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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.21 by pippijn, Thu Sep 7 10:01:57 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 1.21 2006/09/07 10:01:57 pippijn Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
12 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
13 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
14 (at your option) any later version. 11 * option) any later version.
15 12 *
16 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
17 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
18 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
19 GNU General Public License for more details. 16 * GNU General Public License for more details.
20 17 *
21 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
22 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
23 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
24 21 *
25 The authors can be reached via e-mail to crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
26*/ 23 */
24
25#include <cmath>
27 26
28#include <global.h> 27#include <global.h>
29#include <living.h> 28#include <living.h>
30#include <spells.h> 29#include <spells.h>
31#include <skills.h> 30#include <skills.h>
32#include <tod.h> 31#include <tod.h>
33 32
34#ifndef __CEXTRACT__
35#include <sproto.h> 33#include <sproto.h>
36#endif
37 34
38/* Want this regardless of rplay. */ 35/* Want this regardless of rplay. */
39#include <sounds.h> 36#include <sounds.h>
40 37
41/* need math lib for double-precision and pow() in dragon_eat_flesh() */
42#include <math.h>
43
44/** 38/**
45 * Check if op should abort moving victim because of it's race or slaying. 39 * Check if op should abort moving victim because of it's race or slaying.
46 * Returns 1 if it should abort, returns 0 if it should continue. 40 * Returns 1 if it should abort, returns 0 if it should continue.
47 */ 41 */
42int
48int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
49{ 44{
50 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
51 /* Get flags to determine what of arch, name, and race should be checked. 47 /* Get flags to determine what of arch, name, and race should be checked.
52 * This is stored in subtype, and is a bitmask, the LSB is the arch flag, 48 * This is stored in subtype, and is a bitmask, the LSB is the arch flag,
53 * the next is the name flag, and the last is the race flag. Also note, 49 * the next is the name flag, and the last is the race flag. Also note,
54 * if subtype is set to zero, that also goes to defaults of all affecting 50 * if subtype is set to zero, that also goes to defaults of all affecting
55 * it. Examples: 51 * it. Examples:
56 * subtype 1: only arch 52 * subtype 1: only arch
57 * subtype 3: arch or name 53 * subtype 3: arch or name
58 * subtype 5: arch or race 54 * subtype 5: arch or race
59 * subtype 7: all three 55 * subtype 7: all three
60 */ 56 */
61 if (op->subtype) 57 if (op->subtype)
62 { 58 {
63 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
64 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
65 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
66 } else { 62 }
63 else
64 {
67 arch_flag = 1; 65 arch_flag = 1;
68 name_flag = 1; 66 name_flag = 1;
69 race_flag = 1; 67 race_flag = 1;
70 } 68 }
69
71 /* If the director has race set, only affect objects with a arch, 70 /* If the director has race set, only affect objects with a arch,
72 * name or race that matches. 71 * name or race that matches.
73 */ 72 */
74 if ( (op->race) && 73 if ((op->race) &&
75 ((!(victim->arch && arch_flag && victim->arch->name) || strcmp(op->race, victim->arch->name))) && 74 ((!(victim->arch && arch_flag && victim->arch->archname) || op->race != victim->arch->archname)) &&
76 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
77 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
78 return 1; 77 return 1;
79 } 78
80 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
81 * of arch, name, or race match. 80 * of arch, name, or race match.
82 */ 81 */
83 if ( (op->slaying) && (
84 ((victim->arch && arch_flag && victim->arch->name && !strcmp(op->slaying, victim->arch->name))) || 82 if ((op->slaying) && (((victim->arch && arch_flag && victim->arch->archname && op->slaying == victim->arch->archname))) ||
85 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
86 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
87 return 1; 85 return 1;
88 } 86
89 return 0; 87 return 0;
90} 88}
91 89
92/** 90/**
93 * This handles a player dropping money on an altar to identify stuff. 91 * This handles a player dropping money on an altar to identify stuff.
94 * It'll identify marked item, if none all items up to dropped money. 92 * It'll identify marked item, if none all items up to dropped money.
95 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
96 */ 94 */
95static int
97static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
98{ 97{
99 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
100 int success=0;
101 99
102 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
103 return 0; 101 return 0;
104 102
105 /* Check for MONEY type is a special hack - it prevents 'nothing needs 103 /* Check for MONEY type is a special hack - it prevents 'nothing needs
106 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
107 */ 105 */
108 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
109 return 0; 107 return 0;
110 108
111 marked = find_marked_object (pl);
112 /* if the player has a marked item, identify that if it needs to be 109 /* if the player has a marked item, identify that if it needs to be
113 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
114 */ 111 */
115 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 112 if (object *marked = find_marked_object (pl))
116 && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
117 { 114 {
118 if (operate_altar (altar, &money)) { 115 if (operate_altar (altar, &money, pl))
116 {
119 identify (marked); 117 identify (marked);
120 new_draw_info_format(NDI_UNIQUE, 0, pl, 118
121 "You have %s.", long_desc(marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
122 if (marked->msg) { 120 if (marked->msg)
123 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
124 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 122
123 return !money;
124 }
125 }
126
127 for (object *id = pl->inv; id; id = id->below)
128 {
129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
130 {
131 if (operate_altar (altar, &money, pl))
132 {
133 identify (id);
134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
136 if (id->msg)
137 buf << "The item has a story:\r" << id->msg << "\n\n";
138
139 /* If no more money, might as well quit now */
140 if (!money || !check_altar_sacrifice (altar, money))
141 break;
125 } 142 }
126 return money == NULL; 143 else
127 }
128 }
129
130 for (id=pl->inv; id; id=id->below) {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible &&
132 need_identify(id)) {
133 if (operate_altar(altar,&money)) {
134 identify(id);
135 new_draw_info_format(NDI_UNIQUE, 0, pl,
136 "You have %s.", long_desc(id, pl));
137 if (id->msg) {
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:");
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg);
140 }
141 success=1;
142 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money))
144 break;
145 } 144 {
146 else {
147 LOG(llevError,"check_id_altar: Couldn't do sacrifice when we should have been able to\n"); 145 LOG (llevError, "check_id_altar: Couldn't do sacrifice when we should have been able to\n");
148 break; 146 break;
149 } 147 }
150 } 148 }
151 } 149 }
152 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 150
153 return money == NULL; 151 if (buf.empty ())
152 pl->failmsg ("You have nothing that needs identifying");
153 else
154 pl->contr->infobox (MSG_CHANNEL ("identify"), buf);
155
156 return !money;
154} 157}
155 158
156/** 159/**
157 * This checks whether the object has a "on_use_yield" field, and if so generated and drops 160 * This checks whether the object has a "on_use_yield" field, and if so generated and drops
158 * matching item. 161 * matching item.
159 **/ 162 **/
163void
160static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
161{ 165{
162 const char* yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
163 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
164 yield = get_ob_key_value(tmp,"on_use_yield");
165 if (yield != NULL)
166 {
167 object* drop = get_archetype(yield);
168 if (tmp->env)
169 {
170 drop = insert_ob_in_ob(drop,tmp->env);
171 if (tmp->env->type == PLAYER)
172 esrv_send_item(tmp->env,drop);
173 }
174 else
175 {
176 drop->x = tmp->x;
177 drop->y = tmp->y;
178 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
179 }
180 }
181} 168}
182 169
183/** 170/**
184 * Handles applying a potion. 171 * Handles applying a potion.
185 */ 172 */
173int
186int apply_potion (object * op, object * tmp) 174apply_potion (object *op, object *tmp)
187{ 175{
188 int got_one = 0, i; 176 int got_one = 0, i;
189 object *force = 0, *floor = 0; 177 object *force = 0, *floor = 0;
190 178
191 floor = get_map_ob (op->map, op->x, op->y); 179 floor = GET_MAP_OB (op->map, op->x, op->y);
192 180
193 if (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 181 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE)
194 { 182 {
195 if (op->type == PLAYER)
196 new_draw_info (NDI_UNIQUE, 0, op,
197 "Gods prevent you from using this here, it's sacred ground!" 183 op->failmsg ("Gods prevent you from using this here, it's sacred ground!");
198 ); 184
199 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
200 return 0; 186 return 0;
201 } 187 }
202 188
203 if (op->type == PLAYER) 189 if (op->type == PLAYER)
204 {
205 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
206 identify (tmp); 191 identify (tmp);
207 }
208 192
209 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
210 194
211 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
212 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
214 object *depl; 198 object *depl;
215 archetype *at; 199 archetype *at;
216 200
217 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
218 { 202 {
219 drain_stat (op); 203 op->drain_stat ();
220 fix_player (op); 204 op->update_stats ();
221 decrease_ob (tmp); 205 tmp->decrease ();
222 return 1; 206 return 1;
223 } 207 }
224 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208
209 if (!(at = archetype::find (shstr_depletion)))
225 { 210 {
226 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
227 return 0; 212 return 0;
228 } 213 }
214
229 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
230 if (depl != NULL) 217 if (depl)
231 { 218 {
232 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
233 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
234 { 221 op->statusmsg (restore_msg[i]);
235 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
236 } 223 depl->destroy ();
237 remove_ob (depl); 224 op->update_stats ();
238 free_object (depl);
239 fix_player (op);
240 } 225 }
241 else 226 else
242 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
243 228
244 decrease_ob (tmp); 229 tmp->decrease ();
245 return 1; 230 return 1;
246 } 231 }
247 232
248 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
249 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
250 { 235 {
251
252 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
253 { 237 {
254 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
255 { 239 {
256 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
257 { 241 {
258 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
259 break; 243 break;
260 } 244 }
245
261 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
262 { 247 {
263 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
264 break; 249 break;
265 } 250 }
251
266 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
267 { 253 {
268 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
269 break; 255 break;
270 } 256 }
274 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
275 { 261 {
276 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
277 break; 263 break;
278 } 264 }
265
279 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
280 { 267 {
281 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
282 break; 269 break;
283 } 270 }
271
284 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
285 { 273 {
286 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
287 break; 275 break;
288 } 276 }
289 } 277 }
290 } 278 }
279
291 /* Just makes checking easier */ 280 /* Just makes checking easier */
292 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
293 got_one = 1; 282 got_one = 1;
283
294 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
295 { 285 {
296 if (got_one) 286 if (got_one)
297 { 287 {
298 fix_player (op); 288 op->update_stats ();
299 new_draw_info (NDI_UNIQUE, 0, op,
300 "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
301 new_draw_info (NDI_UNIQUE, 0, op,
302 "a little more in their image."); 290 "a little more in their image. "
303 new_draw_info (NDI_UNIQUE, 0, op,
304 "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
305 } 292 }
306 else 293 else
307 new_draw_info (NDI_UNIQUE, 0, op,
308 "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
309 } 295 }
310 else 296 else
311 { /* cursed potion */ 297 { /* cursed potion */
312 if (got_one) 298 if (got_one)
313 { 299 {
314 fix_player (op); 300 op->update_stats ();
315 new_draw_info (NDI_UNIQUE, 0, op,
316 "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
317 } 302 }
318 else 303 else
319 new_draw_info (NDI_UNIQUE, 0, op, 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
320 "You are fortunate that you are so pathetic.");
321 } 305 }
306
322 decrease_ob (tmp); 307 tmp->decrease ();
323 return 1; 308 return 1;
324 } 309 }
325 310
326 311
327 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
331 */ 316 */
332 if (tmp->inv) 317 if (tmp->inv)
333 { 318 {
334 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
335 { 320 {
336 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
337 322 create_exploding_ball_at (op, op->level);
338 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
339 /* Explodes a fireball centered at player */
340 fball = get_archetype (EXPLODING_FIREBALL);
341 fball->dam_modifier =
342 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
343 fball->stats.maxhp =
344 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
345 fball->x = op->x;
346 fball->y = op->y;
347 insert_ob_in_map (fball, op->map, NULL, 0);
348 } 323 }
349 else 324 else
350 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
351 326
352 decrease_ob (tmp); 327 tmp->decrease ();
328
353 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
354 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
355 fix_player (op); 331 op->update_stats ();
332
356 return 1; 333 return 1;
357 } 334 }
358 335
359 /* Deal with protection potions */ 336 /* Deal with protection potions */
360 force = NULL; 337 force = NULL;
362 { 339 {
363 if (tmp->resist[i]) 340 if (tmp->resist[i])
364 { 341 {
365 if (!force) 342 if (!force)
366 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
367 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
368 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
369 break; /* Only need to find one protection since we copy entire batch */ 347 break; /* Only need to find one protection since we copy entire batch */
370 } 348 }
371 } 349 }
350
372 /* This is a protection potion */ 351 /* This is a protection potion */
373 if (force) 352 if (force)
374 { 353 {
375 /* cursed items last longer */ 354 /* cursed items last longer */
376 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
378 force->stats.food *= 10; 357 force->stats.food *= 10;
379 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
380 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
381 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
382 } 361 }
362
383 force->speed_left = -1; 363 force->speed_left = -1;
384 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
385 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
386 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
387 change_abil (op, force); 367 change_abil (op, force);
388 decrease_ob (tmp); 368 tmp->decrease ();
389 return 1; 369 return 1;
390 } 370 }
391 371
392 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
393 if (op->type == PLAYER) 373 if (op->type == PLAYER)
394 { /* only for players */ 374 { /* only for players */
395 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
396 && tmp->value != 0) 377 && tmp->value != 0)
397 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
398 else 379 else
399 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
400 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
401 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
402 } 384 }
403 385
404 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
405 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
406 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
407 * up all the stats. 389 * up all the stats.
408 */ 390 */
409 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
410 fix_player (op); 392 op->update_stats ();
411 decrease_ob (tmp); 393 tmp->decrease ();
412 return 1; 394 return 1;
413} 395}
414 396
415/**************************************************************************** 397/****************************************************************************
416 * Weapon improvement code follows 398 * Weapon improvement code follows
417 ****************************************************************************/ 399 ****************************************************************************/
418 400
419/** 401/**
402 * This function just checks whether who can handle equipping an item
403 * with item_power.
404 */
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/**
420 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
421 */ 418 */
422static int check_item(object *op, const char *item) 419static int
420check_item (object *op, shstr_cmp item)
423{ 421{
424 int count=0; 422 int count = 0;
425 423
424 if (!item)
425 return 0;
426 426
427 if (item==NULL) return 0; 427 for (op = op->below; op; op = op->below)
428 op=op->below; 428 if (op->arch->archname == item)
429 while(op!=NULL) {
430 if (strcmp(op->arch->name,item)==0){
431 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
432 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
433 {
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */
435 count++;
436 else
437 count += op->nrof; 431 count += op->number_of ();
438 } 432
439 }
440 op=op->below;
441 }
442 return count; 433 return count;
443} 434}
444 435
445/** 436/**
446 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
447 * op is typically the player, which is only 438 * op is typically the player, which is only
448 * really used to determine what space to look at. 439 * really used to determine what space to look at.
449 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
450 */ 441 */
451static void eat_item(object *op,const char *item, uint32 nrof) 442static void
443eat_item (object *op, shstr_cmp item, uint32 nrof)
452{ 444{
453 object *prev; 445 object *prev;
454 446
455 prev = op; 447 prev = op;
456 op=op->below; 448 op = op->below;
457 449
458 while(op!=NULL) { 450 while (op)
459 if (strcmp(op->arch->name,item)==0) { 451 {
452 if (op->arch->archname == item)
453 {
460 if (op->nrof >= nrof) { 454 if (op->nrof >= nrof)
455 {
461 decrease_ob_nr(op,nrof); 456 op->decrease (nrof);
462 return; 457 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
467 op=prev; 465 op = prev;
468 } 466 }
467
469 prev = op; 468 prev = op;
470 op=op->below; 469 op = op->below;
471 } 470 }
472}
473
474/**
475 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481static int check_weapon_power(const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491#else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517#endif
518} 471}
519 472
520/** 473/**
521 * 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.
522 * 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.
523 */ 476 */
477static int
524static int check_sacrifice(object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
525{ 479{
526 int count=0; 480 int count = 0;
527 481
528 if (improver->slaying!=NULL) { 482 if (improver->slaying)
483 {
529 count = check_item(op,improver->slaying); 484 count = check_item (op, improver->slaying);
530 if (count<1) { 485 if (count < 1)
531 char buf[200]; 486 {
532 sprintf(buf,"The gods want more %ss", &improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
533 new_draw_info(NDI_UNIQUE,0,op,buf);
534 return 0; 488 return 0;
535 } 489 }
536 } 490 }
537 else 491 else
538 count=1; 492 count = 1;
539 493
540 return count; 494 return count;
541} 495}
542 496
543/** 497/**
544 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
545 */ 499 */
546int improve_weapon_stat(object *op,object *improver,object *weapon, 500static int
547 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)
548{ 502{
549
550 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
551 *stat += sacrifice_count; 503 stat += sacrifice_count;
552 weapon->last_eat++; 504 weapon->last_eat++;
553 new_draw_info_format(NDI_UNIQUE,0,op, 505 improver->decrease ();
554 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
555 decrease_ob(improver);
556 506
557 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
558 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
559 return 1; 516 return 1;
560} 517}
561 518
562/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
563#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
564#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
565#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
566#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
567#define IMPROVE_STR 5 524#define IMPROVE_STR 5
568#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
569#define IMPROVE_CON 7 526#define IMPROVE_CON 7
570#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
571#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
572#define IMPROVE_INT 10 529#define IMPROVE_INT 10
573#define IMPROVE_POW 11 530#define IMPROVE_POW 11
574
575 531
576/** 532/**
577 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
578 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
579 */ 535 */
580 536static int
581int prepare_weapon(object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
582{ 538{
583 int sacrifice_count,i; 539 int sacrifice_count, i;
584 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
585 541
586 if (weapon->level!=0) { 542 if (weapon->level != 0)
587 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 543 {
544 op->failmsg ("Weapon is already prepared!");
588 return 0; 545 return 0;
589 } 546 }
547
590 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
591 if (weapon->resist[i]) break; 549 if (weapon->resist[i])
550 break;
592 551
593 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
594 * improvement of items that already have protections. 553 * improvement of items that already have protections.
595 */ 554 */
596 if (i<NROFATTACKS || 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
597 weapon->stats.hp || /* regeneration */
598 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
599 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
600 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
601 { 559 {
602 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.>");
603 return 0; 563 return 0;
604 } 564 }
565
605 sacrifice_count=check_sacrifice(op,improver); 566 sacrifice_count = check_sacrifice (op, improver);
606 if (sacrifice_count<=0) 567 if (sacrifice_count <= 0)
607 return 0; 568 return 0;
569
608 weapon->level=isqrt(sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
609 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
610 eat_item(op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
611 572
612 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.",
613 &weapon->name,weapon->level); 576 &weapon->name, weapon->level
577 ));
614 578
615 sprintf(buf,"%s's %s",&op->name,&weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
616 weapon->name = weapon->name_pl = buf; 580 weapon->name = weapon->name_pl = buf;
617 weapon->nrof=0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
618 slot at once! */ 582 slot at once! */
619 decrease_ob(improver); 583 improver->decrease ();
620 weapon->last_eat=0; 584 weapon->last_eat = 0;
621 return 1; 585 return 1;
622} 586}
623
624 587
625/** 588/**
626 * 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.
627 * This is the new improve weapon code. 590 * This is the new improve weapon code.
628 * 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.
631 * 594 *
632 * 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
633 * 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 ??
634 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
635 */ 598 */
599static int
636int improve_weapon(object *op,object *improver,object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
637{ 601{
638 int sacrifice_count, sacrifice_needed=0; 602 int sacrifice_count, sacrifice_needed = 0;
639 603
640 if(improver->stats.sp==IMPROVE_PREPARE) { 604 if (improver->stats.sp == IMPROVE_PREPARE)
641 return prepare_weapon(op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
642 } 606
643 if (weapon->level==0) { 607 if (weapon->level == 0)
644 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.>");
645 return 0; 612 return 0;
646 } 613 }
647 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 614
648 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.");
649 return 0; 619 return 0;
650 } 620 }
621
651 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
652 !check_weapon_power(op, weapon->last_eat+1)) { 623 && !check_item_power (op, weapon->item_power + 1))
653 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 624 {
654 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 "
655 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 626 "powerful for you to use. Unready it if you "
627 "really want to improve it.");
656 return 0; 628 return 0;
657 } 629 }
630
658 /* 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
659 * 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,
660 * 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
661 * weapon can be improved. 634 * weapon can be improved.
662 */ 635 */
663 if (improver->stats.sp==IMPROVE_DAMAGE) { 636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
664 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
665 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
666 new_draw_info_format(NDI_UNIQUE, 0, op,
667 "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
668 weapon->last_eat++; 641 weapon->last_eat++;
669 642
670 weapon->item_power++; 643 weapon->item_power++;
671 decrease_ob(improver); 644 improver->decrease ();
672 return 1; 645 return 1;
673 } 646 }
647
674 if (improver->stats.sp == IMPROVE_WEIGHT) { 648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
675 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
676 weapon->weight = (weapon->weight * 8)/10; 651 weapon->weight = (weapon->weight * 8) / 10;
677 if (weapon->weight < 1) weapon->weight = 1; 652 if (weapon->weight < 1)
678 new_draw_info_format(NDI_UNIQUE, 0, op, 653 weapon->weight = 1;
679 "Weapon weight reduced to %6.1f kg", 654
680 (float)weapon->weight/1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
681 weapon->last_eat++; 656 weapon->last_eat++;
682 weapon->item_power++; 657 weapon->item_power++;
683 decrease_ob(improver); 658 improver->decrease ();
684 return 1; 659 return 1;
685 } 660 }
661
686 if (improver->stats.sp == IMPROVE_ENCHANT) { 662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
687 weapon->magic++; 664 weapon->magic++;
688 weapon->last_eat++; 665 weapon->last_eat++;
689 new_draw_info_format(NDI_UNIQUE, 0, op 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
690 ,"Weapon magic increased to %d",weapon->magic); 667 improver->decrease ();
691 decrease_ob(improver);
692 weapon->item_power++; 668 weapon->item_power++;
693 return 1; 669 return 1;
694 } 670 }
695 671
696 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
697 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
698 weapon->stats.Wis;
699 674
700 if (sacrifice_needed<1) 675 if (sacrifice_needed < 1)
701 sacrifice_needed =1; 676 sacrifice_needed = 1;
702 sacrifice_needed *=2; 677 sacrifice_needed *= 2;
703 678
704 sacrifice_count = check_sacrifice(op,improver); 679 sacrifice_count = check_sacrifice (op, improver);
705 if (sacrifice_count < sacrifice_needed) { 680 if (sacrifice_count < sacrifice_needed)
706 new_draw_info_format(NDI_UNIQUE, 0, op, 681 {
707 "You need at least %d %s", sacrifice_needed, &improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
708 return 0; 683 return 0;
709 } 684 }
685
710 eat_item(op,improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
711 weapon->item_power++; 687 weapon->item_power++;
712 688
713 switch (improver->stats.sp) { 689 switch (improver->stats.sp)
714 case IMPROVE_STR: 690 {
715 return improve_weapon_stat(op,improver,weapon, 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
716 (signed char *) &(weapon->stats.Str), 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
717 1, "strength"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
718 case IMPROVE_DEX: 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
719 return improve_weapon_stat(op,improver,weapon, 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
720 (signed char *) &(weapon->stats.Dex), 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
721 1, "dexterity"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
722 case IMPROVE_CON:
723 return improve_weapon_stat(op,improver,weapon,
724 (signed char *) &(weapon->stats.Con),
725 1, "constitution");
726 case IMPROVE_WIS:
727 return improve_weapon_stat(op,improver,weapon,
728 (signed char *) &(weapon->stats.Wis),
729 1, "wisdom");
730 case IMPROVE_CHA:
731 return improve_weapon_stat(op,improver,weapon,
732 (signed char *) &(weapon->stats.Cha),
733 1, "charisma");
734 case IMPROVE_INT:
735 return improve_weapon_stat(op,improver,weapon,
736 (signed char *) &(weapon->stats.Int),
737 1, "intelligence");
738 case IMPROVE_POW:
739 return improve_weapon_stat(op,improver,weapon,
740 (signed char *) &(weapon->stats.Pow),
741 1, "power");
742 default: 698 default:
743 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
744 } 700 }
701
745 LOG(llevError,"improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
746 return 0; 703 return 0;
747} 704}
748 705
749/** 706/**
750 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
751 * 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, ...),
752 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
753 */ 710 */
711static int
754int check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
755{ 713{
756 object *otmp; 714 object *otmp;
757 715
758 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!");
759 return 0; 722 return 0;
760 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
761 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
762 return 0;
763 } 723 }
724
764 otmp=find_marked_object(op); 725 otmp = find_marked_object (op);
726
765 if(!otmp) { 727 if (!otmp)
766 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.>");
767 return 0; 730 return 0;
768 } 731 }
732
769 if (otmp->type != WEAPON && otmp->type != BOW) { 733 if (otmp->type != WEAPON && otmp->type != BOW)
770 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!");
771 return 0; 736 return 0;
772 } 737 }
773 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
774 improve_weapon(op,tmp,otmp); 741 improve_weapon (op, tmp, otmp);
775 esrv_send_item(op, otmp); 742 esrv_send_item (op, otmp);
776 return 1; 743 return 1;
777} 744}
778 745
779/** 746/**
780 * This code deals with the armour improvment scrolls. 747 * This code deals with the armour improvment scrolls.
781 * Change limits on improvement - let players go up to 748 * Change limits on improvement - let players go up to
796 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
797 * the users level or 90) 764 * the users level or 90)
798 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
799 * changing of physical area right now. 766 * changing of physical area right now.
800 */ 767 */
768static int
801int improve_armour(object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
802{ 770{
803 object *tmp; 771 object *tmp;
804 772
805 if (armour->magic >= settings.armor_max_enchant) { 773 if (armour->magic >= settings.armor_max_enchant)
806 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further."); 774 {
775 op->failmsg ("This armour can not be enchanted any further!");
807 return 0; 776 return 0;
808 } 777 }
778
809 /* 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,
810 * 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.
811 * 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
812 * of gnarg and what not?) 782 * of gnarg and what not?)
813 */ 783 */
814 if (armour->title) { 784 if (armour->title)
815 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment."); 785 {
786 op->failmsg ("This armour will not accept further enchantment.");
816 return 0; 787 return 0;
817 } 788 }
818 789
819 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
820 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
821 */ 792 */
822 if(armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
823 tmp = get_split_ob(armour,armour->nrof - 1);
824 else
825 tmp = NULL;
826 794
827 armour->magic++; 795 armour->magic++;
828 796
829 if ( !settings.armor_speed_linear ) 797 if (!settings.armor_speed_linear)
830 { 798 {
831 int base = 100; 799 int base = 100;
832 int pow = 0; 800 int pow = 0;
801
833 while ( pow < armour->magic ) 802 while (pow < armour->magic)
834 { 803 {
835 base = base - ( base * settings.armor_speed_improvement ) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
836 pow++; 805 pow++;
837 } 806 }
838 807
839 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
840 } 809 }
841 else 810 else
842 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;
843 812
844 if ( !settings.armor_weight_linear ) 813 if (!settings.armor_weight_linear)
845 { 814 {
846 int base = 100; 815 int base = 100;
847 int pow = 0; 816 int pow = 0;
817
848 while ( pow < armour->magic ) 818 while (pow < armour->magic)
849 { 819 {
850 base = base - ( base * settings.armor_weight_reduction ) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
851 pow++; 821 pow++;
852 } 822 }
853 823
854 armour->weight = ( armour->arch->clone.weight * base ) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
855 } 825 }
856 else 826 else
857 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;
858 828
859 if ( armour->weight <= 0 ) 829 if (armour->weight <= 0)
860 { 830 {
861 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
862 armour->weight = 1; 832 armour->weight = 1;
863 } 833 }
864 834
865 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);
866 836
867 if (op->type == PLAYER) { 837 if (op->type == PLAYER)
838 {
868 esrv_send_item(op, armour); 839 esrv_send_item (op, armour);
840
869 if(QUERY_FLAG(armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
870 fix_player(op); 842 op->update_stats ();
871 } 843 }
872 decrease_ob(improver); 844
845 improver->decrease ();
846
873 if (tmp) { 847 if (tmp)
874 insert_ob_in_ob(tmp, op); 848 op->insert (tmp);
875 esrv_send_item(op, tmp); 849
876 }
877 return 1; 850 return 1;
878} 851}
879
880 852
881/* 853/*
882 * 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
883 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
884 */ 856 *
885#define CONV_FROM(xyz) xyz->slaying
886#define CONV_TO(xyz) xyz->other_arch
887#define CONV_NR(xyz) xyz->stats.sp
888#define CONV_NEED(xyz) xyz->stats.food
889
890/* Takes one items and makes another. 857 * Takes one type of items and makes another.
891 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
892 * 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
893 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
894 */ 861 */
862int
895int convert_item(object *item, object *converter) { 863convert_item (object *item, object *converter)
896 int nr=0; 864{
897 uint32 price_in; 865 sint64 nr = 0, price_in;
898 866
867 if (item->flag [FLAG_UNPAID])
868 return 0;
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
899 /* 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,
900 * 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
901 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
902 */ 878 */
903 if (!strcmp(CONV_FROM(converter),"money")) { 879 if (conv_from == shstr_money)
904 int cost; 880 {
905
906 if(item->type!=MONEY) 881 if (item->type != MONEY)
907 return 0; 882 return 0;
908 883
909 nr=(item->nrof*item->value)/CONV_NEED(converter); 884 nr = sint64 (item->nrof) * item->value / need;
885 if (!nr)
910 if (!nr) return 0; 886 return 0;
911 cost=nr*CONV_NEED(converter)/item->value;
912 /* take into account rounding errors */
913 if (nr*CONV_NEED(converter)%item->value) cost++;
914 decrease_ob_nr(item, cost);
915 887
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
916 price_in = cost*item->value; 894 price_in = cost * item->value;
895 }
896 else
917 } 897 {
918 else { 898 if (item->type == PLAYER
919 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 899 || conv_from != item->arch->archname
920 (CONV_NEED(converter) && CONV_NEED(converter) > (uint16) item->nrof)) 900 || (need && need > (uint16) item->nrof))
921 return 0; 901 return 0;
922 902
923 if(CONV_NEED(converter)) { 903 converter->play_sound (sound_find ("convert_item"));
924 nr=item->nrof/CONV_NEED(converter); 904
925 decrease_ob_nr(item,nr*CONV_NEED(converter)); 905 if (need)
906 {
907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
926 price_in = nr*CONV_NEED(converter)*item->value; 909 price_in = nr * need * item->value;
910 }
927 } else { 911 else
912 {
928 price_in = item->value; 913 price_in = item->value;
929 remove_ob(item); 914 item->destroy ();
930 free_object(item);
931 } 915 }
916 }
917
918 if (converter->inv)
932 } 919 {
933
934 if (converter->inv != NULL) {
935 object *ob; 920 object *ob;
936 int i; 921 int i;
937 object *ob_to_copy; 922 object *ob_to_copy;
938 923
939 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
940 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
941 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++)
942 if (rndm(0, i) == 0) { 927 if (rndm (0, i) == 0)
943 ob_to_copy = ob; 928 ob_to_copy = ob;
944 } 929
945 } 930 item = ob_to_copy->deep_clone ();
946 item = object_create_clone(ob_to_copy);
947 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
948 unflag_inv(item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
949 } else { 933 }
950 if (converter->other_arch == NULL) { 934 else
935 {
936 if (!conv_to)
937 {
951 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
952 &converter->name, converter->map->path, converter->x, converter->y); 939 &converter->name, &converter->map->path, converter->x, converter->y);
953 return -1; 940 return -1;
954 } 941 }
955 942
956 item = object_create_arch(converter->other_arch); 943 item = object_create_arch (conv_to);
957 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
958 } 945 }
959 946
960 if(CONV_NR(converter)) 947 if (give)
961 item->nrof=CONV_NR(converter); 948 item->nrof = give;
949
962 if(nr) 950 if (nr)
963 item->nrof*=nr; 951 item->nrof *= nr;
952
953 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID);
955
964 if(is_in_shop (converter)) 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 ());
965 SET_FLAG(item,FLAG_UNPAID); 962 SET_FLAG (item, FLAG_UNPAID);
963 }
966 else if(price_in < item->nrof*item->value) { 964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
967 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",
968 &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);
969 item->nrof*item->value, &item->name);
970 /** 968 /**
971 * 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
972 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
973 */ 971 */
974 } 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
975 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);
976 return 1; 980 return 1;
977} 981}
978 982
979/** 983/**
980 * Handle apply on containers. 984 * Handle apply on containers.
981 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
982 * 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]
983 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
984 */ 988 */
985 989static int
986int apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
987{ 991{
988 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
989 object *tmp;
990
991 if(op->type!=PLAYER)
992 return 0; /* This might change */ 993 return 0; /* This might change */
993 994
994 if (sack==NULL || sack->type != CONTAINER) { 995 if (!sack || sack->type != CONTAINER)
996 {
995 LOG (llevError, "apply_container: %s is not container!\n", &sack->name); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
996 return 0; 998 return 0;
997 } 999 }
998 op->contr->last_used = NULL; 1000
999 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1000 1002
1001 if (sack->env!=op) { 1003 if (sack->env && sack->env != op)
1002 if (sack->other_arch == NULL || sack->env != NULL) {
1003 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1004 return 1;
1005 }
1006 /* It's on the ground, the problems begin */
1007 if (op->container != sack) {
1008 /* it's closed OR some player has opened it */
1009 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1010 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1011 tmp && tmp->container != sack; tmp=tmp->above);
1012 if (tmp) {
1013 /* some other player have opened it */
1014 new_draw_info_format(NDI_UNIQUE, 0, op,
1015 "%s is already occupied.", query_name(sack));
1016 return 1;
1017 }
1018 }
1019 }
1020 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1021 if (op->container == NULL) {
1022 tmp = arch_to_object (sack->other_arch);
1023 /* not good, but insert_ob_in_ob() is too smart */
1024 CLEAR_FLAG (tmp, FLAG_REMOVED);
1025 tmp->x= tmp->y = 0;
1026 tmp->map = NULL;
1027 tmp->env = sack;
1028 if (sack->inv)
1029 sack->inv->above = tmp;
1030 tmp->below = sack->inv;
1031 tmp->above = NULL;
1032 sack->inv = tmp;
1033 sack->move_off = MOVE_ALL; /* trying force closing it */
1034 } else {
1035 sack->move_off = 0;
1036 tmp = sack->inv;
1037 if (tmp && tmp->type == CLOSE_CON) {
1038 remove_ob(tmp);
1039 free_object (tmp);
1040 }
1041 }
1042 }
1043 } 1004 {
1044 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1045 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1046 if (op->container) {
1047 if (op->container != sack) {
1048 tmp = op->container;
1049 apply_container (op, tmp);
1050 sprintf (buf, "You close %s and open ", query_name(tmp));
1051 op->container = sack;
1052 strcat (buf, query_name(sack));
1053 strcat (buf, ".");
1054 } else {
1055 CLEAR_FLAG (sack, FLAG_APPLIED);
1056 op->container = NULL;
1057 sprintf (buf, "You close %s.", query_name(sack));
1058 }
1059 } else {
1060 CLEAR_FLAG (sack, FLAG_APPLIED);
1061 sprintf (buf, "You open %s.", query_name(sack));
1062 SET_FLAG (sack, FLAG_APPLIED);
1063 op->container = sack;
1064 }
1065 } else { /* not applied */
1066 if (sack->slaying) { /* it's locked */
1067 tmp = find_key(op, op, sack);
1068 if (tmp) {
1069 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1070 SET_FLAG (sack, FLAG_APPLIED);
1071 if (sack->env == NULL) { /* if it's on ground,open it also */
1072 new_draw_info (NDI_UNIQUE,0,op, buf);
1073 apply_container (op, sack);
1074 return 1;
1075 }
1076 } else {
1077 sprintf (buf, "You don't have the key to unlock %s.",
1078 query_name(sack));
1079 }
1080 } else {
1081 sprintf (buf, "You readied %s.", query_name(sack));
1082 SET_FLAG (sack, FLAG_APPLIED);
1083 if (sack->env == NULL) { /* if it's on ground,open it also */
1084 new_draw_info (NDI_UNIQUE, 0, op, buf);
1085 apply_container (op, sack);
1086 return 1;
1087 }
1088 }
1089 }
1090 new_draw_info (NDI_UNIQUE, 0, op, buf);
1091 if (op->contr) op->contr->socket.update_look=1;
1092 return 1; 1006 return 1;
1093} 1007 }
1094 1008
1095/** 1009 // already applied == open on ground, or open in inv, or active in inv
1096 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1010 if (sack->flag [FLAG_APPLIED])
1097 * the player has in their inventory, eg, sacks, luggages, etc.
1098 *
1099 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1100 * This version is for client/server mode.
1101 * op is the player, sack is the container the player is opening or closing.
1102 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1103 *
1104 * Reminder - there are three states for any container - closed (non applied),
1105 * applied (not open, but objects that match get tossed into it), and open
1106 * (applied flag set, and op->container points to the open container)
1107 */
1108
1109int esrv_apply_container (object *op, object *sack)
1110{
1111 object *tmp=op->container;
1112 if(op->type!=PLAYER)
1113 return 0; /* This might change */
1114
1115 if (sack==NULL || sack->type != CONTAINER) {
1116 LOG (llevError, "esrv_apply_container: %s is not container!\n", &sack->name);
1117 return 0;
1118 } 1011 {
1119 1012 if (op->container_ () == sack)
1120 /* If we have a currently open container, then it needs to be closed in all cases
1121 * if we are opening this one up. We then fall through if appropriate for
1122 * openening the new container.
1123 */
1124
1125 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1126 if (op->container->env != op) { /* if container is on the ground */
1127 op->container->move_off = 0;
1128 } 1013 {
1129 1014 // open on ground or inv, so close
1130 if (INVOKE_OBJECT (CLOSE, tmp, ARG_OBJECT (op))) 1015 op->close_container ();
1131 return 1; 1016 return 1;
1132
1133 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1134 query_name(op->container));
1135 CLEAR_FLAG(op->container, FLAG_APPLIED);
1136 op->container=NULL;
1137 esrv_update_item (UPD_FLAGS, op, tmp);
1138 if (tmp == sack) return 1;
1139 }
1140
1141
1142 /* If the player is trying to open it (which he must be doing if we got here),
1143 * and it is locked, check to see if player has the equipment to open it.
1144 */
1145
1146 if (sack->slaying) { /* it's locked */
1147 tmp=find_key(op, op, sack);
1148 if (tmp) {
1149 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1150 } else {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1152 query_name(sack));
1153 return 0;
1154 } 1017 }
1155 }
1156
1157 /* By the time we get here, we have made sure any other container has been closed and
1158 * if this is a locked container, the player they key to open it.
1159 */
1160
1161 /* There are really two cases - the sack is either on the ground, or the sack is
1162 * part of the players inventory. If on the ground, we assume that the player is
1163 * opening it, since if it was being closed, that would have been taken care of above.
1164 */
1165
1166
1167 if (sack->env != op) {
1168 /* Hypothetical case - the player is trying to open a sack that belong to someone
1169 * else. This normally should not happen, but a misbehaving client/player could
1170 * try to do it, so lets handle it gracefully.
1171 */
1172 if (sack->env) { 1018 else if (!sack->env)
1173 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1019 {
1174 query_name(sack)); 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)));
1175 return 0; 1022 return 1;
1176 } 1023 }
1177 /* set these so when the player walks off, we can unapply the sack */
1178 sack->move_off = MOVE_ALL; /* trying force closing it */
1179 1024
1180 CLEAR_FLAG (sack, FLAG_APPLIED); 1025 // fall through to opening it (active in inv)
1181 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1026 }
1182 SET_FLAG (sack, FLAG_APPLIED); 1027 else if (sack->env)
1183 op->container = sack; 1028 {
1029 // it is in our env, so activate it, do not open yet
1030 op->close_container ();
1031 sack->flag [FLAG_APPLIED] = 1;
1184 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1185 esrv_send_inventory (op, sack); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1186
1187 } else { /* sack is in players inventory */
1188 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1189 CLEAR_FLAG (sack, FLAG_APPLIED);
1190 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1191 SET_FLAG (sack, FLAG_APPLIED);
1192 op->container = sack;
1193 esrv_update_item (UPD_FLAGS, op, sack);
1194 esrv_send_inventory (op, sack);
1195 }
1196 else {
1197 CLEAR_FLAG (sack, FLAG_APPLIED);
1198 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1199 SET_FLAG (sack, FLAG_APPLIED);
1200 esrv_update_item (UPD_FLAGS, op, sack);
1201 }
1202 }
1203 return 1; 1034 return 1;
1204} 1035 }
1205 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}
1206 1053
1207/** 1054/**
1208 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1209 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1210 */ 1057 */
1058static int
1211static int apply_altar (object *altar, object *sacrifice, object *originator) 1059apply_altar (object *altar, object *sacrifice, object *originator)
1212{ 1060{
1213 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1214 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1215 return 0; 1063 return 0;
1216 1064
1217 if (operate_altar (altar, &sacrifice)) { 1065 if (operate_altar (altar, &sacrifice, originator))
1066 {
1218 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1219 * 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
1220 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1221 */ 1070 */
1222 if (altar->inv && altar->inv->type==SPELL) { 1071 if (altar->inv && altar->inv->type == SPELL)
1223 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", &altar->inv->name); 1072 {
1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1224 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1225 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1226 * old maps. 1076 * old maps.
1227 */ 1077 */
1078
1228/* push_button (altar);*/ 1079/* push_button (altar);*/
1080 }
1229 } else { 1081 else
1082 {
1230 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1231 push_button (altar); 1084 push_button (altar, originator);
1232 } 1085 }
1086
1233 return sacrifice == NULL; 1087 return !sacrifice;
1234 } else { 1088 }
1089 else
1235 return 0; 1090 return 0;
1236 }
1237} 1091}
1238
1239 1092
1240/** 1093/**
1241 * Handles 'movement' of shop mats. 1094 * Handles 'movement' of shop mats.
1242 * Returns 1 if 'op' was destroyed, 0 if not. 1095 * Returns 1 if 'op' was destroyed, 0 if not.
1243 * Largely re-written to not use nearly as many gotos, plus 1096 * Largely re-written to not use nearly as many gotos, plus
1244 * some of this code just looked plain out of date. 1097 * some of this code just looked plain out of date.
1245 * MSW 2001-08-29 1098 * MSW 2001-08-29
1246 */ 1099 */
1100int
1247int apply_shop_mat (object * shop_mat, object * op) 1101apply_shop_mat (object *shop_mat, object *op)
1248{ 1102{
1249 int rv = 0; 1103 int rv = 0;
1250 double opinion; 1104 double opinion;
1251 object *tmp, *next; 1105 object *tmp, *next;
1252 1106
1253 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1254 1108
1255 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 ())
1256 { 1121 {
1257 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1258 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1259 * the shop. 1124 * the shop.
1260 */ 1125 */
1261 for (tmp = op->inv; tmp; tmp = next) 1126 for (tmp = op->inv; tmp; tmp = next)
1262 { 1127 {
1263 next = tmp->below; 1128 next = tmp->below;
1129
1264 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1265 { 1131 {
1266 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);
1267 1133
1268 remove_ob (tmp);
1269 if (i == -1) 1134 if (i >= 0)
1270 i = 0; 1135 tmp->move (i);
1271 tmp->map = op->map;
1272 tmp->x = op->x + freearr_x[i];
1273 tmp->y = op->y + freearr_y[i];
1274 insert_ob_in_map (tmp, op->map, op, 0);
1275 } 1136 }
1276 } 1137 }
1277 1138
1278 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1279 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1282 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1283 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1284 */ 1145 */
1285 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1286 { 1147 {
1287
1288 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1289 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9); 1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150
1290 if (i != -1) 1151 if (i != -1)
1291 {
1292 rv =
1293 transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1294 0, shop_mat); 1153
1295 }
1296 return 0; 1154 return 0;
1297 } 1155 }
1156
1298 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1299 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1300 */ 1159 */
1301 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1302 } 1161 }
1303 /* immediate block below is only used for players */ 1162 else if (can_pay (op) && get_payment (op))
1304 else if (can_pay (op))
1305 { 1163 {
1306 get_payment (op, op->inv); 1164 /* this is only used for players */
1307 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1308 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
1309 if (shop_mat->msg) 1174 if (shop_mat->msg)
1310 { 1175 op->statusmsg (shop_mat->msg);
1311 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1312 }
1313 /* This check below is a bit simplistic - generally it should be correct, 1176 /* This check below is a bit simplistic - generally it should be correct,
1314 * but there is never a guarantee that the bottom space on the map is 1177 * but there is never a guarantee that the bottom space on the map is
1315 * actually the shop floor. 1178 * actually the shop floor.
1316 */ 1179 */
1317 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1318 { 1181 {
1319 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1320 if (opinion > 0.9) 1183
1321 new_draw_info (NDI_UNIQUE, 0, op, 1184 op->statusmsg (
1322 "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1323 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1325 else if (opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op,
1329 "The shopkeeper glares at you with contempt."); 1188 : "The shopkeeper glares at you with contempt."
1189 );
1330 } 1190 }
1331 } 1191 }
1332 else 1192 else
1333 { 1193 {
1334 /* if we get here, a player tried to leave a shop but was not able 1194 /* if we get here, a player tried to leave a shop but was not able
1335 * to afford the items he has. We try to move the player so that 1195 * to afford the items he has. We try to move the player so that
1336 * they are not on the mat anymore 1196 * they are not on the mat anymore
1337 */ 1197 */
1338
1339 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
1340 if (i == -1) 1200 if (i == -1)
1341 {
1342 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1343 }
1344 else 1202 else
1345 { 1203 {
1346 remove_ob (op); 1204 op->remove ();
1347 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1348 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1349 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;
1350 } 1208 }
1351 } 1209 }
1210
1352 CLEAR_FLAG (op, FLAG_NO_APPLY); 1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1353 return rv; 1212 return rv;
1354} 1213}
1355 1214
1356/** 1215/**
1357 * Handles applying a sign. 1216 * Handles applying a sign.
1358 */ 1217 */
1218static void
1359static void apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1360{ 1220{
1361 readable_message_type* msgType; 1221 if (!op->is_player())
1362 char newbuf[HUGE_BUF]; 1222 return;
1363 if (sign->msg == NULL) { 1223
1364 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it."); 1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1365 return; 1227 return;
1228 }
1229
1230 if (!sign->msg)
1366 } 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 }
1367 1238
1368 if (sign->stats.food) { 1239 if (sign->stats.food)
1240 {
1369 if (sign->last_eat >= sign->stats.food) { 1241 if (sign->last_eat >= sign->stats.food)
1242 {
1370 if (!sign->move_on) 1243 if (!sign->move_on)
1371 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1372 return; 1246 return;
1373 } 1247 }
1374 1248
1375 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1376 sign->last_eat++; 1250 sign->last_eat++;
1377 } 1251 }
1378 1252
1379 /* 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?
1380 * 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
1381 * 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
1382 * to us). 1256 * to us).
1383 */ 1257 */
1384 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)
1385 new_draw_info (NDI_UNIQUE, 0, op, 1259 {
1386 "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1387 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));
1388 } 1273 }
1389 msgType=get_readable_message_type(sign); 1274}
1390 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0, &sign->msg); 1275
1391 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, &sign->msg); 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);
1392} 1306}
1393 1307
1394/** 1308/**
1395 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1396 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1398 * 1312 *
1399 * originator: Player, monster or other object that caused 'victim' to move 1313 * originator: Player, monster or other object that caused 'victim' to move
1400 * 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.
1401 * However, some types of traps require an originator to function. 1315 * However, some types of traps require an originator to function.
1402 */ 1316 */
1317void
1403void move_apply (object *trap, object *victim, object *originator) 1318move_apply (object *trap, object *victim, object *originator)
1404{ 1319{
1405 static int recursion_depth = 0; 1320 static int recursion_depth = 0;
1406 1321
1407 /* Only exits affect DMs. */ 1322 /* Only exits affect DMs. */
1408 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)
1409 return; 1324 return;
1410 1325
1411 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1412 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1413 */ 1328 */
1414 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1415 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1416 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1417 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1418 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1419 */ 1334 */
1420 if (recursion_depth >= 500) { 1335 if (recursion_depth >= 500)
1336 {
1421 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1422 "[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);
1423 &trap->arch->name, &trap->name, &victim->arch->name, &victim->name);
1424 return; 1339 return;
1425 } 1340 }
1341
1426 recursion_depth++; 1342 recursion_depth++;
1427 if (trap->head) trap=trap->head; 1343 if (trap->head)
1344 trap = trap->head;
1428 1345
1429 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)))
1430 goto leave;
1431
1432 switch (trap->type) { 1347 switch (trap->type)
1348 {
1433 case PLAYERMOVER: 1349 case PLAYERMOVER:
1434 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1435 !should_director_abort(trap, victim)) { 1351 {
1436 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1437 1354
1438 /* 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
1439 * should be divided by trap->speed 1356 * should be divided by trap->speed
1440 */ 1357 */
1441 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1358 victim->speed_left = -fabs (trap->stats.maxsp * victim->speed / trap->speed);
1442 1359
1443 /* 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
1444 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1445 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1446 */ 1363 */
1447 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1448 /* 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); */
1449 } 1367 }
1450 goto leave; 1368 break;
1451 1369
1452 case SPINNER: 1370 case SPINNER:
1453 if(victim->direction) { 1371 if (victim->direction)
1372 {
1454 victim->direction=absdir(victim->direction-trap->stats.sp); 1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1455 update_turn_face(victim); 1374 update_turn_face (victim);
1456 } 1375 }
1457 goto leave; 1376 break;
1458 1377
1459 case DIRECTOR: 1378 case DIRECTOR:
1460 if(victim->direction && !should_director_abort(trap, victim)) { 1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1461 victim->direction=trap->stats.sp; 1381 victim->direction = trap->stats.sp;
1462 update_turn_face(victim); 1382 update_turn_face (victim);
1463 } 1383 }
1464 goto leave; 1384 break;
1465 1385
1466 case BUTTON: 1386 case BUTTON:
1467 case PEDESTAL: 1387 case PEDESTAL:
1388 case T_MATCH:
1468 update_button(trap); 1389 update_button (trap, originator);
1469 goto leave; 1390 break;
1470 1391
1471 case ALTAR: 1392 case ALTAR:
1472 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1473 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1474 goto leave; 1395 break;
1475 1396
1476 case THROWN_OBJ: 1397 case THROWN_OBJ:
1477 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1478 goto leave; 1399 break;
1479 /* fallthrough */ 1400 /* fallthrough */
1480 1401
1481 case ARROW: 1402 case ARROW:
1482
1483 /* 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 ,
1484 * 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.
1485 * 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
1486 * 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
1487 * action, we avoid hits here 1407 * action, we avoid hits here
1488 */ 1408 */
1489 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)
1490 hit_with_arrow (trap, victim); 1411 hit_with_arrow (trap, victim);
1491 goto leave; 1412 break;
1492 1413
1493 case SPELL_EFFECT: 1414 case SPELL_EFFECT:
1494 apply_spell_effect(trap, victim); 1415 apply_spell_effect (trap, victim);
1495 goto leave; 1416 break;
1496 1417
1497 case TRAPDOOR: 1418 case TRAPDOOR:
1498 { 1419 {
1499 int max, sound_was_played; 1420 int max, sound_was_played;
1500 object *ab, *ab_next; 1421 object *ab, *ab_next;
1422
1501 if(!trap->value) { 1423 if (!trap->value)
1424 {
1502 int tot; 1425 int tot;
1426
1503 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1504 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1505 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1506 1430
1507 if(!(trap->value=(tot>trap->weight)?1:0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1508 goto leave; 1432 break;
1509 1433
1510 SET_ANIMATION(trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1511 update_object(trap,UP_OBJ_FACE); 1435 update_object (trap, UP_OBJ_FACE);
1512 } 1436 }
1513 1437
1514 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 {
1515 /* 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,
1516 * ab->above would be bogus 1441 * ab->above would be bogus
1517 */ 1442 */
1518 ab_next = ab->above; 1443 ab_next = ab->above;
1519 1444
1520 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 {
1521 if ( ! sound_was_played) { 1447 if (!sound_was_played)
1522 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1448 {
1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1523 sound_was_played = 1; 1450 sound_was_played = 1;
1524 } 1451 }
1525 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1526 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1527 } 1455 }
1456 }
1457 break;
1458 }
1459
1460 case CONVERTER:
1461 if (convert_item (victim, trap) < 0)
1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1528 } 1465 }
1529 goto leave;
1530 }
1531 1466
1532 1467 break;
1533 case CONVERTER:
1534 if (convert_item (victim, trap) < 0) {
1535 object *op;
1536
1537 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1538
1539 op = get_archetype("burnout");
1540 if (op != NULL) {
1541 op->x = trap->x;
1542 op->y = trap->y;
1543 insert_ob_in_map(op, trap->map, trap, 0);
1544 }
1545 }
1546 goto leave;
1547 1468
1548 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1549 case TRIGGER_PEDESTAL: 1470 case TRIGGER_PEDESTAL:
1550 case TRIGGER_ALTAR: 1471 case TRIGGER_ALTAR:
1551 check_trigger (trap, victim); 1472 check_trigger (trap, victim, originator);
1552 goto leave; 1473 break;
1553 1474
1554 case DEEP_SWAMP: 1475 case DEEP_SWAMP:
1555 walk_on_deep_swamp (trap, victim); 1476 walk_on_deep_swamp (trap, victim);
1556 goto leave; 1477 break;
1557 1478
1558 case CHECK_INV: 1479 case CHECK_INV:
1559 check_inv (victim, trap); 1480 check_inv (victim, trap);
1560 goto leave; 1481 break;
1561 1482
1562 case HOLE: 1483 case HOLE:
1563 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1564 if(trap->stats.wc > 0) 1485 break;
1565 goto leave;
1566
1567 /* Is this a multipart monster and not the head? If so, return.
1568 * Processing will happen if the head runs into the pit
1569 */
1570 if (victim->head)
1571 goto leave;
1572
1573 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1574 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1575 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1576 goto leave;
1577 1486
1578 case EXIT: 1487 case EXIT:
1579 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1580 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1581 * players output. 1491 * players output.
1582 */ 1492 */
1583 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1584 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1585 enter_exit (victim, trap); 1497 victim->enter_exit (trap);
1586 } 1498 }
1587 goto leave; 1499 break;
1588 1500
1589 case ENCOUNTER: 1501 case ENCOUNTER:
1590 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1591 goto leave; 1503 break;
1592 1504
1593 case SHOP_MAT: 1505 case SHOP_MAT:
1594 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1595 goto leave; 1507 break;
1596 1508
1597 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1598 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1599 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1600 goto leave; 1512 break;
1601 1513
1602 case SIGN: 1514 case SIGN:
1603 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1604 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1605 1517
1606 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1607 goto leave; 1519 break;
1608 1520
1609 case CONTAINER: 1521 case CONTAINER:
1610 if (victim->type==PLAYER)
1611 (void) esrv_apply_container (victim, trap);
1612 else
1613 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1614 goto leave; 1523 break;
1615 1524
1616 case RUNE: 1525 case RUNE:
1617 case TRAP: 1526 case TRAP:
1618 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1619 spring_trap(trap, victim); 1528 spring_trap (trap, victim);
1620 } 1529 break;
1621 goto leave;
1622 1530
1623 default: 1531 default:
1624 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 "
1625 "handled in move_apply()\n", &trap->name, &trap->arch->name, 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1626 trap->type); 1534 break;
1627 goto leave;
1628 } 1535 }
1629 1536
1630 leave:
1631 recursion_depth--; 1537 recursion_depth--;
1632} 1538}
1633 1539
1634/** 1540/**
1635 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1636 */ 1542 */
1543static void
1637static void apply_book (object *op, object *tmp) 1544apply_book (object *op, object *tmp)
1638{ 1545{
1639 int lev_diff; 1546 int lev_diff;
1640 object *skill_ob; 1547 object *skill_ob;
1641 1548
1642 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1643 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!");
1644 return; 1552 return;
1645 } 1553 }
1646 if(tmp->msg==NULL) { 1554
1647 new_draw_info_format(NDI_UNIQUE, 0, op, 1555 if (!tmp->msg)
1648 "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));
1649 return; 1558 return;
1650 } 1559 }
1651 1560
1652 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1653 skill_ob = find_skill_by_name(op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1654 if ( ! skill_ob) { 1563 if (!skill_ob)
1655 new_draw_info(NDI_UNIQUE, 0,op, 1564 {
1656 "You are unable to decipher the strange symbols."); 1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1657 return; 1566 return;
1658 } 1567 }
1568
1659 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1660 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1661 if (lev_diff < 2) 1571 {
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension."); 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1663 else if (lev_diff < 3) 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1665 else if (lev_diff < 5) 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1667 else if (lev_diff < 8) 1577 : "This book is totally beyond your comprehension.");
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1669 else if (lev_diff < 15)
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1671 else
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1673 return; 1578 return;
1674 } 1579 }
1675 1580
1676 readable_message_type* msgType = get_readable_message_type(tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1677 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1678 msgType->message_type, msgType->message_subtype,
1679 "You open the %s and start reading.\n%s",
1680 "%s\n%s",
1681 long_desc(tmp,op), &tmp->msg);
1682 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
1683 /* gain xp from reading */ 1587 /* gain xp from reading */
1684 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 */
1685 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1686 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1687 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1688 SET_FLAG(tmp,FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1689 /* If in a container, update how it looks */ 1596
1597 if (object *pl = tmp->visible_to ())
1690 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1691 else op->contr->socket.update_look=1;
1692 } 1599 }
1600
1693 change_exp(op,exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1694 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 }
1695 } 1656 }
1696} 1657}
1697 1658
1698/** 1659/**
1699 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1700 * 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
1701 */ 1662 */
1663static void
1702static void apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1703{ 1665{
1704 switch ((int) learn_skill (op, tmp)) { 1666 switch (learn_skill (op, tmp))
1667 {
1705 case 0: 1668 case 0:
1706 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1670 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1708 return; 1671 break;
1709 1672
1710 case 1: 1673 case 1:
1711 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", &tmp->skill); 1674 tmp->decrease ();
1712 decrease_ob(tmp); 1675 op->play_sound (sound_find ("skill_learn"));
1713 return; 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1677 break;
1714 1678
1715 default: 1679 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1717 "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)));
1718 decrease_ob(tmp); 1683 break;
1719 return;
1720 } 1684 }
1721} 1685}
1722 1686
1723/** 1687/**
1724 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1725 * Informs player of what happens. 1689 * Informs player of what happens.
1726 */ 1690 */
1691void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1692do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1693{
1729 object *tmp; 1694 object *tmp;
1730 1695
1731 if (op->type != PLAYER) { 1696 if (op->type != PLAYER)
1697 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1699 return;
1734 } 1700 }
1735 1701
1736 /* Upgrade special prayers to normal prayers */ 1702 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1739 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");
1740 return; 1708 return;
1741 } 1709 }
1742 return; 1710 return;
1743 } 1711 }
1744 1712
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1746 tmp = get_object(); 1714
1747 copy_object(spell, tmp); 1715 tmp = spell->clone ();
1748 insert_ob_in_ob(tmp, op); 1716 insert_ob_in_ob (tmp, op);
1749 1717
1750 if (special_prayer) { 1718 if (special_prayer)
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 }
1753 1720
1754 esrv_add_spells(op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1755} 1722}
1756 1723
1757/** 1724/**
1758 * Erases spell from player's inventory. 1725 * Erases spell from player's inventory.
1759 */ 1726 */
1727void
1760void do_forget_spell (object *op, const char *spell) 1728do_forget_spell (object *op, const char *spell)
1761{ 1729{
1762 object *spob; 1730 object *spob;
1763 1731
1764 if (op->type != PLAYER) { 1732 if (op->type != PLAYER)
1733 {
1765 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1766 return; 1735 return;
1767 } 1736 }
1768 if ( (spob=check_spell_known (op, spell)) == NULL) { 1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1769 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1770 return; 1740 return;
1771 }
1772 1741 }
1773 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1742
1774 "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1775 player_unready_range_ob(op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1776 esrv_remove_spell(op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1777 remove_ob(spob); 1746 spob->destroy ();
1778 free_object(spob);
1779} 1747}
1780 1748
1781/** 1749/**
1782 * Handles player applying a spellbook. 1750 * Handles player applying a spellbook.
1783 * 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,
1784 * stuff like that. Random learning failure too. 1752 * stuff like that. Random learning failure too.
1785 */ 1753 */
1754static void
1786static void apply_spellbook (object *op, object *tmp) 1755apply_spellbook (object *op, object *tmp)
1787{ 1756{
1788 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1789 1758
1790 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1791 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1760 {
1761 op->failmsg ("You are unable to read while blind.");
1792 return; 1762 return;
1793 } 1763 }
1794 1764
1795 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1796 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1797 * legacy spellbooks 1767 * legacy spellbooks
1798 */ 1768 */
1799 1769 if (tmp->slaying)
1800 if(tmp->slaying != NULL) { 1770 {
1801 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1771 spell = arch_to_object (find_archetype_by_object_name (tmp->slaying));
1802 if (!spell) { 1772 if (!spell)
1803 new_draw_info_format(NDI_UNIQUE, 0, op, 1773 {
1804 "The book's formula for %s is incomplete", &tmp->slaying); 1774 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1805 return; 1775 return;
1806 } 1776 }
1807 else 1777 else
1808 insert_ob_in_ob(spell, tmp); 1778 insert_ob_in_ob (spell, tmp);
1779
1809 tmp->slaying=NULL; 1780 tmp->slaying = 0;
1810 } 1781 }
1811 1782
1812 skop = find_skill_by_name(op, tmp->skill); 1783 skop = find_skill_by_name (op, tmp->skill);
1813 1784
1814 /* 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
1815 * lower than the spell will make learning the spell more difficult */ 1786 * lower than the spell will make learning the spell more difficult */
1816 if ( !skop) { 1787 if (!skop)
1817 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1788 {
1789 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1818 return; 1790 return;
1819 } 1791 }
1820 1792
1821 spell = tmp->inv; 1793 spell = tmp->inv;
1794
1822 if (!spell) { 1795 if (!spell)
1796 {
1823 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);
1824 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!");
1825 return;
1826 }
1827 if (spell->level > (skop->level+10)) {
1828 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1829 return; 1799 return;
1830 } 1800 }
1831 1801
1832 new_draw_info_format(NDI_UNIQUE, 0, op, 1802 int learn_level = sqrtf (spell->level) * 1.5f;
1833 "The spellbook contains the %s level spell %s.", 1803 if (skop->level < learn_level)
1834 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 }
1835 1809
1810 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1811
1836 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1812 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1837 identify(tmp); 1813 identify (tmp);
1838 if (tmp->env)
1839 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1840 else
1841 op->contr->socket.update_look=1;
1842 }
1843 1814
1844 /* 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
1845 * 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
1846 * 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
1847 * they would have a special prayer mark. 1818 * they would have a special prayer mark.
1848 */ 1819 */
1849 if (check_spell_known (op, spell->name)) { 1820 if (check_spell_known (op, spell->name))
1850 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 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");
1851 return; 1823 return;
1852 } 1824 }
1853 1825
1854 if (spell->skill) { 1826 if (spell->skill)
1827 {
1855 spell_skill = find_skill_by_name(op, spell->skill); 1828 spell_skill = find_skill_by_name (op, spell->skill);
1829
1856 if (!spell_skill) { 1830 if (!spell_skill)
1857 new_draw_info_format(NDI_UNIQUE, 0, op, 1831 {
1858 "You lack the skill %s to use this spell", 1832 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1859 &spell->skill);
1860 return; 1833 return;
1861 } 1834 }
1835
1862 if (spell_skill->level < spell->level) { 1836 if (spell_skill->level < spell->level)
1863 new_draw_info_format(NDI_UNIQUE, 0, op, 1837 {
1864 "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));
1865 spell->level, &spell->skill);
1866 return; 1839 return;
1867 } 1840 }
1868 } 1841 }
1869 1842
1870 /* Logic as follows 1843 /* Logic as follows
1871 * 1844 *
1872 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1845 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1873 * 1846 *
1874 * 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
1875 * a spell. 1848 * a spell.
1876 * 1849 *
1877 * 3 -Automatically fail to learn if you read while confused 1850 * 3 -Automatically fail to learn if you read while confused
1878 * 1851 *
1879 * 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
1880 * literacy rate very useful! -b.t. 1853 * literacy rate very useful! -b.t.
1881 */ 1854 */
1882 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1855 if (QUERY_FLAG (op, FLAG_CONFUSED))
1856 {
1883 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1857 op->failmsg ("In your confused state you flub the wording of the text!");
1884 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 }
1885 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1860 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1886 (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])
1887 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1862 {
1888 1863 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1889 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1890 do_learn_spell (op, spell, 0); 1864 do_learn_spell (op, spell, 0);
1891 1865
1892 /* xp gain to literacy for spell learning */ 1866 /* xp gain to literacy for spell learning */
1893 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1867 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1894 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);
1895 } else { 1869 }
1896 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1870 else
1897 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1898 } 1871 {
1899 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 ();
1900} 1877}
1901 1878
1902/** 1879/**
1903 * Handles applying a spell scroll. 1880 * Handles applying a spell scroll.
1904 */ 1881 */
1882void
1905void apply_scroll (object *op, object *tmp, int dir) 1883apply_scroll (object *op, object *tmp, int dir)
1906{ 1884{
1907 object *skop; 1885 object *skop;
1908 1886
1909 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1887 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1910 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1888 {
1889 op->failmsg ("You are unable to read while blind.");
1911 return; 1890 return;
1912 } 1891 }
1913 1892
1914 if (!tmp->inv || tmp->inv->type != SPELL) { 1893 if (!tmp->inv || tmp->inv->type != SPELL)
1915 new_draw_info (NDI_UNIQUE, 0, op, 1894 {
1916 "The scroll just doesn't make sense!"); 1895 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1917 return; 1896 return;
1918 } 1897 }
1919 1898
1920 if(op->type==PLAYER) { 1899 if (op->type == PLAYER)
1900 {
1921 /* players need a literacy skill to read stuff! */ 1901 /* players need a literacy skill to read stuff! */
1922 int exp_gain=0; 1902 int exp_gain = 0;
1923 1903
1924 /* hard code literacy - tmp->skill points to where the exp 1904 /* hard code literacy - tmp->skill points to where the exp
1925 * should go for anything killed by the spell. 1905 * should go for anything killed by the spell.
1926 */ 1906 */
1927 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1907 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1928 1908
1929 if ( ! skop) { 1909 if (!skop)
1930 new_draw_info(NDI_UNIQUE, 0,op, 1910 {
1931 "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]));
1932 return; 1912 return;
1933 } 1913 }
1934 1914
1935 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1915 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1936 change_exp(op,exp_gain, skop->skill, 0); 1916 change_exp (op, exp_gain, skop->skill, 0);
1937 } 1917 }
1938 1918
1939 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1919 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1940 identify(tmp); 1920 identify (tmp);
1941 1921
1942 new_draw_info_format(NDI_BLACK, 0, op, 1922 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1943 "The scroll of %s turns to dust.", &tmp->inv->name);
1944 1923
1945
1946 cast_spell(op,tmp,dir,tmp->inv, NULL); 1924 cast_spell (op, tmp, dir, tmp->inv, NULL);
1947 decrease_ob(tmp); 1925 tmp->decrease ();
1948} 1926}
1949 1927
1950/** 1928/**
1951 * Applies a treasure object - by default, chest. op 1929 * Applies a treasure object - by default, chest. op
1952 * is the person doing the applying, tmp is the treasure 1930 * is the person doing the applying, tmp is the treasure
1953 * chest. 1931 * chest.
1954 */ 1932 */
1933static void
1955static void apply_treasure (object *op, object *tmp) 1934apply_treasure (object *op, object *tmp)
1956{ 1935{
1957 object *treas;
1958 tag_t tmp_tag = tmp->count, op_tag = op->count;
1959
1960
1961 /* 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
1962 * 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
1963 * 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
1964 * 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
1965 * treasure 1940 * treasure
1966 */ 1941 */
1967
1968 treas = tmp->inv; 1942 object *treas = tmp->inv;
1969 if(treas==NULL) { 1943
1970 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1944 if (!treas)
1971 decrease_ob(tmp); 1945 {
1946 op->statusmsg ("The chest was empty.");
1947 tmp->decrease ();
1972 return; 1948 return;
1973 } 1949 }
1950
1974 while (tmp->inv) { 1951 while (tmp->inv)
1952 {
1975 treas = tmp->inv; 1953 treas = tmp->inv;
1954 treas->remove ();
1976 1955
1977 remove_ob(treas);
1978 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1979 query_name(treas));
1980
1981 treas->x=op->x; 1956 treas->x = op->x;
1982 treas->y=op->y; 1957 treas->y = op->y;
1983 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);
1984 1959
1985 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))
1986 && QUERY_FLAG (op, FLAG_ALIVE))
1987 spring_trap (treas, op); 1961 spring_trap (treas, op);
1962
1988 /* If either player or container was destroyed, no need to do 1963 /* If either player or container was destroyed, no need to do
1989 * further processing. I think this should be enclused with 1964 * further processing. I think this should be enclused with
1990 * spring trap above, as I don't think there is otherwise 1965 * spring trap above, as I don't think there is otherwise
1991 * any way for the treasure chest or player to get killed 1966 * any way for the treasure chest or player to get killed.
1992 */ 1967 */
1993 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1968 if (op->destroyed () || tmp->destroyed ())
1994 break; 1969 break;
1995 }
1996
1997 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
1998 decrease_ob (tmp);
1999
2000}
2001
2002/**
2003 * op eats food.
2004 * If player, takes care of messages and dragon special food.
2005 */
2006static void apply_food (object *op, object *tmp)
2007{
2008 int capacity_remaining;
2009
2010 if(op->type!=PLAYER)
2011 op->stats.hp=op->stats.maxhp;
2012 else {
2013 /* check if this is a dragon (player), eating some flesh */
2014 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2015 ;
2016 else {
2017 /* usual case - no dragon meal: */
2018 if(op->stats.food+tmp->stats.food>999) {
2019 if(tmp->type==FOOD || tmp->type==FLESH)
2020 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2021 else
2022 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2023 }
2024
2025 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2026 char buf[MAX_BUF];
2027
2028 if (!is_dragon_pl(op)) {
2029 /* eating message for normal players*/
2030 if(tmp->type==DRINK)
2031 sprintf(buf,"Ahhh...that %s tasted good.",&tmp->name);
2032 else
2033 sprintf(buf,"The %s tasted %s",&tmp->name,
2034 tmp->type==FLESH?"terrible!":"good.");
2035 }
2036 else {
2037 /* eating message for dragon players*/
2038 sprintf(buf,"The %s tasted terrible!",&tmp->name);
2039 }
2040
2041 new_draw_info(NDI_UNIQUE, 0,op,buf);
2042 capacity_remaining = 999 - op->stats.food;
2043 op->stats.food+=tmp->stats.food;
2044 if(capacity_remaining < tmp->stats.food)
2045 op->stats.hp += capacity_remaining / 50;
2046 else
2047 op->stats.hp+=tmp->stats.food/50;
2048 if(op->stats.hp>op->stats.maxhp)
2049 op->stats.hp=op->stats.maxhp;
2050 if (op->stats.food > 999)
2051 op->stats.food = 999;
2052 }
2053
2054 /* special food hack -b.t. */
2055 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2056 eat_special_food(op,tmp);
2057 } 1970 }
2058 } 1971
2059 handle_apply_yield(tmp); 1972 if (!tmp->destroyed () && !tmp->inv)
2060 decrease_ob(tmp); 1973 tmp->decrease (true);
2061} 1974}
2062 1975
2063/** 1976/**
2064 * A dragon is eating some flesh. If the flesh contains resistances, 1977 * A dragon is eating some flesh. If the flesh contains resistances,
2065 * 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.
2068 * object *op the object (dragon player) eating the flesh 1981 * object *op the object (dragon player) eating the flesh
2069 * object *meal the flesh item, getting chewed in dragon's mouth 1982 * object *meal the flesh item, getting chewed in dragon's mouth
2070 * return: 1983 * return:
2071 * int 1 if eating successful, 0 if it doesn't work 1984 * int 1 if eating successful, 0 if it doesn't work
2072 */ 1985 */
1986static int
2073int dragon_eat_flesh(object *op, object *meal) { 1987dragon_eat_flesh (object *op, object *meal)
1988{
2074 object *skin = NULL; /* pointer to dragon skin force*/ 1989 object *skin = NULL; /* pointer to dragon skin force */
2075 object *abil = NULL; /* pointer to dragon ability force*/ 1990 object *abil = NULL; /* pointer to dragon ability force */
2076 object *tmp = NULL; /* tmp. object */ 1991 object *tmp = NULL; /* tmp. object */
2077 1992
2078 char buf[MAX_BUF]; /* tmp. string buffer */
2079 double chance; /* improvement-chance of one resistance type */ 1993 double chance; /* improvement-chance of one resistance type */
2080 double totalchance=1; /* total chance of gaining one resistance */ 1994 double totalchance = 1; /* total chance of gaining one resistance */
2081 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1995 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2082 double mbonus=0; /* monster bonus */ 1996 double mbonus = 0; /* monster bonus */
2083 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1997 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2084 int winners=0; /* number of winners */ 1998 int winners = 0; /* number of winners */
2085 int i; /* index */ 1999 int i; /* index */
2086 2000
2087 /* let's make sure and doublecheck the parameters */ 2001 /* let's make sure and doublecheck the parameters */
2088 if (meal->type!=FLESH || !is_dragon_pl(op)) 2002 if (meal->type != FLESH || !is_dragon_pl (op))
2089 return 0; 2003 return 0;
2090 2004
2091 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2005 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2092 from the player's inventory */ 2006 from the player's inventory */
2093 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2007 for (tmp = op->inv; tmp; tmp = tmp->below)
2094 if (tmp->type == FORCE) { 2008 if (tmp->type == FORCE)
2095 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2009 if (tmp->arch->archname == shstr_dragon_skin_force)
2096 skin = tmp; 2010 skin = tmp;
2097 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2011 else if (tmp->arch->archname == shstr_dragon_ability_force)
2098 abil = tmp; 2012 abil = tmp;
2099 } 2013
2100 }
2101
2102 /* 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
2103 which is not to be considered a dragon -> bail out */ 2015 which is not to be considered a dragon -> bail out */
2104 if (skin == NULL || abil == NULL) return 0; 2016 if (skin == NULL || abil == NULL)
2105 2017 return 0;
2018
2106 /* now start by filling stomache and health, according to food-value */ 2019 /* now start by filling stomache and health, according to food-value */
2107 if((999 - op->stats.food) < meal->stats.food) 2020 if ((999 - op->stats.food) < meal->stats.food)
2108 op->stats.hp += (999 - op->stats.food) / 50; 2021 op->stats.hp += (999 - op->stats.food) / 50;
2109 else 2022 else
2110 op->stats.hp += meal->stats.food/50; 2023 op->stats.hp += meal->stats.food / 50;
2024
2111 if(op->stats.hp>op->stats.maxhp) 2025 if (op->stats.hp > op->stats.maxhp)
2112 op->stats.hp=op->stats.maxhp; 2026 op->stats.hp = op->stats.maxhp;
2113 2027
2114 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2028 op->stats.food = min (999, op->stats.food + meal->stats.food);
2115 2029
2116 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2030 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2117 2031
2118 /* on to the interesting part: chances for adding resistance */ 2032 /* on to the interesting part: chances for adding resistance */
2119 for (i=0; i<NROFATTACKS; i++) { 2033 for (i = 0; i < NROFATTACKS; i++)
2034 {
2120 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2035 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2036 {
2121 /* got positive resistance, now calculate improvement chance (0-100) */ 2037 /* got positive resistance, now calculate improvement chance (0-100) */
2122 2038
2123 /* this bonus makes resistance increase easier at lower levels */ 2039 /* this bonus makes resistance increase easier at lower levels */
2124 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2040 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2125 if (i == abil->stats.exp) 2041 if (i == abil->stats.exp)
2126 bonus += 5; /* additional bonus for resistance of ability-focus */ 2042 bonus += 5; /* additional bonus for resistance of ability-focus */
2127 2043
2128 /* monster bonus increases with level, because high-level 2044 /* monster bonus increases with level, because high-level
2129 flesh is too rare */ 2045 flesh is too rare */
2130 mbonus = op->level * 20. / ((double)settings.max_level); 2046 mbonus = op->level * 20. / ((double) settings.max_level);
2131 2047
2132 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2048 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2133 ((double)settings.max_level)) - skin->resist[i]; 2049 ((double)settings.max_level)) - skin->resist[i];
2134 2050
2135 if (chance >= 0.) 2051 if (chance >= 0.)
2136 chance += 1.; 2052 chance += 1.;
2137 else 2053 else
2138 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2054 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2139 2055
2140 /* chance is proportional to amount of resistance (max. 50) */ 2056 /* chance is proportional to amount of resistance (max. 50) */
2141 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2057 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2142 2058
2143 /* doubled chance for resistance of ability-focus */ 2059 /* doubled chance for resistance of ability-focus */
2144 if (i == abil->stats.exp) 2060 if (i == abil->stats.exp)
2145 chance = MIN(100., chance*2.); 2061 chance = min (100., chance * 2.);
2146 2062
2147 /* 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!) */
2148 if (RANDOM()%10000 < (int)(chance*100)) { 2064 if (rndm (10000) < (unsigned int)(chance * 100))
2065 {
2149 atnr_winner[winners] = i; 2066 atnr_winner[winners] = i;
2150 winners++; 2067 winners++;
2151 } 2068 }
2152 2069
2153 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2070 if (chance >= 0.01)
2154 2071 totalchance *= 1 - chance / 100;
2072
2155 /*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); */
2156 } 2074 }
2157 } 2075 }
2158 2076
2159 /* inverse totalchance as until now we have the failure-chance */ 2077 /* inverse totalchance as until now we have the failure-chance */
2160 totalchance = 100 - totalchance*100; 2078 totalchance = 100 - totalchance * 100;
2079
2161 /* print message according to totalchance */ 2080 /* print message according to totalchance */
2081 const char *buf;
2162 if (totalchance > 50.) 2082 if (totalchance > 50.)
2163 sprintf(buf, "Hmm! The %s tasted delicious!", &meal->name); 2083 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2164 else if (totalchance > 10.) 2084 else if (totalchance > 10.)
2165 sprintf(buf, "The %s tasted very good.", &meal->name); 2085 buf = format ("The %s tasted very good.", &meal->name);
2166 else if (totalchance > 1.) 2086 else if (totalchance > 1.)
2167 sprintf(buf, "The %s tasted good.", &meal->name); 2087 buf = format ("The %s tasted good.", &meal->name);
2168 else if (totalchance > 0.1) 2088 else if (totalchance > 0.1)
2169 sprintf(buf, "The %s tasted bland.", &meal->name); 2089 buf = format ("The %s tasted bland.", &meal->name);
2170 else if (totalchance >= 0.01) 2090 else if (totalchance >= 0.01)
2171 sprintf(buf, "The %s had a boring taste.", &meal->name); 2091 buf = format ("The %s had a boring taste.", &meal->name);
2172 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))
2173 sprintf(buf, "The %s tasted strange.", &meal->name); 2093 buf = format ("The %s tasted strange.", &meal->name);
2174 else 2094 else
2175 sprintf(buf, "The %s had no taste.", &meal->name); 2095 buf = format ("The %s had no taste.", &meal->name);
2176 new_draw_info(NDI_UNIQUE, 0, op, buf); 2096
2177 2097 op->statusmsg (buf);
2098
2178 /* now choose a winner if we have any */ 2099 /* now choose a winner if we have any */
2179 i = -1; 2100 i = -1;
2180 if (winners>0) 2101 if (winners > 0)
2181 i = atnr_winner[RANDOM()%winners]; 2102 i = atnr_winner [rndm (winners)];
2182 2103
2183 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2104 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2105 {
2184 /* resistance increased! */ 2106 /* resistance increased! */
2185 skin->resist[i]++; 2107 skin->resist[i]++;
2186 fix_player(op); 2108 op->update_stats ();
2109
2110 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2187 2111 }
2188 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2112
2189 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2190 }
2191
2192 /* if this flesh contains a new ability focus, we mark it 2113 /* if this flesh contains a new ability focus, we mark it
2193 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 */
2194 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)
2195 && meal->last_eat != abil->last_eat) { 2116 {
2196 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> */
2197 2118
2198 if (meal->last_eat != abil->stats.exp) { 2119 if (meal->last_eat != abil->stats.exp)
2120 op->statusmsg (format (
2199 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.",
2200 change_resist_msg[meal->last_eat]); 2123 change_resist_msg[meal->last_eat],
2201 new_draw_info(NDI_UNIQUE, 0, op, buf); 2124 abil->level + 1
2202 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2125 ));
2203 new_draw_info(NDI_UNIQUE, 0, op, buf);
2204 }
2205 else { 2126 else
2206 sprintf(buf, "Your metabolism will continue to focus on %s.", 2127 {
2207 change_resist_msg[meal->last_eat]); 2128 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2208 new_draw_info(NDI_UNIQUE, 0, op, buf);
2209 abil->last_eat = 0; 2129 abil->last_eat = 0;
2210 } 2130 }
2211 } 2131 }
2132
2212 return 1; 2133 return 1;
2213} 2134}
2214 2135
2215static 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)
2216{ 2142{
2217#ifndef COZY_SERVER 2143 int capacity_remaining;
2218 if(!pl->contr->name_changed||!pl->stats.exp) { 2144
2219 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2145 if (op->type != PLAYER)
2220 return; 2146 op->stats.hp = op->stats.maxhp;
2221 } 2147 else
2222#endif
2223 INVOKE_PLAYER (LOGOUT, pl->contr);
2224 /* Need to call terminate_all_pets() before we remove the player ob */
2225 terminate_all_pets(pl);
2226 remove_ob(pl);
2227 pl->direction=0;
2228 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2229 "%s leaves the game.", &pl->name);
2230 2148 {
2231 /* update respawn position */ 2149 /* check if this is a dragon (player), eating some flesh */
2232 strcpy(pl->contr->savebed_map, pl->map->path); 2150 if (tmp->type == FLESH && is_dragon_pl (op) && dragon_eat_flesh (op, tmp))
2233 pl->contr->bed_x = pl->x; 2151 ;
2234 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 }
2235 2206 }
2236 strcpy(pl->contr->killer,"left"); 2207
2237 check_score(pl); /* Always check score */ 2208 handle_apply_yield (tmp);
2238 (void)save_player(pl,0); 2209 tmp->decrease ();
2239 pl->map->players--;
2240#if MAP_MAXTIMEOUT
2241 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2242#endif
2243 play_again(pl);
2244 pl->speed = 0;
2245 update_ob_speed(pl);
2246} 2210}
2247 2211
2248/** 2212/**
2249 * Handles applying an improve armor scroll. 2213 * Handles applying an improve armor scroll.
2250 * Does some sanity checks, then calls improve_armour. 2214 * Does some sanity checks, then calls improve_armour.
2251 */ 2215 */
2216static void
2252static void apply_armour_improver (object *op, object *tmp) 2217apply_armour_improver (object *op, object *tmp)
2253{ 2218{
2254 object *armor; 2219 object *armor;
2255 2220
2256 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))
2257 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2258 return;
2259 } 2222 {
2260 armor=find_marked_object(op); 2223 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2261 if ( ! armor) {
2262 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2263 return; 2224 return;
2264 } 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
2265 if (armor->type != ARMOUR 2235 if (armor->type != ARMOUR
2266 && armor->type != CLOAK 2236 && armor->type != CLOAK
2267 && armor->type != BOOTS && armor->type != GLOVES 2237 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2268 && armor->type != BRACERS && armor->type != SHIELD
2269 && armor->type != HELMET)
2270 { 2238 {
2271 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2239 op->failmsg ("Your marked item is not armour!\n");
2272 return; 2240 return;
2273 } 2241 }
2274 2242
2275 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2243 op->statusmsg ("Applying armour enchantment.");
2276 improve_armour(op,tmp,armor); 2244 improve_armour (op, tmp, armor);
2277} 2245}
2278 2246
2279 2247void
2280extern void apply_poison (object *op, object *tmp) 2248apply_poison (object *op, object *tmp)
2281{ 2249{
2282 if (op->type == PLAYER) { 2250 // need to do it now when it is still on the map
2283 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2284 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2285 strcpy(op->contr->killer,"poisonous booze");
2286 }
2287 if (tmp->stats.hp > 0) {
2288 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2289 tmp->stats.hp);
2290 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2291 }
2292 op->stats.food-=op->stats.food/4;
2293 handle_apply_yield(tmp); 2251 handle_apply_yield (tmp);
2294 decrease_ob(tmp);
2295}
2296 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
2297/** 2272/**
2298 * 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.
2299 * A valid 2 way exit means: 2274 * A valid 2 way exit means:
2300 * -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)
2301 * -You are 2276 * -You are
2302 * ° the owner of the exit 2277 * ° the owner of the exit
2303 * ° or in the same party as the owner 2278 * ° or in the same party as the owner
2304 * 2279 *
2305 * 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
2306 * 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
2307 * 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).
2308 */ 2283 */
2284static int
2309int is_legal_2ways_exit (object* op, object *exit) 2285is_legal_2ways_exit (object *op, object *exit)
2310 { 2286{
2311 object * tmp; 2287 if (exit->stats.exp != 1)
2312 object * exit_owner; 2288 return 1; /*This is not a 2 way, so it is legal */
2313 player * pp; 2289
2314 mapstruct * exitmap; 2290#if 0 //TODO
2315 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)
2316 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 */
2317 /* To know if an exit has a correspondant, we look at 2293#endif
2318 * all the exits in destination and try to find one with same path as 2294
2319 * the current exit's position */ 2295 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2320 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2296
2321 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2297 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2322 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2298
2323 if (exitmap) 2299 if (exitmap)
2324 { 2300 {
2325 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2301 exitmap->load_sync ();
2326 if (!tmp) return 0; 2302
2327 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)
2328 { 2309 {
2329 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2310 if (tmp->type != EXIT)
2330 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2311 continue; /*Not an exit */
2331 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2332 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2333 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
2334 /* 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
2335 * 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
2336 * town portals to prevent strangers from visiting your appartments 2324 * town portals to prevent strangers from visiting your appartments
2337 */ 2325 */
2326 if (!exit->race)
2338 if (!exit->race) return 1; /*No owner, free for all!*/ 2327 return 1; /*No owner, free for all! */
2339 exit_owner=NULL; 2328
2340 for (pp=first_player;pp;pp=pp->next) 2329 object *exit_owner = 0;
2330
2331 for_all_players (pp)
2341 { 2332 {
2342 if (!pp->ob) continue; 2333 if (!pp->ob)
2334 continue;
2335
2343 if (pp->ob->name!=exit->race) continue; 2336 if (pp->ob->name != exit->race)
2337 continue;
2338
2344 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 */
2345 break; 2340 break;
2346 } 2341 }
2347 if (!exit_owner) return 0; /* No more owner*/ 2342
2348 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
2349 if ( exit_owner && /*There is a owner*/ 2349 if (exit_owner && /*There is a owner */
2350 (op->contr) && /*A player tries to pass */ 2350 (op->contr) && /*A player tries to pass */
2351 ( (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 */
2352 (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 */
2353 return 0; 2353 return 0;
2354
2354 return 1; 2355 return 1;
2355 } 2356 }
2356 } 2357 }
2358
2357 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 }
2358 } 2393 }
2359 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}
2360 2709
2361/** 2710/**
2362 * Main apply handler. 2711 * Main apply handler.
2363 * 2712 *
2364 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2366 * Return value: 2715 * Return value:
2367 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2368 * 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
2369 * 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
2370 * 2719 *
2371 * 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
2372 * being applied. 2721 * being applied.
2373 * 2722 *
2374 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2375 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2376 */ 2725 */
2377 2726int
2378int manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2379{ 2728{
2380 if (tmp->head) tmp=tmp->head; 2729 op = op->head_ ();
2381 2730
2382 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2731 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2732 {
2733 if (who->type == PLAYER)
2734 {
2735 examine (who, op);
2736 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2737 return 1;
2738 }
2739 else
2740 return 0; /* monsters just skip unpaid items */
2741 }
2742
2743 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2744 return RESULT_INT (0);
2745
2746 switch (op->type)
2747 {
2748 case T_HANDLE:
2749 who->play_sound (sound_find ("turn_handle"));
2750 who->statusmsg ("You turn the handle.");
2751 op->value = op->value ? 0 : 1;
2752 SET_ANIMATION (op, op->value);
2753 update_object (op, UP_OBJ_FACE);
2754 push_button (op, who);
2755 return 1;
2756
2757 case TRIGGER:
2758 if (check_trigger (op, who, who))
2759 {
2760 who->statusmsg ("You turn the handle.");
2761 who->play_sound (sound_find ("turn_handle"));
2762 }
2763 else
2764 who->failmsg ("The handle doesn't move.");
2765
2766 return 1;
2767
2768 case EXIT:
2769 if (who->type != PLAYER)
2770 return 0;
2771
2772 if (!EXIT_PATH (op) || !is_legal_2ways_exit (who, op))
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)));
2774 else
2775 {
2776 /* Don't display messages for random maps. */
2777 if (op->msg && !EXIT_PATH (op).starts_with ("/!"))
2778 who->statusmsg (op->msg, NDI_NAVY);
2779
2780 who->enter_exit (op);
2781 }
2782
2783 return 1;
2784
2785 case INSCRIBABLE:
2786 who->statusmsg (op->msg);
2787 // maybe show a spell menu to chose from or something like that
2788 return 1;
2789
2790 case SIGN:
2791 apply_sign (who, op, 0);
2792 return 1;
2793
2794 case BOOK:
2383 if (op->type == PLAYER) { 2795 if (who->type == PLAYER)
2384 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2796 {
2797 apply_book (who, op);
2385 return 1; 2798 return 1;
2386 } else {
2387 return 0; /* monsters just skip unpaid items */
2388 } 2799 }
2389 } 2800 else
2801 return 0;
2390 2802
2391 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2803 case SKILLSCROLL:
2392 return RESULT_INT (0); 2804 if (who->type == PLAYER)
2393 2805 {
2394 switch (tmp->type) { 2806 apply_skillscroll (who, op);
2395
2396 case CF_HANDLE:
2397 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2398 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2399 tmp->value=tmp->value?0:1;
2400 SET_ANIMATION(tmp, tmp->value);
2401 update_object(tmp,UP_OBJ_FACE);
2402 push_button(tmp);
2403 return 1; 2807 return 1;
2404
2405 case TRIGGER:
2406 if (check_trigger (tmp, op)) {
2407 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2408 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2409 } else {
2410 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2411 } 2808 }
2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2814 {
2815 apply_spellbook (who, op);
2412 return 1; 2816 return 1;
2413
2414 case EXIT:
2415 if (op->type != PLAYER)
2416 return 0;
2417 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2418 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2419 query_name(tmp));
2420 } else {
2421 /* Don't display messages for random maps. */
2422 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2423 strncmp(EXIT_PATH(tmp), "/random/", 8))
2424 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2425 enter_exit(op,tmp);
2426 } 2817 }
2818 else
2819 return 0;
2820
2821 case SCROLL:
2822 apply_scroll (who, op, 0);
2823 return 1;
2824
2825 case POTION:
2826 apply_potion (who, op);
2827 return 1;
2828
2829 /* Eneq(@csd.uu.se): Handle apply on containers. */
2830 //TODO: remove, as it is unsed?
2831 case CLOSE_CON:
2832 apply_container (who, op->env);
2833 return 1;
2834
2835 case CONTAINER:
2836 apply_container (who, op);
2837 return 1;
2838
2839 case TREASURE:
2840 if (who->type == PLAYER)
2841 {
2842 apply_treasure (who, op);
2427 return 1; 2843 return 1;
2844 }
2845 else
2846 return 0;
2428 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:
2429 case SIGN: 2862 case RING:
2430 apply_sign (op, tmp, 0); 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);
2431 return 1; 2894 return 1;
2432
2433 case BOOK:
2434 if (op->type == PLAYER) {
2435 apply_book (op, tmp);
2436 return 1;
2437 } else {
2438 return 0;
2439 } 2895 }
2440 2896 else
2441 case SKILLSCROLL:
2442 if (op->type == PLAYER) {
2443 apply_skillscroll (op, tmp);
2444 return 1;
2445 }
2446 return 0; 2897 return 0;
2447 2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2448 case SPELLBOOK: 2903 case CLOCK:
2449 if (op->type == PLAYER) { 2904 if (who->type == PLAYER)
2450 apply_spellbook (op, tmp); 2905 {
2451 return 1; 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")
2452 } 2915 ));
2453 return 0;
2454
2455 case SCROLL:
2456 apply_scroll (op, tmp, 0);
2457 return 1; 2916 return 1;
2917 }
2918 else
2919 return 0;
2458 2920
2459 case POTION: 2921 case MENU:
2460 (void) apply_potion(op, tmp); 2922 if (who->type == PLAYER)
2923 {
2924 shop_listing (op, who);
2461 return 1; 2925 return 1;
2926 }
2927 else
2928 return 0;
2462 2929
2463 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2930 case POWER_CRYSTAL:
2464 case CLOSE_CON: 2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2465 if (op->type==PLAYER) 2935 if (who->type == PLAYER)
2466 (void) esrv_apply_container (op, tmp->env); 2936 {
2467 else 2937 apply_lighter (who, op);
2468 (void) apply_container (op, tmp->env);
2469 return 1; 2938 return 1;
2470
2471 case CONTAINER:
2472 if (op->type==PLAYER)
2473 (void) esrv_apply_container (op, tmp);
2474 else
2475 (void) apply_container (op, tmp);
2476 return 1;
2477
2478 case TREASURE:
2479 if (op->type == PLAYER) {
2480 apply_treasure (op, tmp);
2481 return 1;
2482 } else {
2483 return 0;
2484 } 2939 }
2485 2940 else
2486 case WEAPON:
2487 case ARMOUR:
2488 case BOOTS:
2489 case GLOVES:
2490 case AMULET:
2491 case GIRDLE:
2492 case BRACERS:
2493 case SHIELD:
2494 case HELMET:
2495 case RING:
2496 case CLOAK:
2497 case WAND:
2498 case ROD:
2499 case HORN:
2500 case SKILL:
2501 case BOW:
2502 case LAMP:
2503 case BUILDER:
2504 case SKILL_TOOL:
2505 if (tmp->env != op)
2506 return 2; /* not in inventory */
2507 (void) apply_special (op, tmp, aflag);
2508 return 1; 2941 return 0;
2509 2942
2510 case DRINK:
2511 case FOOD:
2512 case FLESH:
2513 apply_food (op, tmp);
2514 return 1;
2515
2516 case POISON:
2517 apply_poison (op, tmp);
2518 return 1;
2519
2520 case SAVEBED:
2521 if (op->type == PLAYER) {
2522 apply_savebed (op);
2523 return 1;
2524 } else {
2525 return 0;
2526 }
2527
2528 case ARMOUR_IMPROVER:
2529 if (op->type == PLAYER) {
2530 apply_armour_improver (op, tmp);
2531 return 1;
2532 } else {
2533 return 0;
2534 }
2535
2536 case WEAPON_IMPROVER:
2537 (void) check_improve_weapon(op, tmp);
2538 return 1;
2539
2540 case CLOCK:
2541 if (op->type == PLAYER) {
2542 char buf[MAX_BUF];
2543 timeofday_t tod;
2544
2545 get_tod(&tod);
2546 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2547 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2548 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2549 ((tod.hour >= 14) ? "pm" : "am"));
2550 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2551 new_draw_info(NDI_UNIQUE, 0,op, buf);
2552 return 1;
2553 } else {
2554 return 0;
2555 }
2556
2557 case MENU:
2558 if (op->type == PLAYER) {
2559 shop_listing (op);
2560 return 1;
2561 } else {
2562 return 0;
2563 }
2564
2565 case POWER_CRYSTAL:
2566 apply_power_crystal(op,tmp); /* see egoitem.c */
2567 return 1;
2568
2569 case LIGHTER: /* for lighting torches/lanterns/etc */
2570 if (op->type == PLAYER) {
2571 apply_lighter(op,tmp);
2572 return 1;
2573 } else {
2574 return 0;
2575 }
2576
2577 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2578 apply_item_transformer( op, tmp ); 2944 apply_item_transformer (who, op);
2579 return 1; 2945 return 1;
2580 2946
2581 default: 2947 default:
2582 return 0; 2948 return 0;
2583 } 2949 }
2584} 2950}
2585
2586 2951
2587/* 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"
2588 * 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
2589 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2590 * 2955 *
2591 * Same return value as apply() function. 2956 * Same return value as apply() function.
2592 */ 2957 */
2958int
2593int player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2594{ 2960{
2595 int tmp;
2596
2597 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2962 {
2598 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2599 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2600 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2965 {
2601 "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.>");
2602 return 0; 2969 return 0;
2603 } 2970 }
2604 }
2605
2606 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2607 * applied.
2608 */
2609 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2610 { 2971 }
2611 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2612 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2613 "of smoke!");
2614 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2615 remove_ob (op);
2616 free_object (op);
2617 return 1;
2618 }
2619 2972
2620 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2621 pl->contr->last_used_id = op->count;
2622 2974
2623 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2624 if ( ! quiet) { 2977 if (!quiet)
2978 {
2625 if (tmp == 0) 2979 if (tmp == 0)
2626 new_draw_info_format (NDI_UNIQUE, 0, pl, 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2627 "I don't know how to apply the %s.",
2628 query_name (op));
2629 else if (tmp == 2) 2981 else if (tmp == 2)
2630 new_draw_info_format (NDI_UNIQUE, 0, pl, 2982 pl->failmsg ("You must get it first!\n");
2631 "You must get it first!\n");
2632 } 2983 }
2984
2633 return tmp; 2985 return tmp;
2634} 2986}
2635 2987
2636/** 2988/**
2637 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2638 * 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
2639 * we use the ground. 2991 * we use the ground.
2640 */ 2992 */
2641 2993void
2642void player_apply_below (object *pl) 2994player_apply_below (object *pl)
2643{ 2995{
2644 object *tmp, *next;
2645 int floors; 2996 int floors = 0;
2646 2997
2647 /* 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
2648 * item in the container. Otherwise, use the map. 2999 * item in the container. Otherwise, use the map.
2649 */
2650 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2651
2652 /* 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
2653 * 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
2654 * 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
2655 * 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
2656 * not return a proper value. 3004 * not return a proper value.
2657 */ 3005 */
2658 for (floors = 0; tmp!=NULL; tmp=next) { 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3007 {
2659 next = tmp->below; 3008 next = tmp->below;
3009
2660 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2661 floors++; 3011 floors++;
2662 else if (floors > 0) 3012 else if (floors > 0)
2663 return; /* process only floor objects after first floor object */ 3013 return; /* process only floor objects after first floor object */
2664 3014
2665 /* 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
2666 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2667 * 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
2668 * the item needs. 3018 * the item needs.
2669 */ 3019 */
2670 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2671 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2672 return; 3022 return;
2673 } 3023
2674 if (floors >= 2) 3024 if (floors >= 2)
2675 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2676 } 3026 }
2677} 3027}
2678 3028
2679/** 3029/**
2680 * Unapplies specified item. 3030 * Unapplies specified item.
2681 * No check done on cursed/damned. 3031 * No check done on cursed/damned.
2682 * Break this out of apply_special - this is just done 3032 * Break this out of apply_special - this is just done
2683 * 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.
2684 */ 3034 */
3035static int
2685static int unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2686{ 3037{
2687 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 3038 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2688 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2689 return RESULT_INT (0); 3040 return RESULT_INT (0);
2690 3041
2691 object *tmp2;
2692
2693 CLEAR_FLAG(op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
3043
2694 switch(op->type) { 3044 switch (op->type)
2695 case WEAPON: 3045 {
2696 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2697
2698 (void) change_abil (who,op);
2699 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2700 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2701 clear_skill(who);
2702 break;
2703
2704 case SKILL: /* allows objects to impart skills */
2705 case SKILL_TOOL: 3046 case SKILL_TOOL:
2706 if (op != who->chosen_skill) { 3047 // unapplying a skill tool should also unapply the skill it governs
2707 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
3049 // be used for other reasons
3050 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3051 if (tmp->skill == op->skill
3052 && tmp->type == SKILL
3053 && tmp->flag [FLAG_APPLIED]
3054 && !tmp->flag [FLAG_CAN_USE_SKILL])
3055 unapply_special (who, tmp, 0);
3056
3057 change_abil (who, op);
3058 break;
3059
3060 case WEAPON:
3061 if (player *pl = who->contr)
3062 if (op == pl->combat_ob)
3063 {
3064 pl->combat_ob = 0;
3065 who->change_weapon (pl->ranged_ob);
2708 } 3066 }
2709 if (who->type==PLAYER) { 3067
2710 if (who->contr->shoottype == range_skill) 3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
2711 who->contr->shoottype = range_none; 3069
2712 if ( ! op->invisible) {
2713 new_draw_info_format (NDI_UNIQUE, 0, who,
2714 "You stop using the %s.", query_name(op));
2715 } else {
2716 new_draw_info_format (NDI_UNIQUE, 0, who,
2717 "You can no longer use the skill: %s.",
2718 &op->skill);
2719 }
2720 }
2721 (void) change_abil (who, op); 3070 change_abil (who, op);
2722 who->chosen_skill = NULL;
2723 CLEAR_FLAG (who, FLAG_READY_SKILL); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2724 break;
2725
2726 case ARMOUR:
2727 case HELMET:
2728 case SHIELD:
2729 case RING:
2730 case BOOTS:
2731 case GLOVES:
2732 case AMULET:
2733 case GIRDLE:
2734 case BRACERS:
2735 case CLOAK:
2736 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2737 (void) change_abil (who,op);
2738 break;
2739 case LAMP:
2740 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2741 &op->name);
2742 tmp2 = arch_to_object(op->other_arch);
2743 tmp2->x = op->x;
2744 tmp2->y = op->y;
2745 tmp2->map = op->map;
2746 tmp2->below = op->below;
2747 tmp2->above = op->above;
2748 tmp2->stats.food = op->stats.food;
2749 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2750 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2751 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2752 if (who->type == PLAYER)
2753 esrv_del_item(who->contr, (tag_t)op->count);
2754 remove_ob(op);
2755 free_object(op);
2756 insert_ob_in_ob(tmp2, who);
2757 fix_player(who);
2758 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2759 if (who->type == PLAYER) {
2760 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2761 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2762 }
2763 }
2764 if(who->type==PLAYER)
2765 esrv_send_item(who, tmp2);
2766 return 1; /* otherwise, an attempt to drop causes problems */
2767 break;
2768 case BOW:
2769 case WAND:
2770 case ROD:
2771 case HORN:
2772 clear_skill(who);
2773 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2774 if(who->type==PLAYER) {
2775 who->contr->shoottype = range_none;
2776 } else {
2777 if (op->type == BOW)
2778 CLEAR_FLAG (who, FLAG_READY_BOW);
2779 else
2780 CLEAR_FLAG(who, FLAG_READY_RANGE);
2781 }
2782 break;
2783
2784 case BUILDER:
2785 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2786 who->contr->shoottype = range_none;
2787 who->contr->ranges[ range_builder ] = NULL;
2788 break; 3072 break;
2789 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
2790 default: 3137 default:
2791 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2792 break; 3139 break;
2793 } 3140 }
2794 3141
2795 fix_player(who); 3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2796 3143 if (object *pl = op->visible_to ())
2797 if ( ! (aflags & AP_NO_MERGE)) {
2798 object *tmp;
2799
2800 tag_t del_tag = op->count;
2801 tmp = merge_ob (op, NULL);
2802 if (who->type == PLAYER) {
2803 if (tmp) { /* it was merged */
2804 esrv_del_item (who->contr, del_tag);
2805 op = tmp;
2806 }
2807 esrv_send_item (who, op); 3144 esrv_send_item (pl, op);
2808 } 3145
2809 } 3146 who->update_stats ();
3147
2810 return 0; 3148 return 0;
2811} 3149}
2812 3150
2813/** 3151/**
2814 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
2815 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
2816 * 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
2817 * something like: 3155 * something like:
2818 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
2819 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2820 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
2821 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
2822 * 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.
2823 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
2824 * invisible other objects that use 3162 * invisible other objects that use
2825 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
2826 */ 3164 */
2827object *get_item_from_body_location(object *start, int loc) 3165static object *
3166get_next_item_from_body_location (int loc, object *start)
2828{ 3167{
2829 object *tmp;
2830
2831 if (!start) return NULL;
2832
2833 for (tmp=start; tmp; tmp=tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
2834 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3169 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info
2835 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3171 && (!tmp->invisible || tmp->type == SKILL))
3172 return tmp;
2836 3173
2837 return NULL; 3174 return 0;
2838} 3175}
2839
2840
2841 3176
2842/** 3177/**
2843 * '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.
2844 * This should only be called when it is known 3179 * This should only be called when it is known
2845 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
2848 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
2849 * 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
2850 * 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
2851 * another function that does just that. 3186 * another function that does just that.
2852 */ 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
2853int unapply_for_ob(object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2854{ 3196{
2855 int i; 3197 if (op->is_range ())
2856 object *tmp=NULL, *last;
2857
2858 /* If we are applying a shield or weapon, unapply any equipped shield
2859 * or weapons first - only allowed to use one weapon/shield at a time.
2860 */
2861 if (op->type == WEAPON || op->type == SHIELD) {
2862 for (tmp=who->inv; tmp; tmp=tmp->below) { 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2863 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2864 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)))
2865 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3201 {
2866 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
2867 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3203 who->failmsg (query_name (tmp));
2868 else 3204 else
2869 unapply_special(who, tmp, aflags); 3205 unapply_special (who, tmp, aflags);
3206 }
3207 else
3208 {
3209 /* In this case, we want to try and remove a cursed item.
3210 * While we know it won't work, we want unapply_special to
3211 * at least generate the message.
3212 */
3213 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
3214 return 1;
3215 }
3216
3217 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3218 {
3219 /* this used up a slot that we need to free */
3220 if (op->slot[i].info)
3221 {
3222 object *last = who->inv;
3223
3224 /* We do a while loop - may need to remove several items in order
3225 * to free up enough slots.
3226 */
3227 while ((who->slot[i].used + op->slot[i].info) < 0)
3228 {
3229 object *tmp = get_next_item_from_body_location (i, last);
3230
3231 if (!tmp)
3232 {
3233#if 0
3234 /* Not a bug - we'll get this if the player has cursed items
3235 * equipped.
3236 */
3237 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
3238#endif
3239 return 1;
2870 } 3240 }
3241
3242 /* If we are just printing, we don't care about cursed status */
3243 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
3244 {
3245 if (aflags & AP_PRINT)
3246 who->failmsg (query_name (tmp));
2871 else { 3247 else
2872 /* In this case, we want to try and remove a cursed item. 3248 unapply_special (who, tmp, aflags);
2873 * While we know it won't work, we want unapply_special to
2874 * at least generate the message.
2875 */
2876 new_draw_info_format(NDI_UNIQUE, 0, who,
2877 "No matter how hard you try, you just can't\nremove %s.",
2878 query_name(tmp));
2879 return 1;
2880 } 3249 }
3250 else
3251 {
3252 /* Cursed item that we can't unequip - tell the player.
3253 * Note this could be annoying if this is just one of a few,
3254 * so it may not be critical (eg, putting on a ring and you have
3255 * one cursed ring.)
3256 */
3257 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
3258 }
2881 3259
3260 last = tmp->below;
2882 } 3261 }
2883 }
2884 }
2885
2886 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2887 /* this used up a slot that we need to free */
2888 if (op->body_info[i]) {
2889 last = who->inv;
2890
2891 /* We do a while loop - may need to remove several items in order
2892 * to free up enough slots.
2893 */
2894 while ((who->body_used[i] + op->body_info[i]) < 0) {
2895 tmp = get_item_from_body_location(last, i);
2896 if (!tmp) {
2897#if 0
2898 /* Not a bug - we'll get this if the player has cursed items
2899 * equipped.
2900 */
2901 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2902 i, body_locations[i].save_name, who->name);
2903#endif
2904 return 1;
2905 }
2906 /* If we are just printing, we don't care about cursed status */
2907 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2908 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2909 if (aflags & AP_PRINT)
2910 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2911 else
2912 unapply_special(who, tmp, aflags);
2913 }
2914 else {
2915 /* Cursed item that we can't unequip - tell the player.
2916 * Note this could be annoying if this is just one of a few,
2917 * so it may not be critical (eg, putting on a ring and you have
2918 * one cursed ring.)
2919 */
2920 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2921 }
2922 last = tmp->below;
2923 }
2924 /* 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
2925 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
2926 */ 3264 */
2927 } /* if op is using this body location */ 3265 } /* if op is using this body location */
2928 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
2929 return 0; 3268 return 0;
2930} 3269}
2931 3270
2932/** 3271/**
2933 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
2934 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
2935 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
2936 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
2937 * 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
2938 * 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?)
2939 * 3278 *
2940 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
2941 * these return values. 3280 * these return values.
2942 */ 3281 */
3282int
2943int can_apply_object(object *who, object *op) 3283can_apply_object (object *who, object *op)
2944{ 3284{
2945 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3285 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2946 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2947 return RESULT_INT (0); 3286 return RESULT_INT (0);
2948 3287
2949 int i, retval=0; 3288 int retval = 0;
2950 object *tmp=NULL, *ws=NULL; 3289 object *tmp = 0, *ws = 0;
2951 3290
2952 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2953 * 2 weapons, but we don't want to let them do that. So if they are 3292 {
2954 * trying to equip a weapon or shield, see if they already have one 3293 if (op->slot[i].info)
2955 * in place and store that way. 3294 {
2956 */ 3295 /* Item uses more slots than we have */
2957 if (op->type == WEAPON || op->type == SHIELD) { 3296 if (who->slot[i].info + op->slot [i].info < 0)
2958 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3297 {
2959 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3298 /* Could return now for efficiency - rest of info below isn't
3299 * really needed.
3300 */
2960 retval = CAN_APPLY_UNAPPLY; 3301 retval |= CAN_APPLY_NEVER;
2961 ws = tmp;
2962 } 3302 }
2963 } 3303 else if (who->slot[i].used + op->slot[i].info < 0)
2964 }
2965 3304 {
2966
2967 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2968 if (op->body_info[i]) {
2969 /* Item uses more slots than we have */
2970 if (FABS(op->body_info[i]) > who->body_info[i]) {
2971 /* Could return now for efficiently - rest of info below isn'
2972 * really needed.
2973 */
2974 retval |= CAN_APPLY_NEVER;
2975 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2976 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
2977 * we have. 3306 * we have.
2978 */ 3307 */
2979 object *tmp1;
2980 3308
2981
2982 /* 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
2983 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
2984 * 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
2985 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
2986 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
2987 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
2988 * may be two handed for example. 3315 * may be two handed for example.
2989 */ 3316 */
2990 if (ws) { 3317 if (ws)
2991 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)
3319 {
2992 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
2993 continue; 3321 continue;
2994 } 3322 }
3323
3324 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3325 if (!tmp1)
3326 {
3327#if 0
3328 /* This is sort of an error, but happens a lot when old players
3329 * join in with more stuff equipped than they are now allowed.
3330 */
3331 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3332#endif
3333 retval |= CAN_APPLY_NEVER;
2995 } 3334 }
2996
2997 tmp1 = get_item_from_body_location(who->inv, i);
2998 if (!tmp1) {
2999#if 0
3000 /* This is sort of an error, but happens a lot when old players
3001 * join in with more stuff equipped than they are now allowed.
3002 */
3003 LOG(llevError,"Can't find object using location %d on %s\n",
3004 i, who->name);
3005#endif
3006 retval |= CAN_APPLY_NEVER;
3007 } else { 3335 else
3336 {
3008 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
3009 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
3010 * to apply multiple objects 3339 * to apply multiple objects
3011 */ 3340 */
3012 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
3343 if (!tmp)
3013 if (!tmp) tmp = tmp1; 3344 tmp = tmp1;
3014 else if (tmp != tmp1) { 3345 else if (tmp != tmp1)
3015 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3016 } 3347
3017 /* 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
3018 * 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
3019 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3020 */ 3351 */
3021 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)
3022 (FABS(op->body_info[i]) < who->body_info[i])) 3353 && abs (op->slot[i].info) < who->slot[i].info)
3023 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3024 3355
3025 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3026 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3027 */ 3358 */
3028 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)
3029 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3030
3031 } 3361 }
3032 } /* if not enough free slots */ 3362 } /* if not enough free slots */
3033 } /* if this object uses location i */ 3363 } /* if this object uses location i */
3034 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3035 3365
3036 /* 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
3037 * really be controlled by use of body locations. We do have 3367 * really be controlled by use of body locations. We do have
3038 * the weapon/shield checks, and the range checks for monsters, 3368 * the weapon/shield checks, and the range checks for monsters,
3039 * 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,
3040 * 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
3041 * all use the same location. 3371 * all use the same location.
3042 */ 3372 */
3043 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3373 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3374 retval |= CAN_APPLY_RESTRICTION;
3375
3376 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3377 retval |= CAN_APPLY_RESTRICTION;
3378
3379 if (who->type != PLAYER)
3380 {
3381 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3044 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3045 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3046 retval |= CAN_APPLY_RESTRICTION; 3385 retval |= CAN_APPLY_RESTRICTION;
3047 3386
3048
3049 if (who->type != PLAYER) {
3050 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3051 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3052 retval |= CAN_APPLY_RESTRICTION;
3053 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3054 retval |= CAN_APPLY_RESTRICTION;
3055 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3056 retval |= CAN_APPLY_RESTRICTION; 3388 retval |= CAN_APPLY_RESTRICTION;
3389
3057 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3058 retval |= CAN_APPLY_RESTRICTION; 3391 retval |= CAN_APPLY_RESTRICTION;
3059 } 3392 }
3393
3060 return retval; 3394 return retval;
3061} 3395}
3062
3063
3064 3396
3065/** 3397/**
3066 * 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.
3067 * 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,
3068 * 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
3077 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3078 * 3410 *
3079 * Optional flags: 3411 * Optional flags:
3080 * 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
3081 * 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
3082 * 3415 *
3083 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3084 * 3417 *
3085 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3086 */ 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
3087int apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3088{ 3426{
3089 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3090 object *tmp, *tmp2, *skop=NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3091 int i;
3092 3429
3093 if(who==NULL) { 3430 if (who == NULL)
3431 {
3094 LOG(llevError,"apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3095 return 1; 3433 return 1;
3096 } 3434 }
3097 3435
3098 if(op->env!=who) 3436 if (op->env != who)
3099 return 1; /* op is not in inventory */ 3437 return 1; /* op is not in inventory */
3100 3438
3101 /* trying to unequip op */ 3439 /* trying to unequip op */
3102 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3440 if (QUERY_FLAG (op, FLAG_APPLIED))
3441 {
3103 /* always apply, so no reason to unapply */ 3442 /* always apply, so no reason to unapply */
3104 if (basic_flag == AP_APPLY) return 0; 3443 if (basic_flag == AP_APPLY)
3444 return 0;
3105 3445
3106 if ( ! (aflags & AP_IGNORE_CURSE)
3107 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3446 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3108 new_draw_info_format(NDI_UNIQUE, 0, who, 3447 {
3109 "No matter how hard you try, you just can't\nremove %s.", 3448 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3110 query_name(op)); 3449 return 1;
3450 }
3451
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;
3464 }
3465
3466 splay (op);
3467
3468 /* Can't just apply this object. Lets see what not and what to do */
3469 if (int i = can_apply_object (who, op))
3470 {
3471 if (i & CAN_APPLY_NEVER)
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)));
3474 return 1;
3475 }
3476 else if (i & CAN_APPLY_RESTRICTION)
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 ));
3483 return 1;
3484 }
3485
3486 if (who->type != PLAYER)
3487 {
3488 /* Some error, so don't try to equip something more */
3489 if (unapply_for_ob (who, op, aflags))
3111 return 1; 3490 return 1;
3112 } 3491 }
3113 return unapply_special(who, op, aflags); 3492 else
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:");
3497 unapply_for_ob (who, op, AP_PRINT);
3498 return 1;
3499 }
3500 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3501 if (unapply_for_ob (who, op, aflags))
3502 return 1;
3503 }
3504 }
3505
3506 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3114 } 3507 {
3508 skop = find_skill_by_name (who, op->skill);
3115 3509
3116 if (basic_flag == AP_UNAPPLY) return 0; 3510 if (!skop)
3511 {
3512 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3513 return 1;
3514 }
3515 else
3516 /* While experience will be credited properly, we want to change the
3517 * skill so that the dam and wc get updated
3518 */
3519 who->change_skill (skop);
3520 }
3117 3521
3118 i = can_apply_object(who, op); 3522 if (!check_item_power (who, op->item_power))
3523 {
3524 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3525 return 1;
3526 }
3119 3527
3120 /* Can't just apply this object. Lets see what not and what to do */ 3528 /* Ok. We are now at the state where we can apply the new object.
3121 if (i) { 3529 * Note that we don't have the checks for can_use_...
3122 if (i & CAN_APPLY_NEVER) { 3530 * below - that is already taken care of by can_apply_object.
3123 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3531 */
3532 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3533
3534 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3535 return RESULT_INT (0);
3536
3537 switch (op->type)
3538 {
3539 case WEAPON:
3540 //TODO: this obviously fails for players using a shorter prefix
3541 // i.e. "R" can use Ragnarok's sword.
3542 if (op->level && !op->name.starts_with (who->name))
3543 {
3544 /* if the weapon does not have the name as the character, can't use it. */
3545 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3546 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3547
3548 if (tmp)
3549 insert_ob_in_ob (tmp, who);
3550
3124 return 1; 3551 return 1;
3125 } else if (i & CAN_APPLY_RESTRICTION) { 3552 }
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3553
3554 if (!skop)
3555 {
3556 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3127 return 1; 3557 return 1;
3128 }
3129 if (who->type != PLAYER) {
3130 /* Some error, so don't try to equip something more */
3131 if (unapply_for_ob(who, op, aflags)) return 1;
3132 } else {
3133 if (who->contr->unapply == unapply_never ||
3134 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3135 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3136 unapply_for_ob(who, op, AP_PRINT);
3137 return 1;
3138 } 3558 }
3139 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3140 i = unapply_for_ob(who, op, aflags);
3141 if (i) return 1;
3142 }
3143 }
3144 }
3145 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3146 skop=find_skill_by_name(who, op->skill);
3147 if (!skop) {
3148 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", &op->skill);
3149 return 1;
3150 } else {
3151 /* While experience will be credited properly, we want to change the
3152 * skill so that the dam and wc get updated
3153 */
3154 change_skill(who, skop, 0);
3155 }
3156 }
3157
3158 if (who->type == PLAYER && op->item_power &&
3159 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3160 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3161 return 1;
3162 }
3163
3164 3559
3165 /* Ok. We are now at the state where we can apply the new object.
3166 * Note that we don't have the checks for can_use_...
3167 * below - that is already taken care of by can_apply_object.
3168 */
3169
3170
3171 if(op->nrof > 1)
3172 tmp = get_split_ob(op,op->nrof - 1);
3173 else
3174 tmp = NULL;
3175
3176 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3177 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3178 return RESULT_INT (0);
3179
3180 switch(op->type) {
3181 case WEAPON:
3182 if (!check_weapon_power(who, op->last_eat)) {
3183 new_draw_info(NDI_UNIQUE, 0,who,
3184 "That weapon is too powerful for you to use.");
3185 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3186 if(tmp!=NULL)
3187 (void) insert_ob_in_ob(tmp,who);
3188 return 1;
3189 }
3190 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3191 /* if the weapon does not have the name as the character, can't use it. */
3192 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3193 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3194 if(tmp!=NULL)
3195 (void) insert_ob_in_ob(tmp,who);
3196 return 1;
3197 }
3198 SET_FLAG(op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3561 who->change_skill (skop);
3199 3562
3200 if (skop) change_skill(who, skop, 1); 3563 if (who->contr)
3201 if(!QUERY_FLAG(who,FLAG_READY_WEAPON)) 3564 who->change_weapon (who->contr->combat_ob = op);
3565
3566 who->statusmsg (format ("You wield %s.", query_name (op)));
3567
3202 SET_FLAG(who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3203
3204 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3205
3206 (void) change_abil (who,op); 3569 change_abil (who, op);
3207 break; 3570 break;
3208 3571
3209 case ARMOUR: 3572 case ARMOUR:
3210 case HELMET: 3573 case HELMET:
3211 case SHIELD: 3574 case SHIELD:
3212 case BOOTS: 3575 case BOOTS:
3213 case GLOVES: 3576 case GLOVES:
3214 case GIRDLE: 3577 case GIRDLE:
3215 case BRACERS: 3578 case BRACERS:
3216 case CLOAK: 3579 case CLOAK:
3217 case RING: 3580 case RING:
3218 case AMULET: 3581 case AMULET:
3219 SET_FLAG(op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3220 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3221 (void) change_abil (who,op); 3584 change_abil (who, op);
3222 break; 3585 break;
3223 case LAMP:
3224 if (op->stats.food < 1) {
3225 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3226 " fuel!", &op->name);
3227 return 1;
3228 }
3229 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3230 &op->name);
3231 tmp2 = arch_to_object(op->other_arch);
3232 tmp2->stats.food = op->stats.food;
3233 SET_FLAG(tmp2, FLAG_APPLIED);
3234 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3235 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3236 insert_ob_in_ob(tmp2, who);
3237 3586
3238 /* Remove the old lantern */
3239 if (who->type == PLAYER)
3240 esrv_del_item(who->contr, (tag_t)op->count);
3241 remove_ob(op);
3242 free_object(op);
3243
3244 /* insert the portion that was split off */
3245 if(tmp!=NULL) {
3246 (void) insert_ob_in_ob(tmp,who);
3247 if(who->type==PLAYER)
3248 esrv_send_item(who, tmp);
3249 }
3250 fix_player(who);
3251 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3252 if (who->type == PLAYER) {
3253 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3254 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3255 }
3256 }
3257 if(who->type==PLAYER)
3258 esrv_send_item(who, tmp2);
3259 return 0;
3260 break;
3261
3262 /* this part is needed for skill-tools */
3263 case SKILL:
3264 case SKILL_TOOL: 3587 case SKILL_TOOL:
3265 if (who->chosen_skill) { 3588 // applying a skill tool also readies the skill
3266 LOG (llevError, "BUG: apply_special(): can't apply two skills\n"); 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 ));
3267 return 1; 3621 return 1;
3268 } 3622
3269 if (who->type == PLAYER) { 3623 found_weapon:;
3270 who->contr->shoottype = range_skill;
3271 who->contr->ranges[range_skill] = op;
3272 if ( ! op->invisible) {
3273 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3274 query_name (op));
3275 new_draw_info_format (NDI_UNIQUE, 0, who,
3276 "You can now use the skill: %s.",
3277 &op->skill);
3278 } else {
3279 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3280 op->skill ? &op->skill : &op->name);
3281 } 3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3282 } 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 {
3283 SET_FLAG (op, FLAG_APPLIED); 3666 SET_FLAG (op, FLAG_APPLIED);
3284 (void) change_abil (who, op); 3667 change_abil (who, op);
3285 who->chosen_skill = op; 3668 who->chosen_skill = op;
3286 SET_FLAG (who, FLAG_READY_SKILL); 3669 SET_FLAG (who, FLAG_READY_SKILL);
3287 break;
3288
3289 case BOW:
3290 if (!check_weapon_power(who, op->last_eat)) {
3291 new_draw_info(NDI_UNIQUE, 0, who,
3292 "That item is too powerful for you to use.");
3293 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3294 if(tmp != NULL)
3295 (void)insert_ob_in_ob(tmp,who);
3296 return 1;
3297 } 3670 }
3298 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3299 new_draw_info(NDI_UNIQUE, 0, who,
3300 "The weapon does not recognize you as its owner.");
3301 if(tmp != NULL)
3302 (void)insert_ob_in_ob(tmp,who);
3303 return 1;
3304 }
3305 /*FALLTHROUGH*/
3306 case WAND:
3307 case ROD:
3308 case HORN:
3309 /* check for skill, alter player status */
3310 SET_FLAG(op, FLAG_APPLIED);
3311 if (skop) change_skill(who, skop, 0);
3312 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3313 3671
3314 if(who->type==PLAYER) {
3315 if (op->type == BOW) {
3316 (void)change_abil(who, op);
3317 new_draw_info_format (NDI_UNIQUE, 0, who,
3318 "You will now fire %s with %s.",
3319 op->race ? &op->race : "nothing", query_name(op));
3320 who->contr->shoottype = range_bow;
3321 } else {
3322 who->contr->shoottype = range_misc;
3323 }
3324 } else {
3325 if (op->type == BOW)
3326 SET_FLAG (who, FLAG_READY_BOW);
3327 else
3328 SET_FLAG (who, FLAG_READY_RANGE);
3329 }
3330 break;
3331
3332 case BUILDER:
3333 if ( who->contr->ranges[ range_builder ] )
3334 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3335 who->contr->shoottype = range_builder;
3336 who->contr->ranges[ range_builder ] = op;
3337 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3338 break; 3672 break;
3339 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
3340 default: 3736 default:
3341 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3342 } /* end of switch op->type */ 3738 }
3343 3739
3344 SET_FLAG(op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3345 3741
3346 if(tmp!=NULL) 3742 if (tmp)
3347 tmp = insert_ob_in_ob(tmp,who); 3743 who->insert (tmp);
3348 3744
3349 fix_player(who); 3745 who->update_stats ();
3350 3746
3351 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3352 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3353 * you don't know anything about them. 3749 * you don't know anything about them.
3354 */ 3750 */
3355 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3356 op->type!=ROD)
3357 SET_FLAG(op,FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3358 3753
3359 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3360 if (who->type == PLAYER) { 3755 if (who->type == PLAYER)
3361 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!"); 3756 {
3757 who->failmsg (
3758 "Oops, it feels deadly cold! "
3759 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3760 );
3362 SET_FLAG(op,FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3363 } 3762 }
3364 } 3763
3365 if(who->type==PLAYER) { 3764 if (object *pl = op->visible_to ())
3366 /* if multiple objects were applied, update both slots */
3367 if (tmp)
3368 esrv_send_item(who, tmp);
3369 esrv_send_item(who, op); 3765 esrv_send_item (pl, op);
3370 } 3766
3371 return 0; 3767 return 0;
3372}
3373
3374
3375int monster_apply_special (object *who, object *op, int aflags)
3376{
3377 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3378 return 1;
3379 return apply_special (who, op, aflags);
3380} 3768}
3381 3769
3382/** 3770/**
3383 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3384 * 3772 *
3385 * Generates shop floor's item, and treasures. 3773 * Generates shop floor's item, and treasures.
3386 */ 3774 */
3775int
3387int auto_apply (object *op) { 3776auto_apply (object *op)
3777{
3388 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3389 int i; 3779 int i;
3390 3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3782
3391 switch(op->type) { 3783 switch (op->type)
3784 {
3392 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3393 if (!HAS_RANDOM_ITEMS(op)) return 0; 3786 if (!op->has_random_items ())
3787 return 0;
3788
3789 do
3394 do { 3790 {
3395 i=10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3396 while((tmp=generate_treasure(op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3397 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i); 3793 op->stats.exp
3794 ? (int) op->stats.exp
3795 : max (op->map->difficulty, 5)))
3796 == NULL && --i);
3797
3398 if(tmp==NULL) 3798 if (tmp == NULL)
3399 return 0;
3400 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3401 free_object(tmp);
3402 tmp = NULL;
3403 }
3404 } while(!tmp);
3405 tmp->x=op->x;
3406 tmp->y=op->y;
3407 SET_FLAG(tmp,FLAG_UNPAID);
3408 insert_ob_in_map(tmp,op->map,NULL,0);
3409 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3410 identify(tmp);
3411 break;
3412
3413 case TREASURE:
3414 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3415 return 0; 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);
3813 identify (tmp);
3814 break;
3815
3816 case TREASURE:
3817 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3818 return 0;
3819
3416 while ((op->stats.hp--)>0) 3820 while (op->stats.hp-- > 0)
3417 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3418 op->stats.exp ? (int)op->stats.exp :
3419 op->map == NULL ? 14: op->map->difficulty,0); 3822 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3420 3823
3421 /* 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,
3422 * 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
3423 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3424 * that is put inside other objects. 3827 * that is put inside other objects.
3425 */ 3828 */
3426 for (tmp=op->inv; tmp; tmp=tmp2) { 3829 if (op->env)
3427 tmp2 = tmp->below; 3830 while (op->inv)
3428 remove_ob(tmp); 3831 op->env->insert (op->inv);
3429 if (op->env) insert_ob_in_ob(tmp, op->env); 3832
3430 else free_object(tmp); 3833 op->destroy ();
3431 }
3432 remove_ob(op);
3433 free_object(op);
3434 break; 3834 break;
3435 } 3835 }
3436 return tmp ? 1 : 0;
3437}
3438 3836
3837 return !!tmp;
3838}
3839
3439/** 3840/**
3440 * 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
3441 * when an original map is loaded) and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3442 * certain objects (most initialization of chests and creation of 3843 * certain objects (most initialization of chests and creation of
3443 * treasures and stuff). Calls auto_apply if appropriate. 3844 * treasures and stuff). Calls auto_apply if appropriate.
3444 */ 3845 */
3445void 3846void
3446fix_auto_apply (mapstruct * m) 3847maptile::fix_auto_apply ()
3447{ 3848{
3448 object *tmp, *above = NULL; 3849 if (!spaces)
3449 int x, y;
3450
3451 if (m == NULL)
3452 return; 3850 return;
3453 3851
3454 for (x = 0; x < MAP_WIDTH (m); x++) 3852 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3455 for (y = 0; y < MAP_HEIGHT (m); y++) 3853 for (object *tmp = ms->bot; tmp; )
3456 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = above)
3457 { 3854 {
3458 above = tmp->above; 3855 object *above = tmp->above;
3459 3856
3460 if (tmp->inv) 3857 if (tmp->inv)
3461 { 3858 {
3462 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3463 3860
3464 for (invtmp = tmp->inv; invtmp != NULL; invtmp = invnext) 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3465 { 3862 {
3466 invnext = invtmp->below; 3863 invnext = invtmp->below;
3467 3864
3468 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3469 auto_apply (invtmp); 3866 auto_apply (invtmp);
3470 else if (invtmp->type == TREASURE && HAS_RANDOM_ITEMS (invtmp)) 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3471 { 3868 {
3472 while ((invtmp->stats.hp--) > 0) 3869 while (invtmp->stats.hp-- > 0)
3473 create_treasure (invtmp->randomitems, invtmp, 0, m->difficulty, 0); 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3474 3871
3475 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3476 } 3873 }
3477 else if (invtmp && invtmp->arch 3874 else if (invtmp && invtmp->arch
3478 && invtmp->type != TREASURE 3875 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3479 && invtmp->type != SPELL
3480 && invtmp->type != CLASS
3481 && HAS_RANDOM_ITEMS (invtmp))
3482 { 3876 {
3483 create_treasure (invtmp->randomitems, invtmp, 0, 3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3484 m->difficulty, 0);
3485 /* Need to clear this so that we never try to create 3878 /* Need to clear this so that we never try to create
3486 * treasure again for this object 3879 * treasure again for this object
3487 */ 3880 */
3488 invtmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3489 } 3882 }
3490 } 3883 }
3491 /* This is really temporary - the code at the bottom will 3884 /* This is really temporary - the code at the bottom will
3492 * also set randomitems to null. The problem is there are bunches 3885 * also set randomitems to null. The problem is there are bunches
3493 * of maps/players already out there with items that have spells 3886 * of maps/players already out there with items that have spells
3494 * which haven't had the randomitems set to null yet. 3887 * which haven't had the randomitems set to null yet.
3495 * MSW 2004-05-13 3888 * MSW 2004-05-13
3496 * 3889 *
3497 * 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,
3498 * else you get two spells in the book ^_- 3891 * else you get two spells in the book ^_-
3499 * Ryo 2004-08-16 3892 * Ryo 2004-08-16
3500 */ 3893 */
3501 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL 3894 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3502 || tmp->type == HORN || tmp->type == FIREWALL 3895 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3503 || tmp->type == POTION || tmp->type == ALTAR
3504 || tmp->type == SPELLBOOK)
3505 tmp->randomitems = NULL;
3506
3507 }
3508
3509 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3510 auto_apply (tmp);
3511 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER))
3512 && HAS_RANDOM_ITEMS (tmp))
3513 {
3514 while ((tmp->stats.hp--) > 0)
3515 create_treasure (tmp->randomitems, tmp, 0, m->difficulty, 0);
3516 tmp->randomitems = NULL; 3896 tmp->randomitems = NULL;
3897
3517 } 3898 }
3899
3900 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3901 auto_apply (tmp);
3902 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3903 {
3904 while ((tmp->stats.hp--) > 0)
3905 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3906 tmp->randomitems = NULL;
3907 }
3518 else if (tmp->type == TIMED_GATE) 3908 else if (tmp->type == TIMED_GATE)
3519 { 3909 {
3520 object *head = tmp->head != NULL ? tmp->head : tmp; 3910 object *head = tmp->head != NULL ? tmp->head : tmp;
3911
3521 if (QUERY_FLAG (head, FLAG_IS_LINKED)) 3912 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3522 {
3523 tmp->speed = 0; 3913 tmp->set_speed (0);
3524 update_ob_speed (tmp);
3525 }
3526 } 3914 }
3527 /* 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
3528 * 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
3529 * 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
3530 * 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.
3531 * 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
3532 * which say how many times to make the treasure. 3920 * which say how many times to make the treasure.
3533 */ 3921 */
3534 else if (tmp && tmp->arch && tmp->type != PLAYER 3922 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 && tmp->type != TREASURE && tmp->type != SPELL 3923 && tmp->type != TREASURE && tmp->type != SPELL
3536 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS 3924 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3537 && HAS_RANDOM_ITEMS (tmp))
3538 { 3925 {
3539 create_treasure (tmp->randomitems, tmp, GT_APPLY, 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3540 m->difficulty, 0);
3541 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3542 } 3928 }
3929
3930 // close all containers
3931 else if (tmp->type == CONTAINER)
3932 tmp->flag [FLAG_APPLIED] = 0;
3933
3934 tmp = above;
3543 } 3935 }
3544 3936
3545 for (x = 0; x < MAP_WIDTH (m); x++) 3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3546 for (y = 0; y < MAP_HEIGHT (m); y++) 3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3547 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
3548 if (tmp->above &&
3549 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3550 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3551} 3941}
3552 3942
3553/** 3943/**
3554 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3555 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3556 * 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
3557 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3558 */ 3948 */
3559 3949void
3560void eat_special_food(object *who, object *food) { 3950eat_special_food (object *who, object *food)
3951{
3561 object *force; 3952 object *force;
3562 int i, did_one=0; 3953 int i, did_one = 0;
3563 sint8 k;
3564 3954
3565 force = get_archetype(FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3566 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 */
3567 for (i=0; i < NUM_STATS; i++) { 3980 for (i = 0; i < NUM_STATS; i++)
3568 k = get_attr_value(&food->stats, i); 3981 if (sint8 k = food->stats.stat (i))
3569 if (k) { 3982 {
3570 set_attr_value(&force->stats, i, k); 3983 force->stats.stat (i) = k;
3571 did_one = 1; 3984 did_one = 1;
3572 } 3985 }
3573 }
3574 3986
3575 /* check if we can protect the eater */ 3987 /* check if we can protect the eater */
3576 for (i=0; i<NROFATTACKS; i++) { 3988 for (i = 0; i < NROFATTACKS; i++)
3989 {
3577 if (food->resist[i]>0) { 3990 if (food->resist[i] > 0)
3991 {
3578 force->resist[i] = food->resist[i] / 2; 3992 force->resist[i] = food->resist[i];
3579 did_one = 1; 3993 did_one = 1;
3580 }
3581 }
3582 if (did_one) {
3583 force->speed = 0.1;
3584 update_ob_speed(force);
3585 /* bigger morsel of food = longer effect time */
3586 force->stats.food = food->stats.food / 5;
3587 SET_FLAG(force, FLAG_IS_USED_UP);
3588 SET_FLAG(force, FLAG_APPLIED);
3589 change_abil(who, force);
3590 insert_ob_in_ob(force, who);
3591 } else {
3592 free_object(force);
3593 }
3594
3595 /* check for hp, sp change */
3596 if(food->stats.hp!=0) {
3597 if(QUERY_FLAG(food, FLAG_CURSED)) {
3598 strcpy(who->contr->killer,food->name);
3599 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3600 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3601 } else {
3602 if(food->stats.hp>0)
3603 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3604 else
3605 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3606 who->stats.hp += food->stats.hp;
3607 }
3608 }
3609 if(food->stats.sp!=0) {
3610 if(QUERY_FLAG(food, FLAG_CURSED)) {
3611 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3612 who->stats.sp -= food->stats.sp;
3613 if(who->stats.sp<0) who->stats.sp=0;
3614 } else {
3615 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3616 who->stats.sp += food->stats.sp;
3617 /* place limit on max sp from food? */
3618 } 3994 }
3619 }
3620 fix_player(who);
3621}
3622
3623
3624/**
3625 * Designed primarily to light torches/lanterns/etc.
3626 * Also burns up burnable material too. First object in the inventory is
3627 * the selected object to "burn". -b.t.
3628 */
3629
3630void apply_lighter(object *who, object *lighter) {
3631 object *item;
3632 int is_player_env=0;
3633 uint32 nrof;
3634 tag_t count;
3635 char item_name[MAX_BUF];
3636
3637 item=find_marked_object(who);
3638 if(item) {
3639 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3640 /* Split multiple lighters if they're being used up. Otherwise *
3641 * one charge from each would be used up. --DAMN */
3642 if(lighter->nrof > 1) {
3643 object *oneLighter = get_object();
3644 copy_object(lighter, oneLighter);
3645 lighter->nrof -= 1;
3646 oneLighter->nrof = 1;
3647 oneLighter->stats.food--;
3648 esrv_send_item(who, lighter);
3649 oneLighter=insert_ob_in_ob(oneLighter, who);
3650 esrv_send_item(who, oneLighter);
3651 } else {
3652 lighter->stats.food--;
3653 } 3995 }
3654 3996
3655 } else if(lighter->last_eat) { /* no charges left in lighter */ 3997 if (did_one)
3656 new_draw_info_format(NDI_UNIQUE, 0,who,
3657 "You attempt to light the %s with a used up %s.",
3658 &item->name, &lighter->name);
3659 return;
3660 } 3998 {
3661 /* Perhaps we should split what we are trying to light on fire? 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));
3662 * I can't see many times when you would want to light multiple 4000
3663 * objects at once. 4001 /* make the force take effect and report effects to user */
4002 change_abil (who, force);
3664 */ 4003 }
3665 nrof=item->nrof;
3666 count=item->count;
3667 /* If the item is destroyed, we don't have a valid pointer to the
3668 * name object, so make a copy so the message we print out makes
3669 * some sense.
3670 */
3671 strcpy(item_name, item->name);
3672 if (who == is_player_inv(item)) is_player_env=1;
3673
3674 save_throw_object(item,AT_FIRE,who);
3675 /* Change to check count and not freed, since the object pointer
3676 * may have gotten recycled
3677 */
3678 if ((nrof != item->nrof ) || (count != item->count)) {
3679 new_draw_info_format(NDI_UNIQUE, 0,who,
3680 "You light the %s with the %s.", &item_name, &lighter->name);
3681 /* Need to update the player so that the players glow radius
3682 * gets changed.
3683 */
3684 if (is_player_env) fix_player(who);
3685 } else { 4004 else
3686 new_draw_info_format(NDI_UNIQUE, 0,who, 4005 force->destroy ();
3687 "You attempt to light the %s with the %s and fail.", &item->name, &lighter->name); 4006 }
4007
4008 /* check for hp, sp change */
4009 if (food->stats.hp != 0)
4010 {
4011 if (QUERY_FLAG (food, FLAG_CURSED))
3688 } 4012 {
3689 4013 who->contr->killer = food;
3690 } else /* nothing to light */ 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3691 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 4015 who->failmsg ("Eck!...that was poisonous!");
3692 4016 }
3693} 4017 else
3694
3695/**
3696 * op made some mistake with a scroll, this takes care of punishment.
3697 * scroll_failure()- hacked directly from spell_failure
3698 */
3699void scroll_failure(object *op, int failure, int power)
3700{
3701 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3702
3703 if(failure<= -1&&failure > -15) {/* wonder */
3704 object *tmp;
3705
3706 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3707 tmp=get_archetype(SPELL_WONDER);
3708 cast_wonder(op, op, 0, tmp);
3709 free_object(tmp);
3710 } else if (failure <= -15&&failure > -35) {/* drain mana */
3711 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3712 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3713 if(op->stats.sp<0) op->stats.sp = 0;
3714 } else if (settings.spell_failure_effects == TRUE) {
3715 if (failure <= -35&&failure > -60) { /* confusion */
3716 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3717 confuse_player(op,op,power);
3718 } else if (failure <= -60&&failure> -70) {/* paralysis */
3719 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3720 "you!");
3721 paralyze_player(op,op,power);
3722 } else if (failure <= -70&&failure> -80) {/* blind */
3723 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3724 blind_player(op,op,power);
3725 } else if (failure <= -80) {/* blast the immediate area */
3726 object *tmp;
3727 tmp=get_archetype(LOOSE_MANA);
3728 cast_magic_storm(op,tmp, power);
3729 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3730 free_object(tmp);
3731 } 4018 {
4019 if (food->stats.hp > 0)
4020 who->statusmsg ("You begin to feel better.");
4021 else
4022 who->failmsg ("Eck!...that was poisonous!");
4023
4024 who->stats.hp += food->stats.hp;
4025 }
4026 }
4027
4028 if (food->stats.sp != 0)
3732 } 4029 {
3733} 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 }
3734 4044
4045 who->update_stats ();
4046}
4047
4048void
3735void apply_changes_to_player(object *pl, object *change) { 4049apply_changes_to_player (object *pl, object *change)
4050{
3736 int excess_stat=0; /* if the stat goes over the maximum 4051 int excess_stat = 0; /* if the stat goes over the maximum
3737 for the race, put the excess stat some 4052 for the race, put the excess stat some
3738 where else. */ 4053 where else. */
3739 4054
3740 switch (change->type) { 4055 switch (change->type)
4056 {
3741 case CLASS: { 4057 case CLASS:
4058 {
3742 living *stats = &(pl->contr->orig_stats); 4059 living *stats = &(pl->contr->orig_stats);
3743 living *ns = &(change->stats); 4060 living *ns = &(change->stats);
3744 object *walk; 4061 object *walk;
3745 int flag_change_face=1; 4062 int flag_change_face = 1;
3746 4063
3747 /* the following code assigns stats up to the stat max 4064 /* the following code assigns stats up to the stat max
3748 * for the race, and if the stat max is exceeded, 4065 * for the race, and if the stat max is exceeded,
3749 * tries to randomly reassign the excess stat 4066 * tries to randomly reassign the excess stat
3750 */ 4067 */
3751 int i,j; 4068 int i, j;
4069
3752 for(i=0;i<NUM_STATS;i++) { 4070 for (i = 0; i < NUM_STATS; i++)
3753 sint8 stat=get_attr_value(stats,i); 4071 {
3754 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4072 int race_bonus = pl->arch->stats.stat (i);
3755 stat += get_attr_value(ns,i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
4074
3756 if(stat > 20 + race_bonus) { 4075 if (stat > 20 + race_bonus)
4076 {
3757 excess_stat++; 4077 excess_stat++;
3758 stat = 20+race_bonus; 4078 stat = 20 + race_bonus;
3759 } 4079 }
3760 set_attr_value(stats,i,stat); 4080
4081 stats->stat (i) = stat;
3761 } 4082 }
3762 4083
3763 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */ 4084 for (j = 0; excess_stat > 0 && j < 100; j++)
4085 { /* try 100 times to assign excess stats */
3764 int i = rndm(0, 6); 4086 int i = rndm (0, 6);
3765 int stat=get_attr_value(stats,i); 4087
3766 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4088 if (i == CHA)
3767 if(i==CHA) continue; /* exclude cha from this */ 4089 continue; /* exclude cha from this */
4090
4091 int stat = stats->stat (i);
4092 int race_bonus = pl->arch->stats.stat (i);
3768 if( stat < 20 + race_bonus) { 4093 if (stat < 20 + race_bonus)
4094 {
3769 change_attr_value(stats,i,1); 4095 change_attr_value (stats, i, 1);
3770 excess_stat--; 4096 excess_stat--;
3771 } 4097 }
3772 } 4098 }
3773 4099
3774 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3775 * the player ref: player.c 4101 * the player ref: player.c
3776 */ 4102 */
3777 if(change->randomitems!=NULL) 4103 if (change->randomitems)
3778 give_initial_items(pl,change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3779 4105
3780
3781 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3782 4107
3783 /* first, look for the force object banning 4108 /* first, look for the force object banning
3784 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3785 */ 4110 */
3786 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3787 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
4113 flag_change_face = 0;
3788 4114
3789 if(flag_change_face) { 4115 if (flag_change_face)
3790 pl->animation_id = GET_ANIM_ID(change); 4116 {
3791 pl->face = change->face; 4117 pl->face = change->face;
3792 4118 pl->animation_id = change->animation_id;
3793 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3794 SET_FLAG(pl,FLAG_ANIMATE);
3795 else
3796 CLEAR_FLAG(pl,FLAG_ANIMATE);
3797 } 4120 }
3798 4121
3799 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3800 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/ 4123 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
3801 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4124 if (change->name == shstr_monk)
4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3802 4126
3803 break; 4127 break;
3804 }
3805 }
3806}
3807
3808/**
3809 * This handles items of type 'transformer'.
3810 * Basically those items, used with a marked item, transform both items into something
3811 * else.
3812 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3813 * Change information is contained in the 'slaying' field of the marked item.
3814 * The format is as follow: transformer:[number ]yield[;transformer:...].
3815 * This way an item can be transformed in many things, and/or many objects.
3816 * The 'slaying' field for transformer is used as verb for the action.
3817 */
3818void apply_item_transformer( object* pl, object* transformer )
3819 {
3820 object* marked;
3821 object* new_item;
3822 char* find;
3823 char* separator;
3824 int yield;
3825 char got[ MAX_BUF ];
3826 int len;
3827
3828 if ( !pl || !transformer )
3829 return;
3830 marked = find_marked_object( pl );
3831 if ( !marked )
3832 { 4128 }
3833 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3834 return;
3835 }
3836 if ( !marked->slaying )
3837 {
3838 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3839 return;
3840 }
3841 /* check whether they are compatible or not */
3842 find = strstr( marked->slaying, transformer->arch->name );
3843 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3844 {
3845 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3846 return;
3847 }
3848 find += strlen( transformer->arch->name ) + 1;
3849 /* Item can be used, now find how many and what it yields */
3850 if ( isdigit( *( find ) ) )
3851 {
3852 yield = atoi( find );
3853 if ( yield < 1 )
3854 {
3855 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3856 yield = 1;
3857 }
3858 }
3859 else
3860 yield = 1;
3861
3862 while ( isdigit( *find ) )
3863 find++;
3864 while ( *find == ' ' )
3865 find++;
3866 memset( got, 0, MAX_BUF );
3867 if ( (separator = strchr( find, ';' ))!=NULL)
3868 {
3869 len = separator - find;
3870 }
3871 else
3872 {
3873 len = strlen(find);
3874 }
3875 if ( len > MAX_BUF-1)
3876 len = MAX_BUF-1;
3877 strcpy( got, find );
3878 got[len] = '\0';
3879
3880 /* Now create new item, remove used ones when required. */
3881 new_item = get_archetype( got );
3882 if ( !new_item )
3883 {
3884 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3885 return;
3886 }
3887 new_item->nrof = yield;
3888 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", &transformer->slaying, query_base_name( marked, 0 ) );
3889 insert_ob_in_ob( new_item, pl );
3890 esrv_send_inventory( pl, pl );
3891 /* Eat up one item */
3892 decrease_ob_nr( marked, 1 );
3893 /* Eat one transformer if needed */
3894 if ( transformer->stats.food )
3895 if ( --transformer->stats.food == 0 )
3896 decrease_ob_nr( transformer, 1 );
3897 } 4129 }
4130}
4131

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