get_attr_value(stats,i);
3912 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3913 if(i==CHA) continue; /* exclude cha from this */
3914 if( stat < 20 + race_bonus) {
3915 change_attr_value(stats,i,1);
3916 excess_stat--;
3917 }
3918 }
3919
3920 /* insert the randomitems from the change's treasurelist into
3921 * the player ref: player.c
3922 */
3923 if(change->randomitems!=NULL)
3924 give_initial_items(pl,change->randomitems);
3925
3926
3927 /* set up the face, for some races. */
3928
3929 /* first, look for the force object banning
3930 * changing the face. Certain races never change face with class.
3931 */
3932 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3933 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3934
3935 if(flag_change_face) {
3936 pl->animation_id = GET_ANIM_ID(change);
3937 pl->face = change->face;
3938
3939 if(QUERY_FLAG(change,FLAG_ANIMATE))
3940 SET_FLAG(pl,FLAG_ANIMATE);
3941 else
3942 CLEAR_FLAG(pl,FLAG_ANIMATE);
3943 }
3944
3945 /* check the special case of can't use weapons */
3946 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3947 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3948
3949 break;
3950 }
3951 }
3952}
3953
3954/**
3955 * This handles items of type 'transformer'.
3956 * Basically those items, used with a marked item, transform both items into something
3957 * else.
3958 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3959 * Change information is contained in the 'slaying' field of the marked item.
3960 * The format is as follow: transformer:[number ]yield[;transformer:...].
3961 * This way an item can be transformed in many things, and/or many objects.
3962 * The 'slaying' field for transformer is used as verb for the action.
3963 */
3964void apply_item_transformer( object* pl, object* transformer )
3965 {
3966 object* marked;
3967 object* new_item;
3968 char* find;
3969 char* separator;
3970 int yield;
3971 char got[ MAX_BUF ];
3972 int len;
3973
3974 if ( !pl || !transformer )
3975 return;
3976 marked = find_marked_object( pl );
3977 if ( !marked )
3978 {
3979 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3980 return;
3981 }
3982 if ( !marked->slaying )
3983 {
3984 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3985 return;
3986 }
3987 /* check whether they are compatible or not */
3988 find = strstr( marked->slaying, transformer->arch->name );
3989 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3990 {
3991 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3992 return;
3993 }
3994 find += strlen( transformer->arch->name ) + 1;
3995 /* Item can be used, now find how many and what it yields */
3996 if ( isdigit( *( find ) ) )
3997 {
3998 yield = atoi( find );
3999 if ( yield < 1 )
4000 { 3991 {
4001 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3992 force->resist[i] = food->resist[i];
4002 yield = 1; 3993 did_one = 1;
4003 } 3994 }
4004 } 3995 }
4005 else
4006 yield = 1;
4007 3996
4008 while ( isdigit( *find ) ) 3997 if (did_one)
4009 find++;
4010 while ( *find == ' ' )
4011 find++;
4012 memset( got, 0, MAX_BUF );
4013 if ( (separator = strchr( find, ';' ))!=NULL)
4014 {
4015 len = separator - find;
4016 } 3998 {
4017 else 3999 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));
4000
4001 /* make the force take effect and report effects to user */
4002 change_abil (who, force);
4018 { 4003 }
4019 len = strlen(find); 4004 else
4005 force->destroy ();
4006 }
4007
4008 /* check for hp, sp change */
4009 if (food->stats.hp != 0)
4010 {
4011 if (QUERY_FLAG (food, FLAG_CURSED))
4020 } 4012 {
4021 if ( len > MAX_BUF-1) 4013 who->contr->killer = food;
4022 len = MAX_BUF-1; 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4023 strcpy( got, find ); 4015 who->failmsg ("Eck!...that was poisonous!");
4024 got[len] = '\0';
4025
4026 /* Now create new item, remove used ones when required. */
4027 new_item = get_archetype( got );
4028 if ( !new_item )
4029 { 4016 }
4030 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 4017 else
4031 return;
4032 } 4018 {
4033 new_item->nrof = yield; 4019 if (food->stats.hp > 0)
4034 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 4020 who->statusmsg ("You begin to feel better.");
4035 insert_ob_in_ob( new_item, pl ); 4021 else
4036 esrv_send_inventory( pl, pl ); 4022 who->failmsg ("Eck!...that was poisonous!");
4037 /* Eat up one item */ 4023
4038 decrease_ob_nr( marked, 1 ); 4024 who->stats.hp += food->stats.hp;
4039 /* Eat one transformer if needed */ 4025 }
4040 if ( transformer->stats.food ) 4026 }
4041 if ( --transformer->stats.food == 0 ) 4027
4042 decrease_ob_nr( transformer, 1 ); 4028 if (food->stats.sp != 0)
4043 } 4029 {
4030 if (QUERY_FLAG (food, FLAG_CURSED))
4031 {
4032 who->failmsg ("You are drained of mana!");
4033 who->stats.sp -= food->stats.sp;
4034 if (who->stats.sp < 0)
4035 who->stats.sp = 0;
4036 }
4037 else
4038 {
4039 who->statusmsg ("You feel a rush of magical energy!");
4040 who->stats.sp += food->stats.sp;
4041 /* place limit on max sp from food? */
4042 }
4043 }
4044
4045 who->update_stats ();
4046}
4047
4048void
4049apply_changes_to_player (object *pl, object *change)
4050{
4051 int excess_stat = 0; /* if the stat goes over the maximum
4052 for the race, put the excess stat some
4053 where else. */
4054
4055 switch (change->type)
4056 {
4057 case CLASS:
4058 {
4059 living *stats = &(pl->contr->orig_stats);
4060 living *ns = &(change->stats);
4061 object *walk;
4062 int flag_change_face = 1;
4063
4064 /* the following code assigns stats up to the stat max
4065 * for the race, and if the stat max is exceeded,
4066 * tries to randomly reassign the excess stat
4067 */
4068 int i, j;
4069
4070 for (i = 0; i < NUM_STATS; i++)
4071 {
4072 int race_bonus = pl->arch->stats.stat (i);
4073 sint8 stat = stats->stat (i) + ns->stat (i);
4074
4075 if (stat > 20 + race_bonus)
4076 {
4077 excess_stat++;
4078 stat = 20 + race_bonus;
4079 }
4080
4081 stats->stat (i) = stat;
4082 }
4083
4084 for (j = 0; excess_stat > 0 && j < 100; j++)
4085 { /* try 100 times to assign excess stats */
4086 int i = rndm (0, 6);
4087
4088 if (i == CHA)
4089 continue; /* exclude cha from this */
4090
4091 int stat = stats->stat (i);
4092 int race_bonus = pl->arch->stats.stat (i);
4093 if (stat < 20 + race_bonus)
4094 {
4095 change_attr_value (stats, i, 1);
4096 excess_stat--;
4097 }
4098 }
4099
4100 /* insert the randomitems from the change's treasurelist into
4101 * the player ref: player.c
4102 */
4103 if (change->randomitems)
4104 give_initial_items (pl, change->randomitems);
4105
4106 /* set up the face, for some races. */
4107
4108 /* first, look for the force object banning
4109 * changing the face. Certain races never change face with class.
4110 */
4111 for (walk = pl->inv; walk; walk = walk->below)
4112 if (walk->name == shstr_NOCLASSFACECHANGE)
4113 flag_change_face = 0;
4114
4115 if (flag_change_face)
4116 {
4117 pl->face = change->face;
4118 pl->animation_id = change->animation_id;
4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4120 }
4121
4122 /* check the special case of can't use weapons */
4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4124 if (change->name == shstr_monk)
4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4126
4127 break;
4128 }
4129 }
4130}
4131

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