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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.15 by elmex, Tue Aug 29 10:51:43 2006 UTC vs.
Revision 1.219 by root, Sat Jan 30 23:30:26 2010 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 1.15 2006/08/29 10:51:43 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5/*
6 CrossFire, A Multiplayer game for X-windows
7
8 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
10 7 *
11 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify 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 FREE_AND_COPY(weapon->name, buf); 580 weapon->name = weapon->name_pl = buf;
617 FREE_AND_COPY(weapon->name_pl, buf);
618 weapon->nrof=0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
619 slot at once! */ 582 slot at once! */
620 decrease_ob(improver); 583 improver->decrease ();
621 weapon->last_eat=0; 584 weapon->last_eat = 0;
622 return 1; 585 return 1;
623} 586}
624
625 587
626/** 588/**
627 * 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.
628 * This is the new improve weapon code. 590 * This is the new improve weapon code.
629 * 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.
632 * 594 *
633 * 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
634 * 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 ??
635 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
636 */ 598 */
599static int
637int improve_weapon(object *op,object *improver,object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
638{ 601{
639 int sacrifice_count, sacrifice_needed=0; 602 int sacrifice_count, sacrifice_needed = 0;
640 603
641 if(improver->stats.sp==IMPROVE_PREPARE) { 604 if (improver->stats.sp == IMPROVE_PREPARE)
642 return prepare_weapon(op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
643 } 606
644 if (weapon->level==0) { 607 if (weapon->level == 0)
645 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.>");
646 return 0; 612 return 0;
647 } 613 }
648 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 614
649 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.");
650 return 0; 619 return 0;
651 } 620 }
621
652 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
653 !check_weapon_power(op, weapon->last_eat+1)) { 623 && !check_item_power (op, weapon->item_power + 1))
654 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 624 {
655 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 "
656 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.");
657 return 0; 628 return 0;
658 } 629 }
630
659 /* 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
660 * 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,
661 * 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
662 * weapon can be improved. 634 * weapon can be improved.
663 */ 635 */
664 if (improver->stats.sp==IMPROVE_DAMAGE) { 636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
665 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
666 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
667 new_draw_info_format(NDI_UNIQUE, 0, op,
668 "Damage has been increased by 5 to %d", weapon->stats.dam); 640 op->statusmsg (format ("Damage has been increased by 5 to %d.", weapon->stats.dam));
669 weapon->last_eat++; 641 weapon->last_eat++;
670 642
671 weapon->item_power++; 643 weapon->item_power++;
672 decrease_ob(improver); 644 improver->decrease ();
673 return 1; 645 return 1;
674 } 646 }
647
675 if (improver->stats.sp == IMPROVE_WEIGHT) { 648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
676 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
677 weapon->weight = (weapon->weight * 8)/10; 651 weapon->weight = (weapon->weight * 8) / 10;
678 if (weapon->weight < 1) weapon->weight = 1; 652 if (weapon->weight < 1)
679 new_draw_info_format(NDI_UNIQUE, 0, op, 653 weapon->weight = 1;
680 "Weapon weight reduced to %6.1f kg", 654
681 (float)weapon->weight/1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
682 weapon->last_eat++; 656 weapon->last_eat++;
683 weapon->item_power++; 657 weapon->item_power++;
684 decrease_ob(improver); 658 improver->decrease ();
685 return 1; 659 return 1;
686 } 660 }
661
687 if (improver->stats.sp == IMPROVE_ENCHANT) { 662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
688 weapon->magic++; 664 weapon->magic++;
689 weapon->last_eat++; 665 weapon->last_eat++;
690 new_draw_info_format(NDI_UNIQUE, 0, op 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
691 ,"Weapon magic increased to %d",weapon->magic); 667 improver->decrease ();
692 decrease_ob(improver);
693 weapon->item_power++; 668 weapon->item_power++;
694 return 1; 669 return 1;
695 } 670 }
696 671
697 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
698 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
699 weapon->stats.Wis;
700 674
701 if (sacrifice_needed<1) 675 if (sacrifice_needed < 1)
702 sacrifice_needed =1; 676 sacrifice_needed = 1;
703 sacrifice_needed *=2; 677 sacrifice_needed *= 2;
704 678
705 sacrifice_count = check_sacrifice(op,improver); 679 sacrifice_count = check_sacrifice (op, improver);
706 if (sacrifice_count < sacrifice_needed) { 680 if (sacrifice_count < sacrifice_needed)
707 new_draw_info_format(NDI_UNIQUE, 0, op, 681 {
708 "You need at least %d %s", sacrifice_needed, improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
709 return 0; 683 return 0;
710 } 684 }
685
711 eat_item(op,improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
712 weapon->item_power++; 687 weapon->item_power++;
713 688
714 switch (improver->stats.sp) { 689 switch (improver->stats.sp)
715 case IMPROVE_STR: 690 {
716 return improve_weapon_stat(op,improver,weapon, 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
717 (signed char *) &(weapon->stats.Str), 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
718 1, "strength"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
719 case IMPROVE_DEX: 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
720 return improve_weapon_stat(op,improver,weapon, 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
721 (signed char *) &(weapon->stats.Dex), 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
722 1, "dexterity"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
723 case IMPROVE_CON:
724 return improve_weapon_stat(op,improver,weapon,
725 (signed char *) &(weapon->stats.Con),
726 1, "constitution");
727 case IMPROVE_WIS:
728 return improve_weapon_stat(op,improver,weapon,
729 (signed char *) &(weapon->stats.Wis),
730 1, "wisdom");
731 case IMPROVE_CHA:
732 return improve_weapon_stat(op,improver,weapon,
733 (signed char *) &(weapon->stats.Cha),
734 1, "charisma");
735 case IMPROVE_INT:
736 return improve_weapon_stat(op,improver,weapon,
737 (signed char *) &(weapon->stats.Int),
738 1, "intelligence");
739 case IMPROVE_POW:
740 return improve_weapon_stat(op,improver,weapon,
741 (signed char *) &(weapon->stats.Pow),
742 1, "power");
743 default: 698 default:
744 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
745 } 700 }
701
746 LOG(llevError,"improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
747 return 0; 703 return 0;
748} 704}
749 705
750/** 706/**
751 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
752 * 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, ...),
753 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
754 */ 710 */
711static int
755int check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
756{ 713{
757 object *otmp; 714 object *otmp;
758 715
759 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!");
760 return 0; 722 return 0;
761 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
762 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
763 return 0;
764 } 723 }
724
765 otmp=find_marked_object(op); 725 otmp = find_marked_object (op);
726
766 if(!otmp) { 727 if (!otmp)
767 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.>");
768 return 0; 730 return 0;
769 } 731 }
732
770 if (otmp->type != WEAPON && otmp->type != BOW) { 733 if (otmp->type != WEAPON && otmp->type != BOW)
771 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!");
772 return 0; 736 return 0;
773 } 737 }
774 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
775 improve_weapon(op,tmp,otmp); 741 improve_weapon (op, tmp, otmp);
776 esrv_send_item(op, otmp); 742 esrv_send_item (op, otmp);
777 return 1; 743 return 1;
778} 744}
779 745
780/** 746/**
781 * This code deals with the armour improvment scrolls. 747 * This code deals with the armour improvment scrolls.
782 * Change limits on improvement - let players go up to 748 * Change limits on improvement - let players go up to
797 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
798 * the users level or 90) 764 * the users level or 90)
799 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
800 * changing of physical area right now. 766 * changing of physical area right now.
801 */ 767 */
768static int
802int improve_armour(object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
803{ 770{
804 object *tmp; 771 object *tmp;
805 772
806 if (armour->magic >= settings.armor_max_enchant) { 773 if (armour->magic >= settings.armor_max_enchant)
807 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!");
808 return 0; 776 return 0;
809 } 777 }
778
810 /* 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,
811 * 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.
812 * 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
813 * of gnarg and what not?) 782 * of gnarg and what not?)
814 */ 783 */
815 if (armour->title) { 784 if (armour->title)
816 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.");
817 return 0; 787 return 0;
818 } 788 }
819 789
820 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
821 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
822 */ 792 */
823 if(armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
824 tmp = get_split_ob(armour,armour->nrof - 1);
825 else
826 tmp = NULL;
827 794
828 armour->magic++; 795 armour->magic++;
829 796
830 if ( !settings.armor_speed_linear ) 797 if (!settings.armor_speed_linear)
831 { 798 {
832 int base = 100; 799 int base = 100;
833 int pow = 0; 800 int pow = 0;
801
834 while ( pow < armour->magic ) 802 while (pow < armour->magic)
835 { 803 {
836 base = base - ( base * settings.armor_speed_improvement ) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
837 pow++; 805 pow++;
838 } 806 }
839 807
840 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
841 } 809 }
842 else 810 else
843 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;
844 812
845 if ( !settings.armor_weight_linear ) 813 if (!settings.armor_weight_linear)
846 { 814 {
847 int base = 100; 815 int base = 100;
848 int pow = 0; 816 int pow = 0;
817
849 while ( pow < armour->magic ) 818 while (pow < armour->magic)
850 { 819 {
851 base = base - ( base * settings.armor_weight_reduction ) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
852 pow++; 821 pow++;
853 } 822 }
854 823
855 armour->weight = ( armour->arch->clone.weight * base ) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
856 } 825 }
857 else 826 else
858 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;
859 828
860 if ( armour->weight <= 0 ) 829 if (armour->weight <= 0)
861 { 830 {
862 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
863 armour->weight = 1; 832 armour->weight = 1;
864 } 833 }
865 834
866 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);
867 836
868 if (op->type == PLAYER) { 837 if (op->type == PLAYER)
838 {
869 esrv_send_item(op, armour); 839 esrv_send_item (op, armour);
840
870 if(QUERY_FLAG(armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
871 fix_player(op); 842 op->update_stats ();
872 } 843 }
873 decrease_ob(improver); 844
845 improver->decrease ();
846
874 if (tmp) { 847 if (tmp)
875 insert_ob_in_ob(tmp, op); 848 op->insert (tmp);
876 esrv_send_item(op, tmp); 849
877 }
878 return 1; 850 return 1;
879} 851}
880
881 852
882/* 853/*
883 * 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
884 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
885 */ 856 *
886#define CONV_FROM(xyz) xyz->slaying
887#define CONV_TO(xyz) xyz->other_arch
888#define CONV_NR(xyz) xyz->stats.sp
889#define CONV_NEED(xyz) xyz->stats.food
890
891/* Takes one items and makes another. 857 * Takes one type of items and makes another.
892 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
893 * 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
894 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
895 */ 861 */
862int
896int convert_item(object *item, object *converter) { 863convert_item (object *item, object *converter)
897 int nr=0; 864{
898 object *tmp; 865 sint64 nr = 0, price_in;
899 uint32 price_in;
900 866
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
901 /* 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,
902 * 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
903 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
904 */ 878 */
905 if (!strcmp(CONV_FROM(converter),"money")) { 879 if (conv_from == shstr_money)
906 int cost; 880 {
907
908 if(item->type!=MONEY) 881 if (item->type != MONEY)
909 return 0; 882 return 0;
910 883
911 nr=(item->nrof*item->value)/CONV_NEED(converter); 884 nr = sint64 (item->nrof) * item->value / need;
885 if (!nr)
912 if (!nr) return 0; 886 return 0;
913 cost=nr*CONV_NEED(converter)/item->value;
914 /* take into account rounding errors */
915 if (nr*CONV_NEED(converter)%item->value) cost++;
916 decrease_ob_nr(item, cost);
917 887
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
918 price_in = cost*item->value; 894 price_in = cost * item->value;
895 }
896 else
919 } 897 {
920 else { 898 if (item->type == PLAYER
921 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 899 || conv_from != item->arch->archname
922 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 900 || (need && need > (uint16) item->nrof))
923 return 0; 901 return 0;
924 902
925 if(CONV_NEED(converter)) { 903 converter->play_sound (sound_find ("convert_item"));
926 nr=item->nrof/CONV_NEED(converter); 904
927 decrease_ob_nr(item,nr*CONV_NEED(converter)); 905 if (need)
906 {
907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
928 price_in = nr*CONV_NEED(converter)*item->value; 909 price_in = nr * need * item->value;
910 }
929 } else { 911 else
912 {
930 price_in = item->value; 913 price_in = item->value;
931 remove_ob(item); 914 item->destroy ();
932 free_object(item);
933 } 915 }
916 }
917
918 if (converter->inv)
934 } 919 {
935
936 if (converter->inv != NULL) {
937 object *ob; 920 object *ob;
938 int i; 921 int i;
939 object *ob_to_copy; 922 object *ob_to_copy;
940 923
941 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
942 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
943 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++)
944 if (rndm(0, i) == 0) { 927 if (rndm (0, i) == 0)
945 ob_to_copy = ob; 928 ob_to_copy = ob;
946 } 929
947 } 930 item = ob_to_copy->deep_clone ();
948 item = object_create_clone(ob_to_copy);
949 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
950 unflag_inv(item, FLAG_IS_A_TEMPLATE); 932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
951 } else { 933 }
952 if (converter->other_arch == NULL) { 934 else
953 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y); 935 {
936 if (!conv_to)
937 {
938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
939 &converter->name, &converter->map->path, converter->x, converter->y);
954 return -1; 940 return -1;
955 } 941 }
956 942
957 item = object_create_arch(converter->other_arch); 943 item = object_create_arch (conv_to);
958 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
959 } 945 }
960 946
961 if(CONV_NR(converter)) 947 if (give)
962 item->nrof=CONV_NR(converter); 948 item->nrof = give;
949
963 if(nr) 950 if (nr)
964 item->nrof*=nr; 951 item->nrof *= nr;
952
953 if (converter->flag [FLAG_PRECIOUS])
954 SET_FLAG (item, FLAG_UNPAID);
955
965 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 ());
966 SET_FLAG(item,FLAG_UNPAID); 962 SET_FLAG (item, FLAG_UNPAID);
963 }
967 else if(price_in < item->nrof*item->value) { 964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
968 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",
969 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);
970 item->nrof*item->value, item->name);
971 /** 968 /**
972 * 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
973 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
974 */ 971 */
975 } 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
976 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);
977 return 1; 980 return 1;
978} 981}
979 982
980/** 983/**
981 * Handle apply on containers. 984 * Handle apply on containers.
982 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
983 * 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]
984 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
985 */ 988 */
986 989static int
987int apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
988{ 991{
989 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
990 object *tmp;
991
992 if(op->type!=PLAYER)
993 return 0; /* This might change */ 993 return 0; /* This might change */
994 994
995 if (sack==NULL || sack->type != CONTAINER) { 995 if (!sack || sack->type != CONTAINER)
996 {
996 LOG (llevError, "apply_container: %s is not container!\n",sack?sack->name:"NULL"); 997 LOG (llevError, "apply_container: %s is not container!\n", sack ? &sack->name : "[nullobject]");
997 return 0; 998 return 0;
998 } 999 }
999 op->contr->last_used = NULL; 1000
1000 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1001 1002
1002 if (sack->env!=op) { 1003 if (sack->env && sack->env != op)
1003 if (sack->other_arch == NULL || sack->env != NULL) {
1004 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1005 return 1;
1006 }
1007 /* It's on the ground, the problems begin */
1008 if (op->container != sack) {
1009 /* it's closed OR some player has opened it */
1010 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1011 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1012 tmp && tmp->container != sack; tmp=tmp->above);
1013 if (tmp) {
1014 /* some other player have opened it */
1015 new_draw_info_format(NDI_UNIQUE, 0, op,
1016 "%s is already occupied.", query_name(sack));
1017 return 1;
1018 }
1019 }
1020 }
1021 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1022 if (op->container == NULL) {
1023 tmp = arch_to_object (sack->other_arch);
1024 /* not good, but insert_ob_in_ob() is too smart */
1025 CLEAR_FLAG (tmp, FLAG_REMOVED);
1026 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1027 tmp->map = NULL;
1028 tmp->env = sack;
1029 if (sack->inv)
1030 sack->inv->above = tmp;
1031 tmp->below = sack->inv;
1032 tmp->above = NULL;
1033 sack->inv = tmp;
1034 sack->move_off = MOVE_ALL; /* trying force closing it */
1035 } else {
1036 sack->move_off = 0;
1037 tmp = sack->inv;
1038 if (tmp && tmp->type == CLOSE_CON) {
1039 remove_ob(tmp);
1040 free_object (tmp);
1041 }
1042 }
1043 }
1044 } 1004 {
1045 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1046 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1047 if (op->container) {
1048 if (op->container != sack) {
1049 tmp = op->container;
1050 apply_container (op, tmp);
1051 sprintf (buf, "You close %s and open ", query_name(tmp));
1052 op->container = sack;
1053 strcat (buf, query_name(sack));
1054 strcat (buf, ".");
1055 } else {
1056 CLEAR_FLAG (sack, FLAG_APPLIED);
1057 op->container = NULL;
1058 sprintf (buf, "You close %s.", query_name(sack));
1059 }
1060 } else {
1061 CLEAR_FLAG (sack, FLAG_APPLIED);
1062 sprintf (buf, "You open %s.", query_name(sack));
1063 SET_FLAG (sack, FLAG_APPLIED);
1064 op->container = sack;
1065 }
1066 } else { /* not applied */
1067 if (sack->slaying) { /* it's locked */
1068 tmp = find_key(op, op, sack);
1069 if (tmp) {
1070 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1071 SET_FLAG (sack, FLAG_APPLIED);
1072 if (sack->env == NULL) { /* if it's on ground,open it also */
1073 new_draw_info (NDI_UNIQUE,0,op, buf);
1074 apply_container (op, sack);
1075 return 1;
1076 }
1077 } else {
1078 sprintf (buf, "You don't have the key to unlock %s.",
1079 query_name(sack));
1080 }
1081 } else {
1082 sprintf (buf, "You readied %s.", query_name(sack));
1083 SET_FLAG (sack, FLAG_APPLIED);
1084 if (sack->env == NULL) { /* if it's on ground,open it also */
1085 new_draw_info (NDI_UNIQUE, 0, op, buf);
1086 apply_container (op, sack);
1087 return 1;
1088 }
1089 }
1090 }
1091 new_draw_info (NDI_UNIQUE, 0, op, buf);
1092 if (op->contr) op->contr->socket.update_look=1;
1093 return 1; 1006 return 1;
1094} 1007 }
1095 1008
1096/** 1009 // already applied == open on ground, or open in inv, or active in inv
1097 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers 1010 if (sack->flag [FLAG_APPLIED])
1098 * the player has in their inventory, eg, sacks, luggages, etc.
1099 *
1100 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1101 * This version is for client/server mode.
1102 * op is the player, sack is the container the player is opening or closing.
1103 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1104 *
1105 * Reminder - there are three states for any container - closed (non applied),
1106 * applied (not open, but objects that match get tossed into it), and open
1107 * (applied flag set, and op->container points to the open container)
1108 */
1109
1110int esrv_apply_container (object *op, object *sack)
1111{
1112 object *tmp=op->container;
1113 if(op->type!=PLAYER)
1114 return 0; /* This might change */
1115
1116 if (sack==NULL || sack->type != CONTAINER) {
1117 LOG (llevError,
1118 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1119 return 0;
1120 } 1011 {
1121 1012 if (op->container_ () == sack)
1122 /* If we have a currently open container, then it needs to be closed in all cases
1123 * if we are opening this one up. We then fall through if appropriate for
1124 * openening the new container.
1125 */
1126
1127 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1128 if (op->container->env != op) { /* if container is on the ground */
1129 op->container->move_off = 0;
1130 } 1013 {
1131 1014 // open on ground or inv, so close
1132 if (INVOKE_OBJECT (CLOSE, op)) 1015 op->close_container ();
1133 return 1; 1016 return 1;
1134
1135 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1136 query_name(op->container));
1137 CLEAR_FLAG(op->container, FLAG_APPLIED);
1138 op->container=NULL;
1139 esrv_update_item (UPD_FLAGS, op, tmp);
1140 if (tmp == sack) return 1;
1141 }
1142
1143
1144 /* If the player is trying to open it (which he must be doing if we got here),
1145 * and it is locked, check to see if player has the equipment to open it.
1146 */
1147
1148 if (sack->slaying) { /* it's locked */
1149 tmp=find_key(op, op, sack);
1150 if (tmp) {
1151 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1152 } else {
1153 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1154 query_name(sack));
1155 return 0;
1156 } 1017 }
1157 }
1158
1159 /* By the time we get here, we have made sure any other container has been closed and
1160 * if this is a locked container, the player they key to open it.
1161 */
1162
1163 /* There are really two cases - the sack is either on the ground, or the sack is
1164 * part of the players inventory. If on the ground, we assume that the player is
1165 * opening it, since if it was being closed, that would have been taken care of above.
1166 */
1167
1168
1169 if (sack->env != op) {
1170 /* Hypothetical case - the player is trying to open a sack that belong to someone
1171 * else. This normally should not happen, but a misbehaving client/player could
1172 * try to do it, so lets handle it gracefully.
1173 */
1174 if (sack->env) { 1018 else if (!sack->env)
1175 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s", 1019 {
1176 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)));
1177 return 0; 1022 return 1;
1178 } 1023 }
1179 /* set these so when the player walks off, we can unapply the sack */
1180 sack->move_off = MOVE_ALL; /* trying force closing it */
1181 1024
1182 CLEAR_FLAG (sack, FLAG_APPLIED); 1025 // fall through to opening it (active in inv)
1183 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack)); 1026 }
1184 SET_FLAG (sack, FLAG_APPLIED); 1027 else if (sack->env)
1185 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;
1186 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1187 esrv_send_inventory (op, sack); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1188
1189 } else { /* sack is in players inventory */
1190 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1191 CLEAR_FLAG (sack, FLAG_APPLIED);
1192 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1193 SET_FLAG (sack, FLAG_APPLIED);
1194 op->container = sack;
1195 esrv_update_item (UPD_FLAGS, op, sack);
1196 esrv_send_inventory (op, sack);
1197 }
1198 else {
1199 CLEAR_FLAG (sack, FLAG_APPLIED);
1200 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1201 SET_FLAG (sack, FLAG_APPLIED);
1202 esrv_update_item (UPD_FLAGS, op, sack);
1203 }
1204 }
1205 return 1; 1034 return 1;
1206} 1035 }
1207 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}
1208 1053
1209/** 1054/**
1210 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1211 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1212 */ 1057 */
1058static int
1213static int apply_altar (object *altar, object *sacrifice, object *originator) 1059apply_altar (object *altar, object *sacrifice, object *originator)
1214{ 1060{
1215 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1216 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1217 return 0; 1063 return 0;
1218 1064
1219 if (operate_altar (altar, &sacrifice)) { 1065 if (operate_altar (altar, &sacrifice, originator))
1066 {
1220 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1221 * 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
1222 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1223 */ 1070 */
1224 if (altar->inv && altar->inv->type==SPELL) { 1071 if (altar->inv && altar->inv->type == SPELL)
1225 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1072 {
1226 altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1227 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1228 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1229 * old maps. 1076 * old maps.
1230 */ 1077 */
1078
1231/* push_button (altar);*/ 1079/* push_button (altar);*/
1080 }
1232 } else { 1081 else
1082 {
1233 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1234 push_button (altar); 1084 push_button (altar, originator);
1235 } 1085 }
1086
1236 return sacrifice == NULL; 1087 return !sacrifice;
1237 } else { 1088 }
1089 else
1238 return 0; 1090 return 0;
1239 }
1240} 1091}
1241
1242 1092
1243/** 1093/**
1244 * Handles 'movement' of shop mats. 1094 * Handles 'movement' of shop mats.
1245 * Returns 1 if 'op' was destroyed, 0 if not. 1095 * Returns 1 if 'op' was destroyed, 0 if not.
1246 * Largely re-written to not use nearly as many gotos, plus 1096 * Largely re-written to not use nearly as many gotos, plus
1247 * some of this code just looked plain out of date. 1097 * some of this code just looked plain out of date.
1248 * MSW 2001-08-29 1098 * MSW 2001-08-29
1249 */ 1099 */
1100int
1250int apply_shop_mat (object * shop_mat, object * op) 1101apply_shop_mat (object *shop_mat, object *op)
1251{ 1102{
1252 int rv = 0; 1103 int rv = 0;
1253 double opinion; 1104 double opinion;
1254 object *tmp, *next; 1105 object *tmp, *next;
1255 1106
1256 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1257 1108
1258 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 ())
1259 { 1121 {
1260 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1261 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1262 * the shop. 1124 * the shop.
1263 */ 1125 */
1264 for (tmp = op->inv; tmp; tmp = next) 1126 for (tmp = op->inv; tmp; tmp = next)
1265 { 1127 {
1266 next = tmp->below; 1128 next = tmp->below;
1129
1267 if (QUERY_FLAG (tmp, FLAG_UNPAID)) 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1268 { 1131 {
1269 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);
1270 1133
1271 remove_ob (tmp);
1272 if (i == -1) 1134 if (i >= 0)
1273 i = 0; 1135 tmp->move (i);
1274 tmp->map = op->map;
1275 tmp->x = op->x + freearr_x[i];
1276 tmp->y = op->y + freearr_y[i];
1277 insert_ob_in_map (tmp, op->map, op, 0);
1278 } 1136 }
1279 } 1137 }
1280 1138
1281 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1282 if (QUERY_FLAG (op, FLAG_NO_PICK)) 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1285 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1286 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1287 */ 1145 */
1288 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE)) 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1289 { 1147 {
1290
1291 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1292 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
1293 if (i != -1) 1151 if (i != -1)
1294 {
1295 rv =
1296 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);
1297 0, shop_mat); 1153
1298 }
1299 return 0; 1154 return 0;
1300 } 1155 }
1156
1301 /* Removed code that checked for multipart objects - it appears that 1157 /* Removed code that checked for multipart objects - it appears that
1302 * the teleport function should be able to handle this just fine. 1158 * the teleport function should be able to handle this just fine.
1303 */ 1159 */
1304 rv = teleport (shop_mat, SHOP_MAT, op); 1160 rv = teleport (shop_mat, SHOP_MAT, op);
1305 } 1161 }
1306 /* immediate block below is only used for players */ 1162 else if (can_pay (op) && get_payment (op))
1307 else if (can_pay (op))
1308 { 1163 {
1309 get_payment (op, op->inv); 1164 /* this is only used for players */
1310 rv = teleport (shop_mat, SHOP_MAT, op); 1165 rv = teleport (shop_mat, SHOP_MAT, op);
1311 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
1312 if (shop_mat->msg) 1174 if (shop_mat->msg)
1313 { 1175 op->statusmsg (shop_mat->msg);
1314 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1315 }
1316 /* 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,
1317 * 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
1318 * actually the shop floor. 1178 * actually the shop floor.
1319 */ 1179 */
1320 else if (!rv && !is_in_shop (op)) 1180 else if (!rv && !is_in_shop (op))
1321 { 1181 {
1322 opinion = shopkeeper_approval (op->map, op); 1182 opinion = shopkeeper_approval (op->map, op);
1323 if (opinion > 0.9) 1183
1324 new_draw_info (NDI_UNIQUE, 0, op, 1184 op->statusmsg (
1325 "The shopkeeper gives you a friendly wave."); 1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1326 else if (opinion > 0.75) 1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1327 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you."); 1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1328 else if (opinion > 0.5)
1329 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1330 else
1331 new_draw_info (NDI_UNIQUE, 0, op,
1332 "The shopkeeper glares at you with contempt."); 1188 : "The shopkeeper glares at you with contempt."
1189 );
1333 } 1190 }
1334 } 1191 }
1335 else 1192 else
1336 { 1193 {
1337 /* 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
1338 * 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
1339 * they are not on the mat anymore 1196 * they are not on the mat anymore
1340 */ 1197 */
1341
1342 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
1343 if (i == -1) 1200 if (i == -1)
1344 {
1345 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1346 }
1347 else 1202 else
1348 { 1203 {
1349 remove_ob (op); 1204 op->remove ();
1350 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1351 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1352 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;
1353 } 1208 }
1354 } 1209 }
1210
1355 CLEAR_FLAG (op, FLAG_NO_APPLY); 1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1356 return rv; 1212 return rv;
1357} 1213}
1358 1214
1359/** 1215/**
1360 * Handles applying a sign. 1216 * Handles applying a sign.
1361 */ 1217 */
1218static void
1362static void apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1363{ 1220{
1364 readable_message_type* msgType; 1221 if (!op->is_player())
1365 char newbuf[HUGE_BUF]; 1222 return;
1366 if (sign->msg == NULL) { 1223
1367 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));
1368 return; 1227 return;
1228 }
1229
1230 if (!sign->msg)
1369 } 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 }
1370 1238
1371 if (sign->stats.food) { 1239 if (sign->stats.food)
1240 {
1372 if (sign->last_eat >= sign->stats.food) { 1241 if (sign->last_eat >= sign->stats.food)
1242 {
1373 if (!sign->move_on) 1243 if (!sign->move_on)
1374 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore."); 1244 op->failmsg ("You cannot read it anymore.");
1245
1375 return; 1246 return;
1376 } 1247 }
1377 1248
1378 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1379 sign->last_eat++; 1250 sign->last_eat++;
1380 } 1251 }
1381 1252
1382 /* 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?
1383 * 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
1384 * 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
1385 * to us). 1256 * to us).
1386 */ 1257 */
1387 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)
1388 new_draw_info (NDI_UNIQUE, 0, op, 1259 {
1389 "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1390 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));
1391 } 1273 }
1392 msgType=get_readable_message_type(sign);
1393 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1394 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1395} 1274}
1396 1275
1276static void
1277move_apply_hole (object *trap, object *victim)
1278{
1279 /* Hole not open? */
1280 if (trap->stats.wc > 0)
1281 return;
1282
1283 /* Is this a multipart monster and not the head? If so, return.
1284 * Processing will happen if the head runs into the pit
1285 */
1286 if (victim->head)
1287 return;
1288
1289 // now find all possible locations and randomly pick one
1290 int dir = find_free_spot (victim, trap->map, EXIT_X (trap), EXIT_Y (trap), 0,
1291 trap->range >= 3 ? SIZEOFFREE3 + 1
1292 : trap->range >= 2 ? SIZEOFFREE2 + 1
1293 : trap->range >= 1 ? SIZEOFFREE1 + 1
1294 : SIZEOFFREE0 + 1);
1295
1296 if (dir < 0)
1297 return;
1298
1299 victim->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1300 victim->statusmsg ("You fall through the hole!", NDI_RED);
1301
1302 transfer_ob (victim,
1303 EXIT_X (trap) + freearr_x[dir],
1304 EXIT_Y (trap) + freearr_y[dir],
1305 0, victim);
1306}
1397 1307
1398/** 1308/**
1399 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1400 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1401 * effect is determined by move_on/move_off of trap and move_type of victime. 1311 * effect is determined by move_on/move_off of trap and move_type of victime.
1402 * 1312 *
1403 * originator: Player, monster or other object that caused 'victim' to move 1313 * originator: Player, monster or other object that caused 'victim' to move
1404 * 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.
1405 * However, some types of traps require an originator to function. 1315 * However, some types of traps require an originator to function.
1406 */ 1316 */
1317void
1407void move_apply (object *trap, object *victim, object *originator) 1318move_apply (object *trap, object *victim, object *originator)
1408{ 1319{
1409 static int recursion_depth = 0; 1320 static int recursion_depth = 0;
1410 1321
1411 /* Only exits affect DMs. */ 1322 /* Only exits affect DMs. */
1412 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)
1413 return; 1324 return;
1414 1325
1415 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1416 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1417 */ 1328 */
1418 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1419 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1420 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1421 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1422 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1423 */ 1334 */
1424 if (recursion_depth >= 500) { 1335 if (recursion_depth >= 500)
1336 {
1425 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1426 "[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);
1427 trap->arch->name, trap->name, victim->arch->name, victim->name);
1428 return; 1339 return;
1429 } 1340 }
1341
1430 recursion_depth++; 1342 recursion_depth++;
1431 if (trap->head) trap=trap->head; 1343 if (trap->head)
1344 trap = trap->head;
1432 1345
1433 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)))
1434 goto leave;
1435
1436 switch (trap->type) { 1347 switch (trap->type)
1348 {
1437 case PLAYERMOVER: 1349 case PLAYERMOVER:
1438 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1439 !should_director_abort(trap, victim)) { 1351 {
1440 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1441 1354
1442 /* 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
1443 * should be divided by trap->speed 1356 * should be divided by trap->speed
1444 */ 1357 */
1445 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1446 1359
1447 /* 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
1448 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1449 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1450 */ 1363 */
1451 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1452 /* 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); */
1453 } 1367 }
1454 goto leave; 1368 break;
1455 1369
1456 case SPINNER: 1370 case SPINNER:
1457 if(victim->direction) { 1371 if (victim->direction)
1372 {
1458 victim->direction=absdir(victim->direction-trap->stats.sp); 1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1459 update_turn_face(victim); 1374 update_turn_face (victim);
1460 } 1375 }
1461 goto leave; 1376 break;
1462 1377
1463 case DIRECTOR: 1378 case DIRECTOR:
1464 if(victim->direction && !should_director_abort(trap, victim)) { 1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1465 victim->direction=trap->stats.sp; 1381 victim->direction = trap->stats.sp;
1466 update_turn_face(victim); 1382 update_turn_face (victim);
1467 } 1383 }
1468 goto leave; 1384 break;
1469 1385
1470 case BUTTON: 1386 case BUTTON:
1471 case PEDESTAL: 1387 case PEDESTAL:
1388 case T_MATCH:
1472 update_button(trap); 1389 update_button (trap, originator);
1473 goto leave; 1390 break;
1474 1391
1475 case ALTAR: 1392 case ALTAR:
1476 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1477 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1478 goto leave; 1395 break;
1479 1396
1480 case THROWN_OBJ: 1397 case THROWN_OBJ:
1481 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1482 goto leave; 1399 break;
1483 /* fallthrough */ 1400 /* fallthrough */
1484 1401
1485 case ARROW: 1402 case ARROW:
1486
1487 /* 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 ,
1488 * 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.
1489 * 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
1490 * 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
1491 * action, we avoid hits here 1407 * action, we avoid hits here
1492 */ 1408 */
1493 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)
1494 hit_with_arrow (trap, victim); 1411 hit_with_arrow (trap, victim);
1495 goto leave; 1412 break;
1496 1413
1497 case SPELL_EFFECT: 1414 case SPELL_EFFECT:
1498 apply_spell_effect(trap, victim); 1415 apply_spell_effect (trap, victim);
1499 goto leave; 1416 break;
1500 1417
1501 case TRAPDOOR: 1418 case TRAPDOOR:
1502 { 1419 {
1503 int max, sound_was_played; 1420 int max, sound_was_played;
1504 object *ab, *ab_next; 1421 object *ab, *ab_next;
1422
1505 if(!trap->value) { 1423 if (!trap->value)
1424 {
1506 int tot; 1425 int tot;
1426
1507 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1508 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1509 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1510 1430
1511 if(!(trap->value=(tot>trap->weight)?1:0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1512 goto leave; 1432 break;
1513 1433
1514 SET_ANIMATION(trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1515 update_object(trap,UP_OBJ_FACE); 1435 update_object (trap, UP_OBJ_FACE);
1516 } 1436 }
1517 1437
1518 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 {
1519 /* 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,
1520 * ab->above would be bogus 1441 * ab->above would be bogus
1521 */ 1442 */
1522 ab_next = ab->above; 1443 ab_next = ab->above;
1523 1444
1524 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1446 {
1525 if ( ! sound_was_played) { 1447 if (!sound_was_played)
1526 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"));
1527 sound_was_played = 1; 1450 sound_was_played = 1;
1528 } 1451 }
1529 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1530 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);
1531 } 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);
1532 } 1465 }
1533 goto leave;
1534 }
1535 1466
1536 1467 break;
1537 case CONVERTER:
1538 if (convert_item (victim, trap) < 0) {
1539 object *op;
1540
1541 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap));
1542
1543 op = get_archetype("burnout");
1544 if (op != NULL) {
1545 op->x = trap->x;
1546 op->y = trap->y;
1547 insert_ob_in_map(op, trap->map, trap, 0);
1548 }
1549 }
1550 goto leave;
1551 1468
1552 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1553 case TRIGGER_PEDESTAL: 1470 case TRIGGER_PEDESTAL:
1554 case TRIGGER_ALTAR: 1471 case TRIGGER_ALTAR:
1555 check_trigger (trap, victim); 1472 check_trigger (trap, victim, originator);
1556 goto leave; 1473 break;
1557 1474
1558 case DEEP_SWAMP: 1475 case DEEP_SWAMP:
1559 walk_on_deep_swamp (trap, victim); 1476 walk_on_deep_swamp (trap, victim);
1560 goto leave; 1477 break;
1561 1478
1562 case CHECK_INV: 1479 case CHECK_INV:
1563 check_inv (victim, trap); 1480 check_inv (victim, trap);
1564 goto leave; 1481 break;
1565 1482
1566 case HOLE: 1483 case HOLE:
1567 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1568 if(trap->stats.wc > 0) 1485 break;
1569 goto leave;
1570
1571 /* Is this a multipart monster and not the head? If so, return.
1572 * Processing will happen if the head runs into the pit
1573 */
1574 if (victim->head)
1575 goto leave;
1576
1577 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1578 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1579 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1580 goto leave;
1581 1486
1582 case EXIT: 1487 case EXIT:
1583 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1584 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1585 * players output. 1491 * players output.
1586 */ 1492 */
1587 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1493 if (trap->msg && !EXIT_PATH (trap).starts_with ("/!"))
1588 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1495
1496 trap->play_sound (trap->sound);
1589 enter_exit (victim, trap); 1497 victim->enter_exit (trap);
1590 } 1498 }
1591 goto leave; 1499 break;
1592 1500
1593 case ENCOUNTER: 1501 case ENCOUNTER:
1594 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1595 goto leave; 1503 break;
1596 1504
1597 case SHOP_MAT: 1505 case SHOP_MAT:
1598 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1599 goto leave; 1507 break;
1600 1508
1601 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1602 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1603 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1604 goto leave; 1512 break;
1605 1513
1606 case SIGN: 1514 case SIGN:
1607 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1608 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1609 1517
1610 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1611 goto leave; 1519 break;
1612 1520
1613 case CONTAINER: 1521 case CONTAINER:
1614 if (victim->type==PLAYER)
1615 (void) esrv_apply_container (victim, trap);
1616 else
1617 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1618 goto leave; 1523 break;
1619 1524
1620 case RUNE: 1525 case RUNE:
1621 case TRAP: 1526 case TRAP:
1622 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1623 spring_trap(trap, victim); 1528 spring_trap (trap, victim);
1624 } 1529 break;
1625 goto leave;
1626 1530
1627 default: 1531 default:
1628 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 "
1629 "handled in move_apply()\n", trap->name, trap->arch->name, 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1630 trap->type); 1534 break;
1631 goto leave;
1632 } 1535 }
1633 1536
1634 leave:
1635 recursion_depth--; 1537 recursion_depth--;
1636} 1538}
1637 1539
1638/** 1540/**
1639 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1640 */ 1542 */
1543static void
1641static void apply_book (object *op, object *tmp) 1544apply_book (object *op, object *tmp)
1642{ 1545{
1643 int lev_diff; 1546 int lev_diff;
1644 object *skill_ob; 1547 object *skill_ob;
1645 1548
1646 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1647 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!");
1648 return; 1552 return;
1649 } 1553 }
1650 if(tmp->msg==NULL) { 1554
1651 new_draw_info_format(NDI_UNIQUE, 0, op, 1555 if (!tmp->msg)
1652 "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));
1653 return; 1558 return;
1654 } 1559 }
1655 1560
1656 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1657 skill_ob = find_skill_by_name(op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1658 if ( ! skill_ob) { 1563 if (!skill_ob)
1659 new_draw_info(NDI_UNIQUE, 0,op, 1564 {
1660 "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));
1661 return; 1566 return;
1662 } 1567 }
1568
1663 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1664 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1665 if (lev_diff < 2) 1571 {
1666 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."
1667 else if (lev_diff < 3) 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension."); 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1669 else if (lev_diff < 5) 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1670 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension."); 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1671 else if (lev_diff < 8) 1577 : "This book is totally beyond your comprehension.");
1672 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1673 else if (lev_diff < 15)
1674 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1675 else
1676 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1677 return; 1578 return;
1678 } 1579 }
1679 1580
1680 readable_message_type* msgType = get_readable_message_type(tmp); 1581 readable_message_type *msgType = get_readable_message_type (tmp);
1681 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1682 msgType->message_type, msgType->message_subtype,
1683 "You open the %s and start reading.\n%s",
1684 "%s\n%s",
1685 long_desc(tmp,op), tmp->msg);
1686 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
1687 /* gain xp from reading */ 1587 /* gain xp from reading */
1688 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 */
1689 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1590 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1591
1690 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1592 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1593 {
1691 /*exp_gain *= 2; because they just identified it too */ 1594 /*exp_gain *= 2; because they just identified it too */
1692 SET_FLAG(tmp,FLAG_IDENTIFIED); 1595 SET_FLAG (tmp, FLAG_IDENTIFIED);
1693 /* If in a container, update how it looks */ 1596
1597 if (object *pl = tmp->visible_to ())
1694 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1598 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1695 else op->contr->socket.update_look=1;
1696 } 1599 }
1600
1697 change_exp(op,exp_gain, skill_ob->skill, 0); 1601 change_exp (op, exp_gain, skill_ob->skill, 0);
1698 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 }
1699 } 1656 }
1700} 1657}
1701 1658
1702/** 1659/**
1703 * Handles the applying of a skill scroll, calling learn_skill straight. 1660 * Handles the applying of a skill scroll, calling learn_skill straight.
1704 * 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
1705 */ 1662 */
1663static void
1706static void apply_skillscroll (object *op, object *tmp) 1664apply_skillscroll (object *op, object *tmp)
1707{ 1665{
1708 switch ((int) learn_skill (op, tmp)) { 1666 switch (learn_skill (op, tmp))
1667 {
1709 case 0: 1668 case 0:
1710 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1669 op->play_sound (sound_find ("generic_fail"));
1711 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)));
1712 return; 1671 break;
1713 1672
1714 case 1: 1673 case 1:
1715 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1674 tmp->decrease ();
1716 tmp->skill); 1675 op->play_sound (sound_find ("skill_learn"));
1717 new_draw_info_format(NDI_UNIQUE, 0, op, 1676 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1718 "Type 'bind ready_skill %s",tmp->skill); 1677 break;
1719 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1720 decrease_ob(tmp);
1721 return;
1722 1678
1723 default: 1679 default:
1724 new_draw_info_format(NDI_UNIQUE,0,op, 1680 tmp->decrease ();
1681 op->play_sound (sound_find ("generic_fail"));
1725 "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)));
1726 decrease_ob(tmp); 1683 break;
1727 return;
1728 } 1684 }
1729} 1685}
1730 1686
1731/** 1687/**
1732 * Actually makes op learn spell. 1688 * Actually makes op learn spell.
1733 * Informs player of what happens. 1689 * Informs player of what happens.
1734 */ 1690 */
1691void
1735void do_learn_spell (object *op, object *spell, int special_prayer) 1692do_learn_spell (object *op, object *spell, int special_prayer)
1736{ 1693{
1737 object *tmp; 1694 object *tmp;
1738 1695
1739 if (op->type != PLAYER) { 1696 if (op->type != PLAYER)
1697 {
1740 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1698 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1741 return; 1699 return;
1742 } 1700 }
1743 1701
1744 /* Upgrade special prayers to normal prayers */ 1702 /* Upgrade special prayers to normal prayers */
1745 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1703 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1704 {
1746 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1705 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1706 {
1747 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");
1748 return; 1708 return;
1749 } 1709 }
1750 return; 1710 return;
1751 } 1711 }
1752 1712
1753 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1713 op->contr->play_sound (sound_find ("learn_spell"));
1754 tmp = get_object(); 1714
1755 copy_object(spell, tmp); 1715 tmp = spell->clone ();
1756 insert_ob_in_ob(tmp, op); 1716 insert_ob_in_ob (tmp, op);
1757 1717
1758 if (special_prayer) { 1718 if (special_prayer)
1759 SET_FLAG(tmp, FLAG_STARTEQUIP); 1719 SET_FLAG (tmp, FLAG_STARTEQUIP);
1760 }
1761 1720
1762 new_draw_info_format (NDI_UNIQUE, 0, op,
1763 "Type 'bind cast %s", spell->name);
1764 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1765 esrv_add_spells(op->contr, tmp); 1721 esrv_add_spells (op->contr, tmp);
1766} 1722}
1767 1723
1768/** 1724/**
1769 * Erases spell from player's inventory. 1725 * Erases spell from player's inventory.
1770 */ 1726 */
1727void
1771void do_forget_spell (object *op, const char *spell) 1728do_forget_spell (object *op, const char *spell)
1772{ 1729{
1773 object *spob; 1730 object *spob;
1774 1731
1775 if (op->type != PLAYER) { 1732 if (op->type != PLAYER)
1733 {
1776 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1734 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1777 return; 1735 return;
1778 } 1736 }
1779 if ( (spob=check_spell_known (op, spell)) == NULL) { 1737 if ((spob = check_spell_known (op, spell)) == NULL)
1738 {
1780 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1739 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1781 return; 1740 return;
1782 }
1783 1741 }
1784 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1742
1785 "You lose knowledge of %s.", spell); 1743 op->failmsg (format ("You lose knowledge of %s.", spell));
1786 player_unready_range_ob(op->contr, spob); 1744 player_unready_range_ob (op->contr, spob);
1787 esrv_remove_spell(op->contr, spob); 1745 esrv_remove_spell (op->contr, spob);
1788 remove_ob(spob); 1746 spob->destroy ();
1789 free_object(spob);
1790} 1747}
1791 1748
1792/** 1749/**
1793 * Handles player applying a spellbook. 1750 * Handles player applying a spellbook.
1794 * 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,
1795 * stuff like that. Random learning failure too. 1752 * stuff like that. Random learning failure too.
1796 */ 1753 */
1754static void
1797static void apply_spellbook (object *op, object *tmp) 1755apply_spellbook (object *op, object *tmp)
1798{ 1756{
1799 object *skop, *spell, *spell_skill; 1757 object *skop, *spell, *spell_skill;
1800 1758
1801 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1759 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1802 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.");
1803 return; 1762 return;
1804 } 1763 }
1805 1764
1806 /* artifact_spellbooks have 'slaying' field point to a spell name, 1765 /* artifact_spellbooks have 'slaying' field point to a spell name,
1807 * instead of having their spell stored in stats.sp. These are 1766 * instead of having their spell stored in stats.sp. These are
1808 * legacy spellbooks 1767 * legacy spellbooks
1809 */ 1768 */
1810 1769 if (tmp->slaying)
1811 if(tmp->slaying != NULL) { 1770 {
1812 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1771 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1772
1813 if (!spell) { 1773 if (!spell)
1814 new_draw_info_format(NDI_UNIQUE, 0, op, 1774 {
1815 "The book's formula for %s is incomplete", tmp->slaying); 1775 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1816 return; 1776 return;
1817 } 1777 }
1818 else 1778 else
1819 insert_ob_in_ob(spell, tmp); 1779 insert_ob_in_ob (spell, tmp);
1820 free_string(tmp->slaying); 1780
1821 tmp->slaying=NULL; 1781 tmp->slaying = 0;
1822 } 1782 }
1823 1783
1824 skop = find_skill_by_name(op, tmp->skill); 1784 skop = find_skill_by_name (op, tmp->skill);
1825 1785
1826 /* need a literacy skill to learn spells. Also, having a literacy level 1786 /* need a literacy skill to learn spells. Also, having a literacy level
1827 * lower than the spell will make learning the spell more difficult */ 1787 * lower than the spell will make learning the spell more difficult */
1828 if ( !skop) { 1788 if (!skop)
1829 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails."); 1789 {
1790 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1830 return; 1791 return;
1831 } 1792 }
1832 1793
1833 spell = tmp->inv; 1794 spell = tmp->inv;
1795
1834 if (!spell) { 1796 if (!spell)
1797 {
1835 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1798 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1836 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1799 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1837 return;
1838 }
1839 if (spell->level > (skop->level+10)) {
1840 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1841 return; 1800 return;
1842 } 1801 }
1843 1802
1844 new_draw_info_format(NDI_UNIQUE, 0, op, 1803 int learn_level = sqrtf (spell->level) * 1.5f;
1845 "The spellbook contains the %s level spell %s.", 1804 if (skop->level < learn_level)
1846 get_levelnumber(spell->level), spell->name); 1805 {
1806 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1807 &tmp->skill, learn_level));
1808 return;
1809 }
1847 1810
1811 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1812
1848 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1813 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1849 identify(tmp); 1814 identify (tmp);
1850 if (tmp->env)
1851 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1852 else
1853 op->contr->socket.update_look=1;
1854 }
1855 1815
1856 /* I removed the check for special_prayer_mark here - it didn't make 1816 /* I removed the check for special_prayer_mark here - it didn't make
1857 * a lot of sense - special prayers are not found in spellbooks, and 1817 * a lot of sense - special prayers are not found in spellbooks, and
1858 * if the player doesn't know the spell, doesn't make a lot of sense that 1818 * if the player doesn't know the spell, doesn't make a lot of sense that
1859 * they would have a special prayer mark. 1819 * they would have a special prayer mark.
1860 */ 1820 */
1861 if (check_spell_known (op, spell->name)) { 1821 if (check_spell_known (op, spell->name))
1862 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n"); 1822 {
1823 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1863 return; 1824 return;
1864 } 1825 }
1865 1826
1866 if (spell->skill) { 1827 if (spell->skill)
1828 {
1867 spell_skill = find_skill_by_name(op, spell->skill); 1829 spell_skill = find_skill_by_name (op, spell->skill);
1830
1868 if (!spell_skill) { 1831 if (!spell_skill)
1869 new_draw_info_format(NDI_UNIQUE, 0, op, 1832 {
1870 "You lack the skill %s to use this spell", 1833 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1871 spell->skill);
1872 return; 1834 return;
1873 } 1835 }
1836
1874 if (spell_skill->level < spell->level) { 1837 if (spell_skill->level < spell->level)
1875 new_draw_info_format(NDI_UNIQUE, 0, op, 1838 {
1876 "You need to be level %d in %s to learn this spell.", 1839 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1877 spell->level, spell->skill);
1878 return; 1840 return;
1879 } 1841 }
1880 } 1842 }
1881 1843
1882 /* Logic as follows 1844 /* Logic as follows
1883 * 1845 *
1884 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1846 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1885 * 1847 *
1886 * 2- The learner's skill level in literacy adjusts the chance to learn 1848 * 2- The learner's skill level in literacy adjusts the chance to learn
1887 * a spell. 1849 * a spell.
1888 * 1850 *
1889 * 3 -Automatically fail to learn if you read while confused 1851 * 3 -Automatically fail to learn if you read while confused
1890 * 1852 *
1891 * Overall, chances are the same but a player will find having a high 1853 * Overall, chances are the same but a player will find having a high
1892 * literacy rate very useful! -b.t. 1854 * literacy rate very useful! -b.t.
1893 */ 1855 */
1894 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1856 if (QUERY_FLAG (op, FLAG_CONFUSED))
1857 {
1895 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1858 op->failmsg ("In your confused state you flub the wording of the text!");
1896 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1859 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1860 }
1897 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1861 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1898 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1862 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1899 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1863 {
1900 1864 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1901 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1902 do_learn_spell (op, spell, 0); 1865 do_learn_spell (op, spell, 0);
1903 1866
1904 /* xp gain to literacy for spell learning */ 1867 /* xp gain to literacy for spell learning */
1905 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1868 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1906 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1869 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1907 } else { 1870 }
1908 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1871 else
1909 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1910 } 1872 {
1911 decrease_ob(tmp); 1873 op->contr->play_sound (sound_find ("fumble_spell"));
1874 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1875 }
1876
1877 tmp->decrease ();
1912} 1878}
1913 1879
1914/** 1880/**
1915 * Handles applying a spell scroll. 1881 * Handles applying a spell scroll.
1916 */ 1882 */
1883void
1917void apply_scroll (object *op, object *tmp, int dir) 1884apply_scroll (object *op, object *tmp, int dir)
1918{ 1885{
1919 object *skop; 1886 object *skop;
1920 1887
1921 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1888 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1922 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind."); 1889 {
1890 op->failmsg ("You are unable to read while blind.");
1923 return; 1891 return;
1924 } 1892 }
1925 1893
1926 if (!tmp->inv || tmp->inv->type != SPELL) { 1894 if (!tmp->inv || tmp->inv->type != SPELL)
1927 new_draw_info (NDI_UNIQUE, 0, op, 1895 {
1928 "The scroll just doesn't make sense!"); 1896 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1929 return; 1897 return;
1930 } 1898 }
1931 1899
1932 if(op->type==PLAYER) { 1900 if (op->type == PLAYER)
1901 {
1933 /* players need a literacy skill to read stuff! */ 1902 /* players need a literacy skill to read stuff! */
1934 int exp_gain=0; 1903 int exp_gain = 0;
1935 1904
1936 /* hard code literacy - tmp->skill points to where the exp 1905 /* hard code literacy - tmp->skill points to where the exp
1937 * should go for anything killed by the spell. 1906 * should go for anything killed by the spell.
1938 */ 1907 */
1939 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1908 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1940 1909
1941 if ( ! skop) { 1910 if (!skop)
1942 new_draw_info(NDI_UNIQUE, 0,op, 1911 {
1943 "You are unable to decipher the strange symbols."); 1912 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1944 return; 1913 return;
1945 } 1914 }
1946 1915
1947 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1916 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1948 change_exp(op,exp_gain, skop->skill, 0); 1917 change_exp (op, exp_gain, skop->skill, 0);
1949 } 1918 }
1950 1919
1951 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1920 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1952 identify(tmp); 1921 identify (tmp);
1953 1922
1954 new_draw_info_format(NDI_BLACK, 0, op, 1923 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1955 "The scroll of %s turns to dust.", tmp->inv->name);
1956 1924
1957
1958 cast_spell(op,tmp,dir,tmp->inv, NULL); 1925 cast_spell (op, tmp, dir, tmp->inv, NULL);
1959 decrease_ob(tmp); 1926 tmp->decrease ();
1960} 1927}
1961 1928
1962/** 1929/**
1963 * Applies a treasure object - by default, chest. op 1930 * Applies a treasure object - by default, chest. op
1964 * is the person doing the applying, tmp is the treasure 1931 * is the person doing the applying, tmp is the treasure
1965 * chest. 1932 * chest.
1966 */ 1933 */
1934static void
1967static void apply_treasure (object *op, object *tmp) 1935apply_treasure (object *op, object *tmp)
1968{ 1936{
1969 object *treas;
1970 tag_t tmp_tag = tmp->count, op_tag = op->count;
1971
1972
1973 /* Nice side effect of new treasure creation method is that the treasure 1937 /* Nice side effect of this treasure creation method is that the treasure
1974 * for the chest is done when the chest is created, and put into the chest 1938 * for the chest is done when the chest is created, and put into the chest
1975 * inventory. So that when the chest burns up, the items still exist. Also 1939 * inventory. So that when the chest burns up, the items still exist. Also
1976 * prevents people fromt moving chests to more difficult maps to get better 1940 * prevents people from moving chests to more difficult maps to get better
1977 * treasure 1941 * treasure
1978 */ 1942 */
1979
1980 treas = tmp->inv; 1943 object *treas = tmp->inv;
1981 if(treas==NULL) { 1944
1982 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty."); 1945 if (!treas)
1983 decrease_ob(tmp); 1946 {
1947 op->statusmsg ("The chest was empty.");
1948 tmp->decrease ();
1984 return; 1949 return;
1985 } 1950 }
1951
1986 while (tmp->inv) { 1952 while (tmp->inv)
1953 {
1987 treas = tmp->inv; 1954 treas = tmp->inv;
1955 treas->remove ();
1988 1956
1989 remove_ob(treas);
1990 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1991 query_name(treas));
1992
1993 treas->x=op->x; 1957 treas->x = op->x;
1994 treas->y=op->y; 1958 treas->y = op->y;
1995 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1959 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1996 1960
1997 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1961 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1998 && QUERY_FLAG (op, FLAG_ALIVE))
1999 spring_trap (treas, op); 1962 spring_trap (treas, op);
1963
2000 /* If either player or container was destroyed, no need to do 1964 /* If either player or container was destroyed, no need to do
2001 * further processing. I think this should be enclused with 1965 * further processing. I think this should be enclused with
2002 * spring trap above, as I don't think there is otherwise 1966 * spring trap above, as I don't think there is otherwise
2003 * any way for the treasure chest or player to get killed 1967 * any way for the treasure chest or player to get killed.
2004 */ 1968 */
2005 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag)) 1969 if (op->destroyed () || tmp->destroyed ())
2006 break; 1970 break;
2007 }
2008
2009 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2010 decrease_ob (tmp);
2011
2012}
2013
2014/**
2015 * op eats food.
2016 * If player, takes care of messages and dragon special food.
2017 */
2018static void apply_food (object *op, object *tmp)
2019{
2020 int capacity_remaining;
2021
2022 if(op->type!=PLAYER)
2023 op->stats.hp=op->stats.maxhp;
2024 else {
2025 /* check if this is a dragon (player), eating some flesh */
2026 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2027 ;
2028 else {
2029 /* usual case - no dragon meal: */
2030 if(op->stats.food+tmp->stats.food>999) {
2031 if(tmp->type==FOOD || tmp->type==FLESH)
2032 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2033 else
2034 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2035 }
2036
2037 if(!QUERY_FLAG(tmp, FLAG_CURSED)) {
2038 char buf[MAX_BUF];
2039
2040 if (!is_dragon_pl(op)) {
2041 /* eating message for normal players*/
2042 if(tmp->type==DRINK)
2043 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2044 else
2045 sprintf(buf,"The %s tasted %s",tmp->name,
2046 tmp->type==FLESH?"terrible!":"good.");
2047 }
2048 else {
2049 /* eating message for dragon players*/
2050 sprintf(buf,"The %s tasted terrible!",tmp->name);
2051 }
2052
2053 new_draw_info(NDI_UNIQUE, 0,op,buf);
2054 capacity_remaining = 999 - op->stats.food;
2055 op->stats.food+=tmp->stats.food;
2056 if(capacity_remaining < tmp->stats.food)
2057 op->stats.hp += capacity_remaining / 50;
2058 else
2059 op->stats.hp+=tmp->stats.food/50;
2060 if(op->stats.hp>op->stats.maxhp)
2061 op->stats.hp=op->stats.maxhp;
2062 if (op->stats.food > 999)
2063 op->stats.food = 999;
2064 }
2065
2066 /* special food hack -b.t. */
2067 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2068 eat_special_food(op,tmp);
2069 } 1971 }
2070 } 1972
2071 handle_apply_yield(tmp); 1973 if (!tmp->destroyed () && !tmp->inv)
2072 decrease_ob(tmp); 1974 tmp->decrease (true);
2073} 1975}
2074 1976
2075/** 1977/**
2076 * A dragon is eating some flesh. If the flesh contains resistances, 1978 * A dragon is eating some flesh. If the flesh contains resistances,
2077 * there is a chance for the dragon's skin to get improved. 1979 * there is a chance for the dragon's skin to get improved.
2080 * object *op the object (dragon player) eating the flesh 1982 * object *op the object (dragon player) eating the flesh
2081 * object *meal the flesh item, getting chewed in dragon's mouth 1983 * object *meal the flesh item, getting chewed in dragon's mouth
2082 * return: 1984 * return:
2083 * int 1 if eating successful, 0 if it doesn't work 1985 * int 1 if eating successful, 0 if it doesn't work
2084 */ 1986 */
1987static int
2085int dragon_eat_flesh(object *op, object *meal) { 1988dragon_eat_flesh (object *op, object *meal)
1989{
2086 object *skin = NULL; /* pointer to dragon skin force*/ 1990 object *skin = NULL; /* pointer to dragon skin force */
2087 object *abil = NULL; /* pointer to dragon ability force*/ 1991 object *abil = NULL; /* pointer to dragon ability force */
2088 object *tmp = NULL; /* tmp. object */ 1992 object *tmp = NULL; /* tmp. object */
2089 1993
2090 char buf[MAX_BUF]; /* tmp. string buffer */
2091 double chance; /* improvement-chance of one resistance type */ 1994 double chance; /* improvement-chance of one resistance type */
2092 double totalchance=1; /* total chance of gaining one resistance */ 1995 double totalchance = 1; /* total chance of gaining one resistance */
2093 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1996 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2094 double mbonus=0; /* monster bonus */ 1997 double mbonus = 0; /* monster bonus */
2095 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 1998 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2096 int winners=0; /* number of winners */ 1999 int winners = 0; /* number of winners */
2097 int i; /* index */ 2000 int i; /* index */
2098 2001
2099 /* let's make sure and doublecheck the parameters */ 2002 /* let's make sure and doublecheck the parameters */
2100 if (meal->type!=FLESH || !is_dragon_pl(op)) 2003 if (meal->type != FLESH || !op->is_dragon ())
2101 return 0; 2004 return 0;
2102 2005
2103 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2006 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2104 from the player's inventory */ 2007 from the player's inventory */
2105 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2008 for (tmp = op->inv; tmp; tmp = tmp->below)
2106 if (tmp->type == FORCE) { 2009 if (tmp->type == FORCE)
2107 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2010 if (tmp->arch->archname == shstr_dragon_skin_force)
2108 skin = tmp; 2011 skin = tmp;
2109 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2012 else if (tmp->arch->archname == shstr_dragon_ability_force)
2110 abil = tmp; 2013 abil = tmp;
2111 } 2014
2112 }
2113
2114 /* if either skin or ability are missing, this is an old player 2015 /* if either skin or ability are missing, this is an old player
2115 which is not to be considered a dragon -> bail out */ 2016 which is not to be considered a dragon -> bail out */
2116 if (skin == NULL || abil == NULL) return 0; 2017 if (skin == NULL || abil == NULL)
2117 2018 return 0;
2019
2118 /* now start by filling stomache and health, according to food-value */ 2020 /* now start by filling stomache and health, according to food-value */
2119 if((999 - op->stats.food) < meal->stats.food) 2021 if ((999 - op->stats.food) < meal->stats.food)
2120 op->stats.hp += (999 - op->stats.food) / 50; 2022 op->stats.hp += (999 - op->stats.food) / 50;
2121 else 2023 else
2122 op->stats.hp += meal->stats.food/50; 2024 op->stats.hp += meal->stats.food / 50;
2025
2123 if(op->stats.hp>op->stats.maxhp) 2026 if (op->stats.hp > op->stats.maxhp)
2124 op->stats.hp=op->stats.maxhp; 2027 op->stats.hp = op->stats.maxhp;
2125 2028
2126 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2029 op->stats.food = min (999, op->stats.food + meal->stats.food);
2127 2030
2128 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2031 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2129 2032
2130 /* on to the interesting part: chances for adding resistance */ 2033 /* on to the interesting part: chances for adding resistance */
2131 for (i=0; i<NROFATTACKS; i++) { 2034 for (i = 0; i < NROFATTACKS; i++)
2035 {
2132 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2036 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2037 {
2133 /* got positive resistance, now calculate improvement chance (0-100) */ 2038 /* got positive resistance, now calculate improvement chance (0-100) */
2134 2039
2135 /* this bonus makes resistance increase easier at lower levels */ 2040 /* this bonus makes resistance increase easier at lower levels */
2136 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2041 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2137 if (i == abil->stats.exp) 2042 if (i == abil->stats.exp)
2138 bonus += 5; /* additional bonus for resistance of ability-focus */ 2043 bonus += 5; /* additional bonus for resistance of ability-focus */
2139 2044
2140 /* monster bonus increases with level, because high-level 2045 /* monster bonus increases with level, because high-level
2141 flesh is too rare */ 2046 flesh is too rare */
2142 mbonus = op->level * 20. / ((double)settings.max_level); 2047 mbonus = op->level * 20. / ((double) settings.max_level);
2143 2048
2144 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2049 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2145 ((double)settings.max_level)) - skin->resist[i]; 2050 ((double)settings.max_level)) - skin->resist[i];
2146 2051
2147 if (chance >= 0.) 2052 if (chance >= 0.)
2148 chance += 1.; 2053 chance += 1.;
2149 else 2054 else
2150 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2055 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2151 2056
2152 /* chance is proportional to amount of resistance (max. 50) */ 2057 /* chance is proportional to amount of resistance (max. 50) */
2153 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2058 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2154 2059
2155 /* doubled chance for resistance of ability-focus */ 2060 /* doubled chance for resistance of ability-focus */
2156 if (i == abil->stats.exp) 2061 if (i == abil->stats.exp)
2157 chance = MIN(100., chance*2.); 2062 chance = min (100., chance * 2.);
2158 2063
2159 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2064 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2160 if (RANDOM()%10000 < (int)(chance*100)) { 2065 if (rndm (10000) < (unsigned int)(chance * 100))
2066 {
2161 atnr_winner[winners] = i; 2067 atnr_winner[winners] = i;
2162 winners++; 2068 winners++;
2163 } 2069 }
2164 2070
2165 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2071 if (chance >= 0.01)
2166 2072 totalchance *= 1 - chance / 100;
2073
2167 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2074 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2168 } 2075 }
2169 } 2076 }
2170 2077
2171 /* inverse totalchance as until now we have the failure-chance */ 2078 /* inverse totalchance as until now we have the failure-chance */
2172 totalchance = 100 - totalchance*100; 2079 totalchance = 100 - totalchance * 100;
2080
2173 /* print message according to totalchance */ 2081 /* print message according to totalchance */
2082 const char *buf;
2174 if (totalchance > 50.) 2083 if (totalchance > 50.)
2175 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2084 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2176 else if (totalchance > 10.) 2085 else if (totalchance > 10.)
2177 sprintf(buf, "The %s tasted very good.", meal->name); 2086 buf = format ("The %s tasted very good.", &meal->name);
2178 else if (totalchance > 1.) 2087 else if (totalchance > 1.)
2179 sprintf(buf, "The %s tasted good.", meal->name); 2088 buf = format ("The %s tasted good.", &meal->name);
2180 else if (totalchance > 0.1) 2089 else if (totalchance > 0.1)
2181 sprintf(buf, "The %s tasted bland.", meal->name); 2090 buf = format ("The %s tasted bland.", &meal->name);
2182 else if (totalchance >= 0.01) 2091 else if (totalchance >= 0.01)
2183 sprintf(buf, "The %s had a boring taste.", meal->name); 2092 buf = format ("The %s had a boring taste.", &meal->name);
2184 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2093 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2185 sprintf(buf, "The %s tasted strange.", meal->name); 2094 buf = format ("The %s tasted strange.", &meal->name);
2186 else 2095 else
2187 sprintf(buf, "The %s had no taste.", meal->name); 2096 buf = format ("The %s had no taste.", &meal->name);
2188 new_draw_info(NDI_UNIQUE, 0, op, buf); 2097
2189 2098 op->statusmsg (buf);
2099
2190 /* now choose a winner if we have any */ 2100 /* now choose a winner if we have any */
2191 i = -1; 2101 i = -1;
2192 if (winners>0) 2102 if (winners > 0)
2193 i = atnr_winner[RANDOM()%winners]; 2103 i = atnr_winner [rndm (winners)];
2194 2104
2195 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2105 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2106 {
2196 /* resistance increased! */ 2107 /* resistance increased! */
2197 skin->resist[i]++; 2108 skin->resist[i]++;
2198 fix_player(op); 2109 op->update_stats ();
2110
2111 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2199 2112 }
2200 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2113
2201 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2202 }
2203
2204 /* if this flesh contains a new ability focus, we mark it 2114 /* if this flesh contains a new ability focus, we mark it
2205 into the ability_force and it will take effect on next level */ 2115 into the ability_force and it will take effect on next level */
2206 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2116 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2207 && meal->last_eat != abil->last_eat) { 2117 {
2208 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2118 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2209 2119
2210 if (meal->last_eat != abil->stats.exp) { 2120 if (meal->last_eat != abil->stats.exp)
2121 op->statusmsg (format (
2211 sprintf(buf, "Your metabolism prepares to focus on %s!", 2122 "Your metabolism prepares to focus on %s!\n"
2123 "The change will happen at level %d.",
2212 change_resist_msg[meal->last_eat]); 2124 change_resist_msg[meal->last_eat],
2213 new_draw_info(NDI_UNIQUE, 0, op, buf); 2125 abil->level + 1
2214 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2126 ));
2215 new_draw_info(NDI_UNIQUE, 0, op, buf);
2216 }
2217 else { 2127 else
2218 sprintf(buf, "Your metabolism will continue to focus on %s.", 2128 {
2219 change_resist_msg[meal->last_eat]); 2129 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2220 new_draw_info(NDI_UNIQUE, 0, op, buf);
2221 abil->last_eat = 0; 2130 abil->last_eat = 0;
2222 } 2131 }
2223 } 2132 }
2133
2224 return 1; 2134 return 1;
2225} 2135}
2226 2136
2227static void apply_savebed (object *pl) 2137/**
2138 * op eats food.
2139 * If player, takes care of messages and dragon special food.
2140 */
2141static void
2142apply_food (object *op, object *tmp)
2228{ 2143{
2229#ifndef COZY_SERVER 2144 int capacity_remaining;
2230 if(!pl->contr->name_changed||!pl->stats.exp) { 2145
2231 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2146 if (op->type != PLAYER)
2232 return; 2147 op->stats.hp = op->stats.maxhp;
2233 } 2148 else
2234#endif
2235 /* Need to call terminate_all_pets() before we remove the player ob */
2236 terminate_all_pets(pl);
2237 remove_ob(pl);
2238 pl->direction=0;
2239 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2240 "%s leaves the game.",pl->name);
2241 2149 {
2242 /* update respawn position */ 2150 /* check if this is a dragon (player), eating some flesh */
2243 strcpy(pl->contr->savebed_map, pl->map->path); 2151 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2244 pl->contr->bed_x = pl->x; 2152 ;
2245 pl->contr->bed_y = pl->y; 2153 else
2154 {
2155 /* usual case - no dragon meal: */
2156 if (op->stats.food + tmp->stats.food > 999)
2157 {
2158 if (tmp->type == FOOD || tmp->type == FLESH)
2159 op->failmsg ("You feel full, but what a waste of food!");
2160 else
2161 op->statusmsg ("Most of the drink goes down your face not your throat!");
2162 }
2163
2164 tmp->play_sound (
2165 tmp->sound
2166 ? tmp->sound
2167 : tmp->type == DRINK
2168 ? sound_find ("eat_drink")
2169 : sound_find ("eat_food")
2170 );
2171
2172 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2173 {
2174 const char *buf;
2175
2176 if (!op->is_dragon ())
2177 {
2178 /* eating message for normal players */
2179 if (tmp->type == DRINK)
2180 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2181 else
2182 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2183 }
2184 else
2185 /* eating message for dragon players */
2186 buf = format ("The %s tasted terrible!", &tmp->name);
2187
2188 op->statusmsg (buf);
2189
2190 capacity_remaining = 999 - op->stats.food;
2191 op->stats.food += tmp->stats.food;
2192 if (capacity_remaining < tmp->stats.food)
2193 op->stats.hp += capacity_remaining / 50;
2194 else
2195 op->stats.hp += tmp->stats.food / 50;
2196
2197 if (op->stats.hp > op->stats.maxhp)
2198 op->stats.hp = op->stats.maxhp;
2199 if (op->stats.food > 999)
2200 op->stats.food = 999;
2201 }
2202
2203 /* special food hack -b.t. */
2204 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2205 eat_special_food (op, tmp);
2206 }
2246 2207 }
2247 strcpy(pl->contr->killer,"left"); 2208
2248 check_score(pl); /* Always check score */ 2209 handle_apply_yield (tmp);
2249 (void)save_player(pl,0); 2210 tmp->decrease ();
2250 pl->map->players--;
2251#if MAP_MAXTIMEOUT
2252 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2253#endif
2254 play_again(pl);
2255 pl->speed = 0;
2256 update_ob_speed(pl);
2257} 2211}
2258 2212
2259/** 2213/**
2260 * Handles applying an improve armor scroll. 2214 * Handles applying an improve armor scroll.
2261 * Does some sanity checks, then calls improve_armour. 2215 * Does some sanity checks, then calls improve_armour.
2262 */ 2216 */
2217static void
2263static void apply_armour_improver (object *op, object *tmp) 2218apply_armour_improver (object *op, object *tmp)
2264{ 2219{
2265 object *armor; 2220 object *armor;
2266 2221
2267 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2222 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2268 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
2269 return;
2270 } 2223 {
2271 armor=find_marked_object(op); 2224 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2272 if ( ! armor) {
2273 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object.");
2274 return; 2225 return;
2275 } 2226 }
2227
2228 armor = find_marked_object (op);
2229
2230 if (!armor)
2231 {
2232 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2233 return;
2234 }
2235
2276 if (armor->type != ARMOUR 2236 if (armor->type != ARMOUR
2277 && armor->type != CLOAK 2237 && armor->type != CLOAK
2278 && armor->type != BOOTS && armor->type != GLOVES 2238 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2279 && armor->type != BRACERS && armor->type != SHIELD
2280 && armor->type != HELMET)
2281 { 2239 {
2282 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2240 op->failmsg ("Your marked item is not armour!\n");
2283 return; 2241 return;
2284 } 2242 }
2285 2243
2286 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2244 op->statusmsg ("Applying armour enchantment.");
2287 improve_armour(op,tmp,armor); 2245 improve_armour (op, tmp, armor);
2288} 2246}
2289 2247
2290 2248void
2291extern void apply_poison (object *op, object *tmp) 2249apply_poison (object *op, object *tmp)
2292{ 2250{
2293 if (op->type == PLAYER) { 2251 // need to do it now when it is still on the map
2294 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2295 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2296 strcpy(op->contr->killer,"poisonous booze");
2297 }
2298 if (tmp->stats.hp > 0) {
2299 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2300 tmp->stats.hp);
2301 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2302 }
2303 op->stats.food-=op->stats.food/4;
2304 handle_apply_yield(tmp); 2252 handle_apply_yield (tmp);
2305 decrease_ob(tmp);
2306}
2307 2253
2254 object *poison = tmp->split (1);
2255
2256 if (op->type == PLAYER)
2257 {
2258 op->contr->play_sound (sound_find ("drink_poison"));
2259 op->failmsg ("Yech! That tasted poisonous!");
2260 op->contr->killer = poison;
2261 }
2262
2263 if (poison->stats.hp > 0)
2264 {
2265 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2266 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2267 }
2268
2269 op->stats.food -= op->stats.food / 4;
2270 poison->destroy ();
2271}
2272
2308/** 2273/**
2309 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit. 2274 * This function return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2310 * A valid 2 way exit means: 2275 * A valid 2 way exit means:
2311 * -You can come back (there is another exit at the other side) 2276 * -You can come back (there is another exit at the other side)
2312 * -You are 2277 * -You are
2313 * ° the owner of the exit 2278 * ° the owner of the exit
2314 * ° or in the same party as the owner 2279 * ° or in the same party as the owner
2315 * 2280 *
2316 * Note: a owner in a 2 way exit is saved as the owner's name 2281 * Note: a owner in a 2 way exit is saved as the owner's name
2317 * in the field exit->name cause the field exit->owner doesn't 2282 * in the field exit->name cause the field exit->owner doesn't
2318 * survive in the swapping (in fact the whole exit doesn't survive). 2283 * survive in the swapping (in fact the whole exit doesn't survive).
2319 */ 2284 */
2285static int
2320int is_legal_2ways_exit (object* op, object *exit) 2286is_legal_2ways_exit (object *op, object *exit)
2321 { 2287{
2322 object * tmp; 2288 if (exit->stats.exp != 1)
2323 object * exit_owner; 2289 return 1; /*This is not a 2 way, so it is legal */
2324 player * pp; 2290
2325 mapstruct * exitmap; 2291#if 0 //TODO
2326 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/ 2292 if (!has_been_loaded (EXIT_PATH (exit)) && exit->race)
2327 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */ 2293 return 0; /* This is a reset town portal */
2328 /* To know if an exit has a correspondant, we look at 2294#endif
2329 * all the exits in destination and try to find one with same path as 2295
2330 * the current exit's position */ 2296 LOG (llevError | logBacktrace, "sync map load due to %s\n", exit->debug_desc ());
2331 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir))) 2297
2332 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE); 2298 maptile *exitmap = maptile::find_sync (EXIT_PATH (exit), exit->map);
2333 else exitmap = ready_map_name(EXIT_PATH (exit), 0); 2299
2334 if (exitmap) 2300 if (exitmap)
2335 { 2301 {
2336 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2302 exitmap->load_sync ();
2337 if (!tmp) return 0; 2303
2338 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2304 object *tmp = exitmap->at (EXIT_X (exit), EXIT_Y (exit)).bot;
2305
2306 if (!tmp)
2307 return 0;
2308
2309 for (; tmp; tmp = tmp->above)
2339 { 2310 {
2340 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2311 if (tmp->type != EXIT)
2341 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2312 continue; /*Not an exit */
2342 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2343 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2344 2313
2314 if (!EXIT_PATH (tmp))
2315 continue; /*Not a valid exit */
2316
2317 if ((EXIT_X (tmp) != exit->x) || (EXIT_Y (tmp) != exit->y))
2318 continue; /*Not in the same place */
2319
2320 if (exit->map->path != EXIT_PATH (tmp))
2321 continue; /*Not in the same map */
2322
2345 /* From here we have found the exit is valid. However we do 2323 /* From here we have found the exit is valid. However we do
2346 * here the check of the exit owner. It is important for the 2324 * here the check of the exit owner. It is important for the
2347 * town portals to prevent strangers from visiting your appartments 2325 * town portals to prevent strangers from visiting your appartments
2348 */ 2326 */
2327 if (!exit->race)
2349 if (!exit->race) return 1; /*No owner, free for all!*/ 2328 return 1; /*No owner, free for all! */
2350 exit_owner=NULL; 2329
2351 for (pp=first_player;pp;pp=pp->next) 2330 object *exit_owner = 0;
2331
2332 for_all_players (pp)
2352 { 2333 {
2353 if (!pp->ob) continue; 2334 if (!pp->ob)
2335 continue;
2336
2354 if (pp->ob->name!=exit->race) continue; 2337 if (pp->ob->name != exit->race)
2338 continue;
2339
2355 exit_owner= pp->ob; /*We found a player which correspond to the player name*/ 2340 exit_owner = pp->ob; /*We found a player which correspond to the player name */
2356 break; 2341 break;
2357 } 2342 }
2358 if (!exit_owner) return 0; /* No more owner*/ 2343
2359 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/ 2344 if (!exit_owner)
2345 return 0; /* No more owner */
2346
2347 if (exit_owner->contr == op->contr)
2348 return 1; /*It is your exit */
2349
2360 if ( exit_owner && /*There is a owner*/ 2350 if (exit_owner && /*There is a owner */
2361 (op->contr) && /*A player tries to pass */ 2351 (op->contr) && /*A player tries to pass */
2362 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/ 2352 ((exit_owner->contr->party == NULL) || /*No pass if controller has no party */
2363 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/ 2353 (exit_owner->contr->party != op->contr->party))) /* Or not the same as op */
2364 return 0; 2354 return 0;
2355
2365 return 1; 2356 return 1;
2366 } 2357 }
2367 } 2358 }
2359
2368 return 0; 2360 return 0;
2361}
2362
2363/**
2364 * This function will try to apply a lighter and in case no lighter
2365 * is specified it will try to find a lighter in the players inventory,
2366 * and inform him about this requirement.
2367 *
2368 * who - the player
2369 * op - the item we want to light
2370 * lighter - the lighter or 0 if a lighter has yet to be found
2371 */
2372static object *
2373auto_apply_lighter (object *who, object *op, object *lighter)
2374{
2375 if (lighter == 0)
2376 {
2377 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2378 {
2379 if (tmp->type == LIGHTER)
2380 {
2381 lighter = tmp;
2382 break;
2383 }
2384 }
2385
2386 if (!lighter)
2387 {
2388 who->failmsg (format (
2389 "You can't light up the %s with your bare hands! "
2390 "H<You need a lighter in your inventory, for example a flint and steel.>",
2391 &op->name));
2392 return 0;
2393 }
2369 } 2394 }
2370 2395
2396 // last_eat == 0 means the lighter is not being used up!
2397 if (lighter->last_eat && lighter->stats.food)
2398 {
2399 /* lighter gets used up */
2400 lighter = lighter->split ();
2401 lighter->stats.food--;
2402 who->insert (lighter);
2403 }
2404 else if (lighter->last_eat)
2405 {
2406 /* no charges left in lighter */
2407 who->failmsg (format (
2408 "You attempt to light the %s with a used up %s.",
2409 &op->name, &lighter->name));
2410 return 0;
2411 }
2412
2413 return lighter;
2414}
2415
2416/**
2417 * Designed primarily to light torches/lanterns/etc.
2418 * Also burns up burnable material too. First object in the inventory is
2419 * the selected object to "burn". -b.t.
2420 */
2421static void
2422apply_lighter (object *who, object *lighter)
2423{
2424 object *item;
2425 int is_player_env = 0;
2426
2427 item = find_marked_object (who);
2428 if (item)
2429 {
2430 if (!auto_apply_lighter (who, item, lighter))
2431 return;
2432
2433 /* Perhaps we should split what we are trying to light on fire?
2434 * I can't see many times when you would want to light multiple
2435 * objects at once.
2436 */
2437
2438 save_throw_object (item, AT_FIRE, who);
2439
2440 if (item->destroyed ()
2441 || ((item->type == LAMP || item->type == TORCH)
2442 && item->glow_radius > 0))
2443 who->statusmsg (format (
2444 "You light the %s with the %s.",
2445 &item->name, &lighter->name));
2446 else
2447 who->failmsg (format (
2448 "You attempt to light the %s with the %s and fail.",
2449 &item->name, &lighter->name));
2450 }
2451 else
2452 who->failmsg ("You need to mark a lightable object.");
2453}
2454
2455/**
2456 * This function generates a cursed effect for cursed lamps and torches.
2457 */
2458static void
2459player_apply_lamp_cursed_effect (object *who, object *op)
2460{
2461 if (op->level)
2462 {
2463 who->failmsg (format (
2464 "The %s was cursed, it explodes in a big fireball!",
2465 &op->name));
2466 create_exploding_ball_at (who, op->level);
2467 }
2468 else
2469 {
2470 who->failmsg (format (
2471 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2472 &op->name));
2473 }
2474
2475 op->destroy ();
2476}
2477
2478/**
2479 * Apply for players and lamps
2480 *
2481 * who - the player
2482 * op - the lamp
2483 */
2484static void
2485player_apply_lamp (object *who, object *op)
2486{
2487 bool switch_on = op->glow_radius ? false : true;
2488
2489 if (switch_on)
2490 {
2491 object *lighter = 0;
2492
2493 if (op->flag [FLAG_IS_LIGHTABLE]
2494 && !(lighter = auto_apply_lighter (who, op, 0)))
2495 return;
2496
2497 if (op->stats.food < 1)
2498 {
2499 if (op->type == LAMP)
2500 who->failmsg (format (
2501 "The %s is out of fuel! "
2502 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2503 &op->name));
2504 else
2505 who->failmsg (format (
2506 "The %s is burnt out! "
2507 "H<Torches and similar items burn out and become worthless.>",
2508 &op->name));
2509 return;
2510 }
2511
2512 if (op->flag [FLAG_CURSED])
2513 {
2514 player_apply_lamp_cursed_effect (who, op);
2515 return;
2516 }
2517
2518 if (lighter)
2519 who->statusmsg (format (
2520 "You light up the %s with the %s.", &op->name, &lighter->name));
2521 else
2522 who->statusmsg (format ("You light up the %s.", &op->name));
2523 }
2524 else
2525 {
2526 if (op->flag [FLAG_CURSED])
2527 {
2528 player_apply_lamp_cursed_effect (who, op);
2529 return;
2530 }
2531
2532 if (op->type == TORCH)
2533 {
2534 if (!op->flag [FLAG_IS_LIGHTABLE])
2535 {
2536 who->statusmsg (format (
2537 "You put out the %s. "
2538 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2539 &op->name, &op->name));
2540 }
2541 else
2542 who->statusmsg (format (
2543 "You put out the %s."
2544 "H<Torches wear out if you put them out.>",
2545 &op->name));
2546 }
2547 else
2548 who->statusmsg (format ("You turn off the %s.", &op->name));
2549 }
2550
2551 apply_lamp (op, switch_on);
2552}
2553
2554void get_animation_from_arch (object *op, arch_ptr a)
2555{
2556 op->animation_id = a->animation_id;
2557 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2558 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2559 op->anim_speed = a->anim_speed;
2560 op->last_anim = 0;
2561 op->state = 0;
2562 op->face = a->face;
2563
2564 if (NUM_ANIMATIONS(op) > 1)
2565 {
2566 SET_ANIMATION(op, 0);
2567 animate_object (op, op->direction);
2568 }
2569 else
2570 update_object (op, UP_OBJ_FACE);
2571}
2572
2573/**
2574 * Apply for LAMPs and TORCHes.
2575 *
2576 * op - the lamp
2577 * switch_on - a flag which says whether the lamp should be switched on or off
2578 */
2579void apply_lamp (object *op, bool switch_on)
2580{
2581 op->set_glow_radius (switch_on ? op->range : 0);
2582 op->set_speed (switch_on ? op->arch->speed : 0);
2583
2584 // torches wear out if you put them out
2585 if (op->type == TORCH && !switch_on)
2586 {
2587 if (op->flag [FLAG_IS_LIGHTABLE])
2588 {
2589 op->stats.food -= (double) op->arch->stats.food / 15;
2590 if (op->stats.food < 0)
2591 op->stats.food = 0;
2592 }
2593 else
2594 op->stats.food = 0;
2595 }
2596
2597 // lamps and torched get worthless when used up
2598 if (op->stats.food <= 0)
2599 op->value = 0;
2600
2601 // FIXME: This is a hack to make the more sane torches and lamps
2602 // still animated ;-/
2603 if (op->other_arch)
2604 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2605
2606 if (object *pl = op->visible_to ())
2607 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2608}
2609
2610/**
2611 * This handles items of type 'transformer'.
2612 * Basically those items, used with a marked item, transform both items into something
2613 * else.
2614 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2615 * Change information is contained in the 'slaying' field of the marked item.
2616 * The format is as follow: transformer:[number ]yield[;transformer:...].
2617 * This way an item can be transformed in many things, and/or many objects.
2618 * The 'slaying' field for transformer is used as verb for the action.
2619 */
2620static void
2621apply_item_transformer (object *pl, object *transformer)
2622{
2623 object *marked;
2624 object *new_item;
2625 const char *find;
2626 char *separator;
2627 int yield;
2628 char got[MAX_BUF];
2629 int len;
2630
2631 if (!pl || !transformer)
2632 return;
2633
2634 marked = find_marked_object (pl);
2635
2636 if (!marked)
2637 {
2638 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2639 return;
2640 }
2641
2642 if (!marked->slaying)
2643 {
2644 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2645 return;
2646 }
2647
2648 /* check whether they are compatible or not */
2649 find = strstr (&marked->slaying, transformer->arch->archname);
2650 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2651 {
2652 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2653 return;
2654 }
2655
2656 find += strlen (transformer->arch->archname) + 1;
2657 /* Item can be used, now find how many and what it yields */
2658 if (isdigit (*(find)))
2659 {
2660 yield = atoi (find);
2661 if (yield < 1)
2662 {
2663 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2664 yield = 1;
2665 }
2666 }
2667 else
2668 yield = 1;
2669
2670 while (isdigit (*find))
2671 find++;
2672
2673 while (*find == ' ')
2674 find++;
2675
2676 memset (got, 0, MAX_BUF);
2677
2678 if ((separator = strchr (find, ';')))
2679 len = separator - find;
2680 else
2681 len = strlen (find);
2682
2683 min_it (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}
2371 2709
2372/** 2710/**
2373 * Main apply handler. 2711 * Main apply handler.
2374 * 2712 *
2375 * Checks for unpaid items before applying. 2713 * Checks for unpaid items before applying.
2377 * Return value: 2715 * Return value:
2378 * 0: player or monster can't apply objects of that type 2716 * 0: player or monster can't apply objects of that type
2379 * 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
2380 * 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
2381 * 2719 *
2382 * 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
2383 * being applied. 2721 * being applied.
2384 * 2722 *
2385 * aflag is special (always apply/unapply) flags. Nothing is done with 2723 * aflag is special (always apply/unapply) flags. Nothing is done with
2386 * them in this function - they are passed to apply_special 2724 * them in this function - they are passed to apply_special
2387 */ 2725 */
2388 2726int
2389int manual_apply (object *op, object *tmp, int aflag) 2727manual_apply (object *who, object *op, int aflag)
2390{ 2728{
2391 if (tmp->head) tmp=tmp->head; 2729 op = op->head_ ();
2392 2730
2393 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:
2394 if (op->type == PLAYER) { 2795 if (who->type == PLAYER)
2395 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2796 {
2797 apply_book (who, op);
2396 return 1; 2798 return 1;
2397 } else {
2398 return 0; /* monsters just skip unpaid items */
2399 } 2799 }
2400 } 2800 else
2801 return 0;
2401 2802
2402 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2803 case SKILLSCROLL:
2403 return RESULT_INT (0); 2804 if (who->type == PLAYER)
2404 2805 {
2405 switch (tmp->type) { 2806 apply_skillscroll (who, op);
2406
2407 case CF_HANDLE:
2408 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2409 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2410 tmp->value=tmp->value?0:1;
2411 SET_ANIMATION(tmp, tmp->value);
2412 update_object(tmp,UP_OBJ_FACE);
2413 push_button(tmp);
2414 return 1; 2807 return 1;
2415
2416 case TRIGGER:
2417 if (check_trigger (tmp, op)) {
2418 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2419 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2420 } else {
2421 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2422 } 2808 }
2809 else
2810 return 0;
2811
2812 case SPELLBOOK:
2813 if (who->type == PLAYER)
2814 {
2815 apply_spellbook (who, op);
2423 return 1; 2816 return 1;
2424
2425 case EXIT:
2426 if (op->type != PLAYER)
2427 return 0;
2428 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) {
2429 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.",
2430 query_name(tmp));
2431 } else {
2432 /* Don't display messages for random maps. */
2433 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) &&
2434 strncmp(EXIT_PATH(tmp), "/random/", 8))
2435 new_draw_info (NDI_NAVY, 0, op, tmp->msg);
2436 enter_exit(op,tmp);
2437 } 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);
2438 return 1; 2843 return 1;
2844 }
2845 else
2846 return 0;
2439 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:
2440 case SIGN: 2862 case RING:
2441 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);
2442 return 1; 2894 return 1;
2443
2444 case BOOK:
2445 if (op->type == PLAYER) {
2446 apply_book (op, tmp);
2447 return 1;
2448 } else {
2449 return 0;
2450 } 2895 }
2451 2896 else
2452 case SKILLSCROLL:
2453 if (op->type == PLAYER) {
2454 apply_skillscroll (op, tmp);
2455 return 1;
2456 }
2457 return 0; 2897 return 0;
2458 2898
2899 case WEAPON_IMPROVER:
2900 check_improve_weapon (who, op);
2901 return 1;
2902
2459 case SPELLBOOK: 2903 case CLOCK:
2460 if (op->type == PLAYER) { 2904 if (who->type == PLAYER)
2461 apply_spellbook (op, tmp); 2905 {
2462 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")
2463 } 2915 ));
2464 return 0;
2465
2466 case SCROLL:
2467 apply_scroll (op, tmp, 0);
2468 return 1; 2916 return 1;
2917 }
2918 else
2919 return 0;
2469 2920
2470 case POTION: 2921 case MENU:
2471 (void) apply_potion(op, tmp); 2922 if (who->type == PLAYER)
2923 {
2924 shop_listing (op, who);
2472 return 1; 2925 return 1;
2926 }
2927 else
2928 return 0;
2473 2929
2474 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2930 case POWER_CRYSTAL:
2475 case CLOSE_CON: 2931 apply_power_crystal (who, op); /* see egoitem.c */
2932 return 1;
2933
2934 case LIGHTER: /* for lighting torches/lanterns/etc */
2476 if (op->type==PLAYER) 2935 if (who->type == PLAYER)
2477 (void) esrv_apply_container (op, tmp->env); 2936 {
2478 else 2937 apply_lighter (who, op);
2479 (void) apply_container (op, tmp->env);
2480 return 1; 2938 return 1;
2481
2482 case CONTAINER:
2483 if (op->type==PLAYER)
2484 (void) esrv_apply_container (op, tmp);
2485 else
2486 (void) apply_container (op, tmp);
2487 return 1;
2488
2489 case TREASURE:
2490 if (op->type == PLAYER) {
2491 apply_treasure (op, tmp);
2492 return 1;
2493 } else {
2494 return 0;
2495 } 2939 }
2496 2940 else
2497 case WEAPON:
2498 case ARMOUR:
2499 case BOOTS:
2500 case GLOVES:
2501 case AMULET:
2502 case GIRDLE:
2503 case BRACERS:
2504 case SHIELD:
2505 case HELMET:
2506 case RING:
2507 case CLOAK:
2508 case WAND:
2509 case ROD:
2510 case HORN:
2511 case SKILL:
2512 case BOW:
2513 case LAMP:
2514 case BUILDER:
2515 case SKILL_TOOL:
2516 if (tmp->env != op)
2517 return 2; /* not in inventory */
2518 (void) apply_special (op, tmp, aflag);
2519 return 1; 2941 return 0;
2520 2942
2521 case DRINK:
2522 case FOOD:
2523 case FLESH:
2524 apply_food (op, tmp);
2525 return 1;
2526
2527 case POISON:
2528 apply_poison (op, tmp);
2529 return 1;
2530
2531 case SAVEBED:
2532 if (op->type == PLAYER) {
2533 apply_savebed (op);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case ARMOUR_IMPROVER:
2540 if (op->type == PLAYER) {
2541 apply_armour_improver (op, tmp);
2542 return 1;
2543 } else {
2544 return 0;
2545 }
2546
2547 case WEAPON_IMPROVER:
2548 (void) check_improve_weapon(op, tmp);
2549 return 1;
2550
2551 case CLOCK:
2552 if (op->type == PLAYER) {
2553 char buf[MAX_BUF];
2554 timeofday_t tod;
2555
2556 get_tod(&tod);
2557 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2558 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2559 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2560 ((tod.hour >= 14) ? "pm" : "am"));
2561 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2562 new_draw_info(NDI_UNIQUE, 0,op, buf);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case MENU:
2569 if (op->type == PLAYER) {
2570 shop_listing (op);
2571 return 1;
2572 } else {
2573 return 0;
2574 }
2575
2576 case POWER_CRYSTAL:
2577 apply_power_crystal(op,tmp); /* see egoitem.c */
2578 return 1;
2579
2580 case LIGHTER: /* for lighting torches/lanterns/etc */
2581 if (op->type == PLAYER) {
2582 apply_lighter(op,tmp);
2583 return 1;
2584 } else {
2585 return 0;
2586 }
2587
2588 case ITEM_TRANSFORMER: 2943 case ITEM_TRANSFORMER:
2589 apply_item_transformer( op, tmp ); 2944 apply_item_transformer (who, op);
2590 return 1; 2945 return 1;
2591 2946
2592 default: 2947 default:
2593 return 0; 2948 return 0;
2594 } 2949 }
2595} 2950}
2596
2597 2951
2598/* 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"
2599 * 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
2600 * "but you are floating high above the ground" messages. 2954 * "but you are floating high above the ground" messages.
2601 * 2955 *
2602 * Same return value as apply() function. 2956 * Same return value as apply() function.
2603 */ 2957 */
2958int
2604int player_apply (object *pl, object *op, int aflag, int quiet) 2959player_apply (object *pl, object *op, int aflag, int quiet)
2605{ 2960{
2606 int tmp;
2607
2608 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2961 if (!op->env && (pl->move_type & MOVE_FLYING))
2962 {
2609 /* player is flying and applying object not in inventory */ 2963 /* player is flying and applying object not in inventory */
2610 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2964 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2611 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2965 {
2612 "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.>");
2613 return 0; 2969 return 0;
2614 } 2970 }
2615 }
2616
2617 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2618 * applied.
2619 */
2620 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2621 { 2971 }
2622 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2623 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2624 "of smoke!");
2625 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2626 remove_ob (op);
2627 free_object (op);
2628 return 1;
2629 }
2630 2972
2631 pl->contr->last_used = op; 2973 pl->contr->last_used = op;
2632 pl->contr->last_used_id = op->count;
2633 2974
2634 tmp = manual_apply (pl, op, aflag); 2975 int tmp = manual_apply (pl, op, aflag);
2976
2635 if ( ! quiet) { 2977 if (!quiet)
2978 {
2636 if (tmp == 0) 2979 if (tmp == 0)
2637 new_draw_info_format (NDI_UNIQUE, 0, pl, 2980 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2638 "I don't know how to apply the %s.",
2639 query_name (op));
2640 else if (tmp == 2) 2981 else if (tmp == 2)
2641 new_draw_info_format (NDI_UNIQUE, 0, pl, 2982 pl->failmsg ("You must get it first!\n");
2642 "You must get it first!\n");
2643 } 2983 }
2984
2644 return tmp; 2985 return tmp;
2645} 2986}
2646 2987
2647/** 2988/**
2648 * player_apply_below attempts to apply the object 'below' the player. 2989 * player_apply_below attempts to apply the object 'below' the player.
2649 * 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
2650 * we use the ground. 2991 * we use the ground.
2651 */ 2992 */
2652 2993void
2653void player_apply_below (object *pl) 2994player_apply_below (object *pl)
2654{ 2995{
2655 object *tmp, *next;
2656 int floors; 2996 int floors = 0;
2657 2997
2658 /* 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
2659 * item in the container. Otherwise, use the map. 2999 * item in the container. Otherwise, use the map.
2660 */
2661 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2662
2663 /* 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
2664 * 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
2665 * 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
2666 * 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
2667 * not return a proper value. 3004 * not return a proper value.
2668 */ 3005 */
2669 for (floors = 0; tmp!=NULL; tmp=next) { 3006 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
3007 {
2670 next = tmp->below; 3008 next = tmp->below;
3009
2671 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3010 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2672 floors++; 3011 floors++;
2673 else if (floors > 0) 3012 else if (floors > 0)
2674 return; /* process only floor objects after first floor object */ 3013 return; /* process only floor objects after first floor object */
2675 3014
2676 /* 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
2677 * person moving on it, also activate. Added code to make it 3016 * person moving on it, also activate. Added code to make it
2678 * 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
2679 * the item needs. 3018 * the item needs.
2680 */ 3019 */
2681 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 3020 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2682 if (player_apply (pl, tmp, 0, 1) == 1) 3021 if (player_apply (pl, tmp, 0, 1) == 1)
2683 return; 3022 return;
2684 } 3023
2685 if (floors >= 2) 3024 if (floors >= 2)
2686 return; /* process at most two floor objects */ 3025 return; /* process at most two floor objects */
2687 } 3026 }
2688} 3027}
2689 3028
2690/** 3029/**
2691 * Unapplies specified item. 3030 * Unapplies specified item.
2692 * No check done on cursed/damned. 3031 * No check done on cursed/damned.
2693 * Break this out of apply_special - this is just done 3032 * Break this out of apply_special - this is just done
2694 * 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.
2695 */ 3034 */
3035static int
2696static int unapply_special (object *who, object *op, int aflags) 3036unapply_special (object *who, object *op, int aflags)
2697{ 3037{
2698 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))
2699 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 3039 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2700 return RESULT_INT (0); 3040 return RESULT_INT (0);
2701 3041
2702 object *tmp2;
2703
2704 CLEAR_FLAG(op, FLAG_APPLIED); 3042 CLEAR_FLAG (op, FLAG_APPLIED);
3043
2705 switch(op->type) { 3044 switch (op->type)
2706 case WEAPON: 3045 {
2707 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2708
2709 (void) change_abil (who,op);
2710 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2711 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2712 clear_skill(who);
2713 break;
2714
2715 case SKILL: /* allows objects to impart skills */
2716 case SKILL_TOOL: 3046 case SKILL_TOOL:
2717 if (op != who->chosen_skill) { 3047 // unapplying a skill tool should also unapply the skill it governs
2718 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);
2719 } 3066 }
2720 if (who->type==PLAYER) { 3067
2721 if (who->contr->shoottype == range_skill) 3068 who->statusmsg (format ("You unwield %s.", query_name (op)));
2722 who->contr->shoottype = range_none; 3069
2723 if ( ! op->invisible) {
2724 new_draw_info_format (NDI_UNIQUE, 0, who,
2725 "You stop using the %s.", query_name(op));
2726 } else {
2727 new_draw_info_format (NDI_UNIQUE, 0, who,
2728 "You can no longer use the skill: %s.",
2729 op->skill);
2730 }
2731 }
2732 (void) change_abil (who, op); 3070 change_abil (who, op);
2733 who->chosen_skill = NULL;
2734 CLEAR_FLAG (who, FLAG_READY_SKILL); 3071 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2735 break;
2736
2737 case ARMOUR:
2738 case HELMET:
2739 case SHIELD:
2740 case RING:
2741 case BOOTS:
2742 case GLOVES:
2743 case AMULET:
2744 case GIRDLE:
2745 case BRACERS:
2746 case CLOAK:
2747 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2748 (void) change_abil (who,op);
2749 break;
2750 case LAMP:
2751 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2752 op->name);
2753 tmp2 = arch_to_object(op->other_arch);
2754 tmp2->x = op->x;
2755 tmp2->y = op->y;
2756 tmp2->map = op->map;
2757 tmp2->below = op->below;
2758 tmp2->above = op->above;
2759 tmp2->stats.food = op->stats.food;
2760 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2761 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2762 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2763 if (who->type == PLAYER)
2764 esrv_del_item(who->contr, (tag_t)op->count);
2765 remove_ob(op);
2766 free_object(op);
2767 insert_ob_in_ob(tmp2, who);
2768 fix_player(who);
2769 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2770 if (who->type == PLAYER) {
2771 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2772 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2773 }
2774 }
2775 if(who->type==PLAYER)
2776 esrv_send_item(who, tmp2);
2777 return 1; /* otherwise, an attempt to drop causes problems */
2778 break;
2779 case BOW:
2780 case WAND:
2781 case ROD:
2782 case HORN:
2783 clear_skill(who);
2784 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2785 if(who->type==PLAYER) {
2786 who->contr->shoottype = range_none;
2787 } else {
2788 if (op->type == BOW)
2789 CLEAR_FLAG (who, FLAG_READY_BOW);
2790 else
2791 CLEAR_FLAG(who, FLAG_READY_RANGE);
2792 }
2793 break;
2794
2795 case BUILDER:
2796 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2797 who->contr->shoottype = range_none;
2798 who->contr->ranges[ range_builder ] = NULL;
2799 break; 3072 break;
2800 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
2801 default: 3137 default:
2802 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 3138 who->statusmsg (format ("You unapply %s.", query_name (op)));
2803 break; 3139 break;
2804 } 3140 }
2805 3141
2806 fix_player(who); 3142 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
2807 3143 if (object *pl = op->visible_to ())
2808 if ( ! (aflags & AP_NO_MERGE)) {
2809 object *tmp;
2810
2811 tag_t del_tag = op->count;
2812 tmp = merge_ob (op, NULL);
2813 if (who->type == PLAYER) {
2814 if (tmp) { /* it was merged */
2815 esrv_del_item (who->contr, del_tag);
2816 op = tmp;
2817 }
2818 esrv_send_item (who, op); 3144 esrv_send_item (pl, op);
2819 } 3145
2820 } 3146 who->update_stats ();
3147
2821 return 0; 3148 return 0;
2822} 3149}
2823 3150
2824/** 3151/**
2825 * Returns the object that is using location 'loc'. 3152 * Returns the object that is using location 'loc'.
2826 * Note that 'start' is the first object to start examing - we 3153 * Note that 'start' is the first object to start examing - we
2827 * 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
2828 * something like: 3155 * something like:
2829 * tmp = get_item_from_body_location(who->inv, 1); 3156 * tmp = get_next_item_from_body_location(who->inv, 1);
2830 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3157 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2831 * to find the second object that may use this location, etc. 3158 * to find the second object that may use this location, etc.
2832 * Returns NULL if no match is found. 3159 * Returns NULL if no match is found.
2833 * 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.
2834 * don't return invisible objects unless they are skill objects 3161 * don't return invisible objects unless they are skill objects
2835 * invisible other objects that use 3162 * invisible other objects that use
2836 * up body locations can be used as restrictions. 3163 * up body locations can be used as restrictions.
2837 */ 3164 */
2838object *get_item_from_body_location(object *start, int loc) 3165static object *
3166get_next_item_from_body_location (int loc, object *start)
2839{ 3167{
2840 object *tmp;
2841
2842 if (!start) return NULL;
2843
2844 for (tmp=start; tmp; tmp=tmp->below) 3168 for (object *tmp = start; tmp; tmp = tmp->below)
2845 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3169 if (tmp->flag [FLAG_APPLIED]
3170 && tmp->slot[loc].info
2846 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3171 && (!tmp->invisible || tmp->type == SKILL))
3172 return tmp;
2847 3173
2848 return NULL; 3174 return 0;
2849} 3175}
2850
2851
2852 3176
2853/** 3177/**
2854 * '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.
2855 * This should only be called when it is known 3179 * This should only be called when it is known
2856 * that there are objects to unapply. This makes pretty heavy 3180 * that there are objects to unapply. This makes pretty heavy
2859 * Returns 0 on success, returns 1 if there is some problem. 3183 * Returns 0 on success, returns 1 if there is some problem.
2860 * 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
2861 * 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
2862 * another function that does just that. 3186 * another function that does just that.
2863 */ 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
2864int unapply_for_ob(object *who, object *op, int aflags) 3195unapply_for_ob (object *who, object *op, int aflags)
2865{ 3196{
2866 int i; 3197 if (op->is_range ())
2867 object *tmp=NULL, *last;
2868
2869 /* If we are applying a shield or weapon, unapply any equipped shield
2870 * or weapons first - only allowed to use one weapon/shield at a time.
2871 */
2872 if (op->type == WEAPON || op->type == SHIELD) {
2873 for (tmp=who->inv; tmp; tmp=tmp->below) { 3198 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2874 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3199 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2875 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)))
2876 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3201 {
2877 if (aflags & AP_PRINT) 3202 if (aflags & AP_PRINT)
2878 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3203 who->failmsg (query_name (tmp));
2879 else 3204 else
2880 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;
2881 } 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));
2882 else { 3247 else
2883 /* In this case, we want to try and remove a cursed item. 3248 unapply_special (who, tmp, aflags);
2884 * While we know it won't work, we want unapply_special to
2885 * at least generate the message.
2886 */
2887 new_draw_info_format(NDI_UNIQUE, 0, who,
2888 "No matter how hard you try, you just can't\nremove %s.",
2889 query_name(tmp));
2890 return 1;
2891 } 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 }
2892 3259
3260 last = tmp->below;
2893 } 3261 }
2894 }
2895 }
2896
2897 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2898 /* this used up a slot that we need to free */
2899 if (op->body_info[i]) {
2900 last = who->inv;
2901
2902 /* We do a while loop - may need to remove several items in order
2903 * to free up enough slots.
2904 */
2905 while ((who->body_used[i] + op->body_info[i]) < 0) {
2906 tmp = get_item_from_body_location(last, i);
2907 if (!tmp) {
2908#if 0
2909 /* Not a bug - we'll get this if the player has cursed items
2910 * equipped.
2911 */
2912 LOG(llevError,"Can't find object using location %d (%s) on %s\n",
2913 i, body_locations[i].save_name, who->name);
2914#endif
2915 return 1;
2916 }
2917 /* If we are just printing, we don't care about cursed status */
2918 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) ||
2919 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) {
2920 if (aflags & AP_PRINT)
2921 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp));
2922 else
2923 unapply_special(who, tmp, aflags);
2924 }
2925 else {
2926 /* Cursed item that we can't unequip - tell the player.
2927 * Note this could be annoying if this is just one of a few,
2928 * so it may not be critical (eg, putting on a ring and you have
2929 * one cursed ring.)
2930 */
2931 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp));
2932 }
2933 last = tmp->below;
2934 }
2935 /* 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
2936 * return in the !tmp would have kicked in. 3263 * return in the !tmp would have kicked in.
2937 */ 3264 */
2938 } /* if op is using this body location */ 3265 } /* if op is using this body location */
2939 } /* for body lcoations */ 3266 } /* for body lcoations */
3267
2940 return 0; 3268 return 0;
2941} 3269}
2942 3270
2943/** 3271/**
2944 * Checks to see if 'who' can apply object 'op'. 3272 * Checks to see if 'who' can apply object 'op'.
2945 * Returns 0 if apply can be done without anything special. 3273 * Returns 0 if apply can be done without anything special.
2946 * Otherwise returns a bitmask - potentially several of these may be 3274 * Otherwise returns a bitmask - potentially several of these may be
2947 * set, but largely depends on circumstance - in the future, processing 3275 * set, but largely depends on circumstance - in the future, processing
2948 * 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
2949 * 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?)
2950 * 3278 *
2951 * See include/define.h for detailed description of the meaning of 3279 * See include/define.h for detailed description of the meaning of
2952 * these return values. 3280 * these return values.
2953 */ 3281 */
3282int
2954int can_apply_object(object *who, object *op) 3283can_apply_object (object *who, object *op)
2955{ 3284{
2956 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)))
2957 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2958 return RESULT_INT (0); 3286 return RESULT_INT (0);
2959 3287
2960 int i, retval=0; 3288 int retval = 0;
2961 object *tmp=NULL, *ws=NULL; 3289 object *tmp = 0, *ws = 0;
2962 3290
2963 /* Players have 2 'arm's, so they could in theory equip 2 shields or 3291 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2964 * 2 weapons, but we don't want to let them do that. So if they are 3292 {
2965 * trying to equip a weapon or shield, see if they already have one 3293 if (op->slot[i].info)
2966 * in place and store that way. 3294 {
2967 */ 3295 /* Item uses more slots than we have */
2968 if (op->type == WEAPON || op->type == SHIELD) { 3296 if (who->slot[i].info + op->slot [i].info < 0)
2969 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) { 3297 {
2970 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 */
2971 retval = CAN_APPLY_UNAPPLY; 3301 retval |= CAN_APPLY_NEVER;
2972 ws = tmp;
2973 } 3302 }
2974 } 3303 else if (who->slot[i].used + op->slot[i].info < 0)
2975 }
2976 3304 {
2977
2978 for (i=0; i<NUM_BODY_LOCATIONS; i++) {
2979 if (op->body_info[i]) {
2980 /* Item uses more slots than we have */
2981 if (FABS(op->body_info[i]) > who->body_info[i]) {
2982 /* Could return now for efficiently - rest of info below isn'
2983 * really needed.
2984 */
2985 retval |= CAN_APPLY_NEVER;
2986 } else if ((who->body_used[i] + op->body_info[i]) < 0) {
2987 /* in this case, equipping this would use more free spots than 3305 /* in this case, equipping this would use more free spots than
2988 * we have. 3306 * we have.
2989 */ 3307 */
2990 object *tmp1;
2991 3308
2992
2993 /* 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
2994 * enough slots to equip the new item, then just set this can 3310 * enough slots to equip the new item, then just set "can
2995 * 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
2996 * shield equipped and try to equip another shield, there is only 3312 * shield equipped and try to equip another shield, there is only
2997 * one choice. However, the check for the number of body locations 3313 * one choice. However, the check for the number of body locations
2998 * does take into the account cases where what is being applied 3314 * does take into the account cases where what is being applied
2999 * may be two handed for example. 3315 * may be two handed for example.
3000 */ 3316 */
3001 if (ws) { 3317 if (ws)
3002 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 {
3003 retval |= CAN_APPLY_UNAPPLY; 3320 retval |= CAN_APPLY_UNAPPLY;
3004 continue; 3321 continue;
3005 } 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;
3006 } 3334 }
3007
3008 tmp1 = get_item_from_body_location(who->inv, i);
3009 if (!tmp1) {
3010#if 0
3011 /* This is sort of an error, but happens a lot when old players
3012 * join in with more stuff equipped than they are now allowed.
3013 */
3014 LOG(llevError,"Can't find object using location %d on %s\n",
3015 i, who->name);
3016#endif
3017 retval |= CAN_APPLY_NEVER;
3018 } else { 3335 else
3336 {
3019 /* need to unapply something. However, if this something 3337 /* need to unapply something. However, if this something
3020 * is different than we had found before, it means they need 3338 * is different than we had found before, it means they need
3021 * to apply multiple objects 3339 * to apply multiple objects
3022 */ 3340 */
3023 retval |= CAN_APPLY_UNAPPLY; 3341 retval |= CAN_APPLY_UNAPPLY;
3342
3343 if (!tmp)
3024 if (!tmp) tmp = tmp1; 3344 tmp = tmp1;
3025 else if (tmp != tmp1) { 3345 else if (tmp != tmp1)
3026 retval |= CAN_APPLY_UNAPPLY_MULT; 3346 retval |= CAN_APPLY_UNAPPLY_MULT;
3027 } 3347
3028 /* 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
3029 * 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
3030 * the slots, the player then has a choice. 3350 * the slots, the player then has a choice.
3031 */ 3351 */
3032 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)
3033 (FABS(op->body_info[i]) < who->body_info[i])) 3353 && abs (op->slot[i].info) < who->slot[i].info)
3034 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3354 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3035 3355
3036 /* Does unequippint 'tmp1' free up enough slots for this to be 3356 /* Does unequippint 'tmp1' free up enough slots for this to be
3037 * equipped? If not, there must be something else to unapply. 3357 * equipped? If not, there must be something else to unapply.
3038 */ 3358 */
3039 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)
3040 retval |= CAN_APPLY_UNAPPLY_MULT; 3360 retval |= CAN_APPLY_UNAPPLY_MULT;
3041
3042 } 3361 }
3043 } /* if not enough free slots */ 3362 } /* if not enough free slots */
3044 } /* if this object uses location i */ 3363 } /* if this object uses location i */
3045 } /* for i -> num_body_locations loop */ 3364 } /* for i -> num_body_locations loop */
3046 3365
3047 /* 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
3048 * really be controlled by use of body locations. We do have 3367 * really be controlled by use of body locations. We do have
3049 * the weapon/shield checks, and the range checks for monsters, 3368 * the weapon/shield checks, and the range checks for monsters,
3050 * 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,
3051 * 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
3052 * all use the same location. 3371 * all use the same location.
3053 */ 3372 */
3054 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))
3055 retval |= CAN_APPLY_RESTRICTION; 3382 retval |= CAN_APPLY_RESTRICTION;
3383
3056 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD)) 3384 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION; 3385 retval |= CAN_APPLY_RESTRICTION;
3058 3386
3059
3060 if (who->type != PLAYER) {
3061 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3062 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3063 retval |= CAN_APPLY_RESTRICTION;
3064 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3065 retval |= CAN_APPLY_RESTRICTION;
3066 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3387 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3067 retval |= CAN_APPLY_RESTRICTION; 3388 retval |= CAN_APPLY_RESTRICTION;
3389
3068 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3390 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3069 retval |= CAN_APPLY_RESTRICTION; 3391 retval |= CAN_APPLY_RESTRICTION;
3070 } 3392 }
3393
3071 return retval; 3394 return retval;
3072} 3395}
3073
3074
3075 3396
3076/** 3397/**
3077 * 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.
3078 * 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,
3079 * 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
3088 * AP_UNAPPLY=always unapply). 3409 * AP_UNAPPLY=always unapply).
3089 * 3410 *
3090 * Optional flags: 3411 * Optional flags:
3091 * 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
3092 * 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
3093 * 3415 *
3094 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3416 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3095 * 3417 *
3096 * apply_special() doesn't check for unpaid items. 3418 * apply_special() doesn't check for unpaid items.
3097 */ 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
3098int apply_special (object *who, object *op, int aflags) 3425apply_special (object *who, object *op, int aflags)
3099{ 3426{
3100 int basic_flag = aflags & AP_BASIC_FLAGS; 3427 int basic_flag = aflags & AP_BASIC_FLAGS;
3101 object *tmp, *tmp2, *skop=NULL; 3428 object *tmp, *tmp2, *skop = NULL;
3102 int i;
3103 3429
3104 if(who==NULL) { 3430 if (who == NULL)
3431 {
3105 LOG(llevError,"apply_special() from object without environment.\n"); 3432 LOG (llevError, "apply_special() from object without environment.\n");
3106 return 1; 3433 return 1;
3107 } 3434 }
3108 3435
3109 if(op->env!=who) 3436 if (op->env != who)
3110 return 1; /* op is not in inventory */ 3437 return 1; /* op is not in inventory */
3111 3438
3112 /* trying to unequip op */ 3439 /* trying to unequip op */
3113 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3440 if (QUERY_FLAG (op, FLAG_APPLIED))
3441 {
3114 /* always apply, so no reason to unapply */ 3442 /* always apply, so no reason to unapply */
3115 if (basic_flag == AP_APPLY) return 0; 3443 if (basic_flag == AP_APPLY)
3444 return 0;
3116 3445
3117 if ( ! (aflags & AP_IGNORE_CURSE)
3118 && (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)))
3119 new_draw_info_format(NDI_UNIQUE, 0, who, 3447 {
3120 "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)));
3121 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))
3122 return 1; 3490 return 1;
3123 } 3491 }
3124 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)
3125 } 3507 {
3508 skop = find_skill_by_name (who, op->skill);
3126 3509
3127 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 }
3128 3521
3129 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 }
3130 3527
3131 /* 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.
3132 if (i) { 3529 * Note that we don't have the checks for can_use_...
3133 if (i & CAN_APPLY_NEVER) { 3530 * below - that is already taken care of by can_apply_object.
3134 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
3135 return 1; 3551 return 1;
3136 } else if (i & CAN_APPLY_RESTRICTION) { 3552 }
3137 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
3138 return 1; 3557 return 1;
3139 }
3140 if (who->type != PLAYER) {
3141 /* Some error, so don't try to equip something more */
3142 if (unapply_for_ob(who, op, aflags)) return 1;
3143 } else {
3144 if (who->contr->unapply == unapply_never ||
3145 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) {
3146 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):");
3147 unapply_for_ob(who, op, AP_PRINT);
3148 return 1;
3149 } 3558 }
3150 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) {
3151 i = unapply_for_ob(who, op, aflags);
3152 if (i) return 1;
3153 }
3154 }
3155 }
3156 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) {
3157 skop=find_skill_by_name(who, op->skill);
3158 if (!skop) {
3159 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill);
3160 return 1;
3161 } else {
3162 /* While experience will be credited properly, we want to change the
3163 * skill so that the dam and wc get updated
3164 */
3165 change_skill(who, skop, 0);
3166 }
3167 }
3168
3169 if (who->type == PLAYER && op->item_power &&
3170 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3171 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3172 return 1;
3173 }
3174
3175 3559
3176 /* Ok. We are now at the state where we can apply the new object.
3177 * Note that we don't have the checks for can_use_...
3178 * below - that is already taken care of by can_apply_object.
3179 */
3180
3181
3182 if(op->nrof > 1)
3183 tmp = get_split_ob(op,op->nrof - 1);
3184 else
3185 tmp = NULL;
3186
3187 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3188 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3189 return RESULT_INT (0);
3190
3191 switch(op->type) {
3192 case WEAPON:
3193 if (!check_weapon_power(who, op->last_eat)) {
3194 new_draw_info(NDI_UNIQUE, 0,who,
3195 "That weapon is too powerful for you to use.");
3196 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1;
3200 }
3201 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3202 /* if the weapon does not have the name as the character, can't use it. */
3203 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3204 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner.");
3205 if(tmp!=NULL)
3206 (void) insert_ob_in_ob(tmp,who);
3207 return 1;
3208 }
3209 SET_FLAG(op, FLAG_APPLIED); 3560 SET_FLAG (op, FLAG_APPLIED);
3561 who->change_skill (skop);
3210 3562
3211 if (skop) change_skill(who, skop, 1); 3563 if (who->contr)
3212 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
3213 SET_FLAG(who, FLAG_READY_WEAPON); 3568 SET_FLAG (who, FLAG_READY_WEAPON);
3214
3215 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3216
3217 (void) change_abil (who,op); 3569 change_abil (who, op);
3218 break; 3570 break;
3219 3571
3220 case ARMOUR: 3572 case ARMOUR:
3221 case HELMET: 3573 case HELMET:
3222 case SHIELD: 3574 case SHIELD:
3223 case BOOTS: 3575 case BOOTS:
3224 case GLOVES: 3576 case GLOVES:
3225 case GIRDLE: 3577 case GIRDLE:
3226 case BRACERS: 3578 case BRACERS:
3227 case CLOAK: 3579 case CLOAK:
3228 case RING: 3580 case RING:
3229 case AMULET: 3581 case AMULET:
3230 SET_FLAG(op, FLAG_APPLIED); 3582 SET_FLAG (op, FLAG_APPLIED);
3231 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op)); 3583 who->statusmsg (format ("You wear %s.", query_name (op)));
3232 (void) change_abil (who,op); 3584 change_abil (who, op);
3233 break; 3585 break;
3234 case LAMP:
3235 if (op->stats.food < 1) {
3236 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3237 " fuel!", op->name);
3238 return 1;
3239 }
3240 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3241 op->name);
3242 tmp2 = arch_to_object(op->other_arch);
3243 tmp2->stats.food = op->stats.food;
3244 SET_FLAG(tmp2, FLAG_APPLIED);
3245 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3246 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3247 insert_ob_in_ob(tmp2, who);
3248 3586
3249 /* Remove the old lantern */
3250 if (who->type == PLAYER)
3251 esrv_del_item(who->contr, (tag_t)op->count);
3252 remove_ob(op);
3253 free_object(op);
3254
3255 /* insert the portion that was split off */
3256 if(tmp!=NULL) {
3257 (void) insert_ob_in_ob(tmp,who);
3258 if(who->type==PLAYER)
3259 esrv_send_item(who, tmp);
3260 }
3261 fix_player(who);
3262 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3263 if (who->type == PLAYER) {
3264 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3265 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3266 }
3267 }
3268 if(who->type==PLAYER)
3269 esrv_send_item(who, tmp2);
3270 return 0;
3271 break;
3272
3273 /* this part is needed for skill-tools */
3274 case SKILL:
3275 case SKILL_TOOL: 3587 case SKILL_TOOL:
3276 if (who->chosen_skill) { 3588 // applying a skill tool also readies the skill
3277 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 ));
3278 return 1; 3621 return 1;
3279 } 3622
3280 if (who->type == PLAYER) { 3623 found_weapon:;
3281 who->contr->shoottype = range_skill;
3282 who->contr->ranges[range_skill] = op;
3283 if ( ! op->invisible) {
3284 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3285 query_name (op));
3286 new_draw_info_format (NDI_UNIQUE, 0, who,
3287 "You can now use the skill: %s.",
3288 op->skill);
3289 } else {
3290 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3291 op->skill? op->skill:op->name);
3292 } 3624 }
3625 else
3626 who->change_weapon (pl->combat_ob = op);
3293 } 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 {
3294 SET_FLAG (op, FLAG_APPLIED); 3666 SET_FLAG (op, FLAG_APPLIED);
3295 (void) change_abil (who, op); 3667 change_abil (who, op);
3296 who->chosen_skill = op; 3668 who->chosen_skill = op;
3297 SET_FLAG (who, FLAG_READY_SKILL); 3669 SET_FLAG (who, FLAG_READY_SKILL);
3298 break;
3299
3300 case BOW:
3301 if (!check_weapon_power(who, op->last_eat)) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "That item is too powerful for you to use.");
3304 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3305 if(tmp != NULL)
3306 (void)insert_ob_in_ob(tmp,who);
3307 return 1;
3308 } 3670 }
3309 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3310 new_draw_info(NDI_UNIQUE, 0, who,
3311 "The weapon does not recognize you as its owner.");
3312 if(tmp != NULL)
3313 (void)insert_ob_in_ob(tmp,who);
3314 return 1;
3315 }
3316 /*FALLTHROUGH*/
3317 case WAND:
3318 case ROD:
3319 case HORN:
3320 /* check for skill, alter player status */
3321 SET_FLAG(op, FLAG_APPLIED);
3322 if (skop) change_skill(who, skop, 0);
3323 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3324 3671
3325 if(who->type==PLAYER) {
3326 if (op->type == BOW) {
3327 (void)change_abil(who, op);
3328 new_draw_info_format (NDI_UNIQUE, 0, who,
3329 "You will now fire %s with %s.",
3330 op->race ? op->race : "nothing", query_name(op));
3331 who->contr->shoottype = range_bow;
3332 } else {
3333 who->contr->shoottype = range_misc;
3334 }
3335 } else {
3336 if (op->type == BOW)
3337 SET_FLAG (who, FLAG_READY_BOW);
3338 else
3339 SET_FLAG (who, FLAG_READY_RANGE);
3340 }
3341 break;
3342
3343 case BUILDER:
3344 if ( who->contr->ranges[ range_builder ] )
3345 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3346 who->contr->shoottype = range_builder;
3347 who->contr->ranges[ range_builder ] = op;
3348 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3349 break; 3672 break;
3350 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
3351 default: 3736 default:
3352 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3737 who->statusmsg (format ("You apply %s.", query_name (op)));
3353 } /* end of switch op->type */ 3738 }
3354 3739
3355 SET_FLAG(op, FLAG_APPLIED); 3740 SET_FLAG (op, FLAG_APPLIED);
3356 3741
3357 if(tmp!=NULL) 3742 if (tmp)
3358 tmp = insert_ob_in_ob(tmp,who); 3743 who->insert (tmp);
3359 3744
3360 fix_player(who); 3745 who->update_stats ();
3361 3746
3362 /* We exclude spell casting objects. The fire code will set the 3747 /* We exclude spell casting objects. The fire code will set the
3363 * been applied flag when they are used - until that point, 3748 * been applied flag when they are used - until that point,
3364 * you don't know anything about them. 3749 * you don't know anything about them.
3365 */ 3750 */
3366 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3751 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3367 op->type!=ROD)
3368 SET_FLAG(op,FLAG_BEEN_APPLIED); 3752 SET_FLAG (op, FLAG_BEEN_APPLIED);
3369 3753
3370 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3754 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3371 if (who->type == PLAYER) { 3755 if (who->type == PLAYER)
3372 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 );
3373 SET_FLAG(op,FLAG_KNOWN_CURSED); 3761 SET_FLAG (op, FLAG_KNOWN_CURSED);
3374 } 3762 }
3375 } 3763
3376 if(who->type==PLAYER) { 3764 if (object *pl = op->visible_to ())
3377 /* if multiple objects were applied, update both slots */
3378 if (tmp)
3379 esrv_send_item(who, tmp);
3380 esrv_send_item(who, op); 3765 esrv_send_item (pl, op);
3381 } 3766
3382 return 0; 3767 return 0;
3383}
3384
3385
3386int monster_apply_special (object *who, object *op, int aflags)
3387{
3388 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3389 return 1;
3390 return apply_special (who, op, aflags);
3391} 3768}
3392 3769
3393/** 3770/**
3394 * Map was just loaded, handle op's initialisation. 3771 * Map was just loaded, handle op's initialisation.
3395 * 3772 *
3396 * Generates shop floor's item, and treasures. 3773 * Generates shop floor's item, and treasures.
3397 */ 3774 */
3775int
3398int auto_apply (object *op) { 3776auto_apply (object *op)
3777{
3399 object *tmp = NULL, *tmp2; 3778 object *tmp = NULL, *tmp2;
3400 int i; 3779 int i;
3401 3780
3781 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3782
3402 switch(op->type) { 3783 switch (op->type)
3784 {
3403 case SHOP_FLOOR: 3785 case SHOP_FLOOR:
3404 if (!HAS_RANDOM_ITEMS(op)) return 0; 3786 if (!op->has_random_items ())
3787 return 0;
3788
3789 do
3405 do { 3790 {
3406 i=10; /* let's give it 10 tries */ 3791 i = 10; /* let's give it 10 tries */
3407 while((tmp=generate_treasure(op->randomitems, 3792 while ((tmp = generate_treasure (op->randomitems,
3408 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
3409 if(tmp==NULL) 3798 if (tmp == NULL)
3410 return 0;
3411 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3412 free_object(tmp);
3413 tmp = NULL;
3414 }
3415 } while(!tmp);
3416 tmp->x=op->x;
3417 tmp->y=op->y;
3418 SET_FLAG(tmp,FLAG_UNPAID);
3419 insert_ob_in_map(tmp,op->map,NULL,0);
3420 CLEAR_FLAG(op,FLAG_AUTO_APPLY);
3421 identify(tmp);
3422 break;
3423
3424 case TREASURE:
3425 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE))
3426 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
3427 while ((op->stats.hp--)>0) 3820 while (op->stats.hp-- > 0)
3428 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3821 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3429 op->stats.exp ? (int)op->stats.exp :
3430 op->map == NULL ? 14: op->map->difficulty,0); 3822 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3431 3823
3432 /* 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,
3433 * 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
3434 * to disappear. An example of this item is the random_* stuff 3826 * to disappear. An example of this item is the random_* stuff
3435 * that is put inside other objects. 3827 * that is put inside other objects.
3436 */ 3828 */
3437 for (tmp=op->inv; tmp; tmp=tmp2) { 3829 if (op->env)
3438 tmp2 = tmp->below; 3830 while (op->inv)
3439 remove_ob(tmp); 3831 op->env->insert (op->inv);
3440 if (op->env) insert_ob_in_ob(tmp, op->env); 3832
3441 else free_object(tmp); 3833 op->destroy ();
3442 }
3443 remove_ob(op);
3444 free_object(op);
3445 break; 3834 break;
3446 } 3835 }
3447 return tmp ? 1 : 0;
3448}
3449 3836
3837 return !!tmp;
3838}
3839
3450/** 3840/**
3451 * 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
3452 * when an original map is loaded) and performs special actions for 3842 * is loaded or swapped in and performs special actions for
3453 * certain objects (most initialization of chests and creation of 3843 * certain objects (most initialization of chests and creation of
3454 * treasures and stuff). Calls auto_apply if appropriate. 3844 * treasures and stuff). Calls auto_apply if appropriate.
3455 */ 3845 */
3846void
3847maptile::fix_auto_apply ()
3848{
3849 if (!spaces)
3850 return;
3456 3851
3457void fix_auto_apply(mapstruct *m) { 3852 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3458 object *tmp,*above=NULL; 3853 for (object *tmp = ms->bot; tmp; )
3459 int x,y; 3854 {
3855 object *above = tmp->above;
3460 3856
3461 if(m==NULL) return;
3462
3463 for(x=0;x<MAP_WIDTH(m);x++)
3464 for(y=0;y<MAP_HEIGHT(m);y++)
3465 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3466 above=tmp->above;
3467
3468 if (tmp->inv) { 3857 if (tmp->inv)
3858 {
3469 object *invtmp, *invnext; 3859 object *invtmp, *invnext;
3470 3860
3471 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3861 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3862 {
3472 invnext = invtmp->below; 3863 invnext = invtmp->below;
3473 3864
3474 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3865 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3475 auto_apply(invtmp); 3866 auto_apply (invtmp);
3476 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3867 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3868 {
3477 while ((invtmp->stats.hp--)>0) 3869 while (invtmp->stats.hp-- > 0)
3478 create_treasure(invtmp->randomitems, invtmp, 0, 3870 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3479 m->difficulty,0); 3871
3480 invtmp->randomitems = NULL; 3872 invtmp->randomitems = NULL;
3481 }
3482 else if (invtmp && invtmp->arch &&
3483 invtmp->type!=TREASURE &&
3484 invtmp->type != SPELL &&
3485 invtmp->type != CLASS &&
3486 HAS_RANDOM_ITEMS(invtmp)) {
3487 create_treasure(invtmp->randomitems, invtmp, 0,
3488 m->difficulty,0);
3489 /* Need to clear this so that we never try to create
3490 * treasure again for this object
3491 */
3492 invtmp->randomitems = NULL;
3493 }
3494 } 3873 }
3495 /* This is really temporary - the code at the bottom will 3874 else if (invtmp && invtmp->arch
3496 * also set randomitems to null. The problem is there are bunches 3875 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3497 * of maps/players already out there with items that have spells
3498 * which haven't had the randomitems set to null yet.
3499 * MSW 2004-05-13
3500 * 3876 {
3501 * And if it's a spellbook, it's better to set randomitems to NULL too, 3877 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3502 * else you get two spells in the book ^_- 3878 /* Need to clear this so that we never try to create
3503 * Ryo 2004-08-16 3879 * treasure again for this object
3504 */ 3880 */
3505 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL ||
3506 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION ||
3507 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3508 tmp->randomitems = NULL;
3509
3510 }
3511
3512 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY))
3513 auto_apply(tmp);
3514 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) {
3515 while ((tmp->stats.hp--)>0)
3516 create_treasure(tmp->randomitems, tmp, 0,
3517 m->difficulty,0);
3518 tmp->randomitems = NULL; 3881 invtmp->randomitems = NULL;
3519 }
3520 else if(tmp->type==TIMED_GATE) {
3521 object *head = tmp->head != NULL ? tmp->head : tmp;
3522 if (QUERY_FLAG(head, FLAG_IS_LINKED)) {
3523 tmp->speed = 0;
3524 update_ob_speed(tmp);
3525 } 3882 }
3526 } 3883 }
3884
3885 /* This is really temporary - the code at the bottom will
3886 * also set randomitems to null. The problem is there are bunches
3887 * of maps/players already out there with items that have spells
3888 * which haven't had the randomitems set to null yet.
3889 * MSW 2004-05-13
3890 *
3891 * And if it's a spellbook, it's better to set randomitems to NULL too,
3892 * else you get two spells in the book ^_-
3893 * Ryo 2004-08-16
3894 */
3895 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3896 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3897 tmp->randomitems = NULL;
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 }
3908 else if (tmp->type == TIMED_GATE)
3909 {
3910 object *head = tmp->head != NULL ? tmp->head : tmp;
3911
3912 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3913 tmp->set_speed (0);
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 && tmp->type!=TREASURE && 3922 else if (tmp && tmp->arch && tmp->type != PLAYER
3535 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3923 && tmp->type != TREASURE && tmp->type != SPELL
3536 HAS_RANDOM_ITEMS(tmp)) { 3924 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3925 {
3537 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3926 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3538 m->difficulty,0);
3539 tmp->randomitems = NULL; 3927 tmp->randomitems = NULL;
3540 }
3541 } 3928 }
3542 3929
3543 for(x=0;x<MAP_WIDTH(m);x++) 3930 // close all containers
3544 for(y=0;y<MAP_HEIGHT(m);y++) 3931 else if (tmp->type == CONTAINER)
3545 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above) 3932 tmp->flag [FLAG_APPLIED] = 0;
3546 if (tmp->above && 3933
3934 tmp = above;
3935 }
3936
3937 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3938 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3547 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3939 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3548 check_trigger (tmp, tmp->above); 3940 check_trigger (tmp, tmp->above, tmp->above);
3549} 3941}
3550 3942
3551/** 3943/**
3552 * Handles player eating food that temporarily changes status (resistances, stats). 3944 * Handles player eating food that temporarily changes status (resistances, stats).
3553 * This used to call cast_change_attr(), but 3945 * This used to call cast_change_attr(), but
3554 * 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
3555 * the food changes, just grab a force and use that instead. 3947 * the food changes, just grab a force and use that instead.
3556 */ 3948 */
3557 3949void
3558void eat_special_food(object *who, object *food) { 3950eat_special_food (object *who, object *food)
3951{
3559 object *force; 3952 object *force;
3560 int i, did_one=0; 3953 int i, did_one = 0;
3561 sint8 k;
3562 3954
3563 force = get_archetype(FORCE_NAME); 3955 char buf[64];
3956 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3957 shstr key (buf);
3564 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 > fabs (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 */
3565 for (i=0; i < NUM_STATS; i++) { 3980 for (i = 0; i < NUM_STATS; i++)
3566 k = get_attr_value(&food->stats, i); 3981 if (sint8 k = food->stats.stat (i))
3567 if (k) { 3982 {
3568 set_attr_value(&force->stats, i, k); 3983 force->stats.stat (i) = k;
3569 did_one = 1; 3984 did_one = 1;
3570 } 3985 }
3571 }
3572 3986
3573 /* check if we can protect the eater */ 3987 /* check if we can protect the eater */
3574 for (i=0; i<NROFATTACKS; i++) { 3988 for (i = 0; i < NROFATTACKS; i++)
3989 {
3575 if (food->resist[i]>0) { 3990 if (food->resist[i] > 0)
3991 {
3576 force->resist[i] = food->resist[i] / 2; 3992 force->resist[i] = food->resist[i];
3577 did_one = 1; 3993 did_one = 1;
3578 }
3579 }
3580 if (did_one) {
3581 force->speed = 0.1;
3582 update_ob_speed(force);
3583 /* bigger morsel of food = longer effect time */
3584 force->stats.food = food->stats.food / 5;
3585 SET_FLAG(force, FLAG_IS_USED_UP);
3586 SET_FLAG(force, FLAG_APPLIED);
3587 change_abil(who, force);
3588 insert_ob_in_ob(force, who);
3589 } else {
3590 free_object(force);
3591 }
3592
3593 /* check for hp, sp change */
3594 if(food->stats.hp!=0) {
3595 if(QUERY_FLAG(food, FLAG_CURSED)) {
3596 strcpy(who->contr->killer,food->name);
3597 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3598 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3599 } else {
3600 if(food->stats.hp>0)
3601 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3602 else
3603 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3604 who->stats.hp += food->stats.hp;
3605 }
3606 }
3607 if(food->stats.sp!=0) {
3608 if(QUERY_FLAG(food, FLAG_CURSED)) {
3609 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3610 who->stats.sp -= food->stats.sp;
3611 if(who->stats.sp<0) who->stats.sp=0;
3612 } else {
3613 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3614 who->stats.sp += food->stats.sp;
3615 /* place limit on max sp from food? */
3616 } 3994 }
3617 }
3618 fix_player(who);
3619}
3620
3621
3622/**
3623 * Designed primarily to light torches/lanterns/etc.
3624 * Also burns up burnable material too. First object in the inventory is
3625 * the selected object to "burn". -b.t.
3626 */
3627
3628void apply_lighter(object *who, object *lighter) {
3629 object *item;
3630 int is_player_env=0;
3631 uint32 nrof;
3632 tag_t count;
3633 char item_name[MAX_BUF];
3634
3635 item=find_marked_object(who);
3636 if(item) {
3637 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3638 /* Split multiple lighters if they're being used up. Otherwise *
3639 * one charge from each would be used up. --DAMN */
3640 if(lighter->nrof > 1) {
3641 object *oneLighter = get_object();
3642 copy_object(lighter, oneLighter);
3643 lighter->nrof -= 1;
3644 oneLighter->nrof = 1;
3645 oneLighter->stats.food--;
3646 esrv_send_item(who, lighter);
3647 oneLighter=insert_ob_in_ob(oneLighter, who);
3648 esrv_send_item(who, oneLighter);
3649 } else {
3650 lighter->stats.food--;
3651 } 3995 }
3652 3996
3653 } else if(lighter->last_eat) { /* no charges left in lighter */ 3997 if (did_one)
3654 new_draw_info_format(NDI_UNIQUE, 0,who,
3655 "You attempt to light the %s with a used up %s.",
3656 item->name, lighter->name);
3657 return;
3658 } 3998 {
3659 /* 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));
3660 * I can't see many times when you would want to light multiple 4000
3661 * objects at once. 4001 /* make the force take effect and report effects to user */
4002 change_abil (who, force);
3662 */ 4003 }
3663 nrof=item->nrof;
3664 count=item->count;
3665 /* If the item is destroyed, we don't have a valid pointer to the
3666 * name object, so make a copy so the message we print out makes
3667 * some sense.
3668 */
3669 strcpy(item_name, item->name);
3670 if (who == is_player_inv(item)) is_player_env=1;
3671
3672 save_throw_object(item,AT_FIRE,who);
3673 /* Change to check count and not freed, since the object pointer
3674 * may have gotten recycled
3675 */
3676 if ((nrof != item->nrof ) || (count != item->count)) {
3677 new_draw_info_format(NDI_UNIQUE, 0,who,
3678 "You light the %s with the %s.",item_name,lighter->name);
3679 /* Need to update the player so that the players glow radius
3680 * gets changed.
3681 */
3682 if (is_player_env) fix_player(who);
3683 } else { 4004 else
3684 new_draw_info_format(NDI_UNIQUE, 0,who, 4005 force->destroy ();
3685 "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))
3686 } 4012 {
3687 4013 who->contr->killer = food;
3688 } else /* nothing to light */ 4014 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3689 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object."); 4015 who->failmsg ("Eck!...that was poisonous!");
3690 4016 }
3691} 4017 else
3692
3693/**
3694 * op made some mistake with a scroll, this takes care of punishment.
3695 * scroll_failure()- hacked directly from spell_failure
3696 */
3697void scroll_failure(object *op, int failure, int power)
3698{
3699 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3700
3701 if(failure<= -1&&failure > -15) {/* wonder */
3702 object *tmp;
3703
3704 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3705 tmp=get_archetype(SPELL_WONDER);
3706 cast_wonder(op, op, 0, tmp);
3707 free_object(tmp);
3708 } else if (failure <= -15&&failure > -35) {/* drain mana */
3709 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3710 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3711 if(op->stats.sp<0) op->stats.sp = 0;
3712 } else if (settings.spell_failure_effects == TRUE) {
3713 if (failure <= -35&&failure > -60) { /* confusion */
3714 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3715 confuse_player(op,op,power);
3716 } else if (failure <= -60&&failure> -70) {/* paralysis */
3717 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3718 "you!");
3719 paralyze_player(op,op,power);
3720 } else if (failure <= -70&&failure> -80) {/* blind */
3721 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3722 blind_player(op,op,power);
3723 } else if (failure <= -80) {/* blast the immediate area */
3724 object *tmp;
3725 tmp=get_archetype(LOOSE_MANA);
3726 cast_magic_storm(op,tmp, power);
3727 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3728 free_object(tmp);
3729 } 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)
3730 } 4029 {
3731} 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 }
3732 4044
4045 who->update_stats ();
4046}
4047
4048void
3733void apply_changes_to_player(object *pl, object *change) { 4049apply_changes_to_player (object *pl, object *change)
4050{
3734 int excess_stat=0; /* if the stat goes over the maximum 4051 int excess_stat = 0; /* if the stat goes over the maximum
3735 for the race, put the excess stat some 4052 for the race, put the excess stat some
3736 where else. */ 4053 where else. */
3737 4054
3738 switch (change->type) { 4055 switch (change->type)
4056 {
3739 case CLASS: { 4057 case CLASS:
4058 {
3740 living *stats = &(pl->contr->orig_stats); 4059 living *stats = &(pl->contr->orig_stats);
3741 living *ns = &(change->stats); 4060 living *ns = &(change->stats);
3742 object *walk; 4061 object *walk;
3743 int flag_change_face=1; 4062 int flag_change_face = 1;
3744 4063
3745 /* the following code assigns stats up to the stat max 4064 /* the following code assigns stats up to the stat max
3746 * for the race, and if the stat max is exceeded, 4065 * for the race, and if the stat max is exceeded,
3747 * tries to randomly reassign the excess stat 4066 * tries to randomly reassign the excess stat
3748 */ 4067 */
3749 int i,j; 4068 int i, j;
4069
3750 for(i=0;i<NUM_STATS;i++) { 4070 for (i = 0; i < NUM_STATS; i++)
3751 sint8 stat=get_attr_value(stats,i); 4071 {
3752 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4072 int race_bonus = pl->arch->stats.stat (i);
3753 stat += get_attr_value(ns,i); 4073 sint8 stat = stats->stat (i) + ns->stat (i);
4074
3754 if(stat > 20 + race_bonus) { 4075 if (stat > 20 + race_bonus)
4076 {
3755 excess_stat++; 4077 excess_stat++;
3756 stat = 20+race_bonus; 4078 stat = 20 + race_bonus;
3757 } 4079 }
3758 set_attr_value(stats,i,stat); 4080
4081 stats->stat (i) = stat;
3759 } 4082 }
3760 4083
3761 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 */
3762 int i = rndm(0, 6); 4086 int i = rndm (0, 6);
3763 int stat=get_attr_value(stats,i); 4087
3764 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i); 4088 if (i == CHA)
3765 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);
3766 if( stat < 20 + race_bonus) { 4093 if (stat < 20 + race_bonus)
4094 {
3767 change_attr_value(stats,i,1); 4095 change_attr_value (stats, i, 1);
3768 excess_stat--; 4096 excess_stat--;
3769 } 4097 }
3770 } 4098 }
3771 4099
3772 /* insert the randomitems from the change's treasurelist into 4100 /* insert the randomitems from the change's treasurelist into
3773 * the player ref: player.c 4101 * the player ref: player.c
3774 */ 4102 */
3775 if(change->randomitems!=NULL) 4103 if (change->randomitems)
3776 give_initial_items(pl,change->randomitems); 4104 give_initial_items (pl, change->randomitems);
3777 4105
3778
3779 /* set up the face, for some races. */ 4106 /* set up the face, for some races. */
3780 4107
3781 /* first, look for the force object banning 4108 /* first, look for the force object banning
3782 * changing the face. Certain races never change face with class. 4109 * changing the face. Certain races never change face with class.
3783 */ 4110 */
3784 for(walk=pl->inv;walk!=NULL;walk=walk->below) 4111 for (walk = pl->inv; walk; walk = walk->below)
3785 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0; 4112 if (walk->name == shstr_NOCLASSFACECHANGE)
4113 flag_change_face = 0;
3786 4114
3787 if(flag_change_face) { 4115 if (flag_change_face)
3788 pl->animation_id = GET_ANIM_ID(change); 4116 {
3789 pl->face = change->face; 4117 pl->face = change->face;
3790 4118 pl->animation_id = change->animation_id;
3791 if(QUERY_FLAG(change,FLAG_ANIMATE)) 4119 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
3792 SET_FLAG(pl,FLAG_ANIMATE);
3793 else
3794 CLEAR_FLAG(pl,FLAG_ANIMATE);
3795 } 4120 }
3796 4121
3797 /* check the special case of can't use weapons */ 4122 /* check the special case of can't use weapons */
3798 /*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); */
3799 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON); 4124 if (change->name == shstr_monk)
4125 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
3800 4126
3801 break; 4127 break;
3802 }
3803 }
3804}
3805
3806/**
3807 * This handles items of type 'transformer'.
3808 * Basically those items, used with a marked item, transform both items into something
3809 * else.
3810 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3811 * Change information is contained in the 'slaying' field of the marked item.
3812 * The format is as follow: transformer:[number ]yield[;transformer:...].
3813 * This way an item can be transformed in many things, and/or many objects.
3814 * The 'slaying' field for transformer is used as verb for the action.
3815 */
3816void apply_item_transformer( object* pl, object* transformer )
3817 {
3818 object* marked;
3819 object* new_item;
3820 char* find;
3821 char* separator;
3822 int yield;
3823 char got[ MAX_BUF ];
3824 int len;
3825
3826 if ( !pl || !transformer )
3827 return;
3828 marked = find_marked_object( pl );
3829 if ( !marked )
3830 { 4128 }
3831 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3832 return;
3833 }
3834 if ( !marked->slaying )
3835 {
3836 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3837 return;
3838 }
3839 /* check whether they are compatible or not */
3840 find = strstr( marked->slaying, transformer->arch->name );
3841 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3842 {
3843 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3844 return;
3845 }
3846 find += strlen( transformer->arch->name ) + 1;
3847 /* Item can be used, now find how many and what it yields */
3848 if ( isdigit( *( find ) ) )
3849 {
3850 yield = atoi( find );
3851 if ( yield < 1 )
3852 {
3853 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield );
3854 yield = 1;
3855 }
3856 }
3857 else
3858 yield = 1;
3859
3860 while ( isdigit( *find ) )
3861 find++;
3862 while ( *find == ' ' )
3863 find++;
3864 memset( got, 0, MAX_BUF );
3865 if ( (separator = strchr( find, ';' ))!=NULL)
3866 {
3867 len = separator - find;
3868 }
3869 else
3870 {
3871 len = strlen(find);
3872 }
3873 if ( len > MAX_BUF-1)
3874 len = MAX_BUF-1;
3875 strcpy( got, find );
3876 got[len] = '\0';
3877
3878 /* Now create new item, remove used ones when required. */
3879 new_item = get_archetype( got );
3880 if ( !new_item )
3881 {
3882 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) );
3883 return;
3884 }
3885 new_item->nrof = yield;
3886 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) );
3887 insert_ob_in_ob( new_item, pl );
3888 esrv_send_inventory( pl, pl );
3889 /* Eat up one item */
3890 decrease_ob_nr( marked, 1 );
3891 /* Eat one transformer if needed */
3892 if ( transformer->stats.food )
3893 if ( --transformer->stats.food == 0 )
3894 decrease_ob_nr( transformer, 1 );
3895 } 4129 }
4130}
4131

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