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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.13 by root, Tue Aug 29 07:34:00 2006 UTC vs.
Revision 1.229 by root, Fri Mar 26 20:17:48 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 1.13 2006/08/29 07:34:00 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 Mark Wedel & Crossfire Development Team
9 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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
125 } 123 return !money;
126 return money == NULL; 124 }
127 }
128 } 125 }
129 126
130 for (id=pl->inv; id; id=id->below) { 127 for (object *id = pl->inv; id; id = id->below)
128 {
131 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
132 need_identify(id)) { 130 {
133 if (operate_altar(altar,&money)) { 131 if (operate_altar (altar, &money, pl))
134 identify(id); 132 {
135 new_draw_info_format(NDI_UNIQUE, 0, pl, 133 identify (id);
136 "You have %s.", long_desc(id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
137 if (id->msg) { 136 if (id->msg)
138 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 137 buf << "The item has a story:\r" << id->msg << "\n\n";
139 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 138
140 }
141 success=1;
142 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
143 if (money == NULL || ! check_altar_sacrifice (altar,money)) 140 if (!money || !check_altar_sacrifice (altar, money))
144 break; 141 break;
145 } 142 }
146 else { 143 else
144 {
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;
190 178
191 floor = get_map_ob (op->map, op->x, op->y); 179 object *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 { 431 count += op->number_of ();
434 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 432
435 count++;
436 else
437 count += op->nrof;
438 }
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
447 prev = op;
448 op = op->below;
449
450 while (op)
451 {
452 if (op->arch->archname == item)
453 {
454 if (op->nrof >= nrof)
455 {
456 op->decrease (nrof);
457 return;
458 }
459 else
460 {
461 op->decrease (nrof);
462 nrof -= op->nrof;
463 }
464
465 op = prev;
466 }
467
455 prev = op; 468 prev = op;
456 op=op->below; 469 op = op->below;
457
458 while(op!=NULL) {
459 if (strcmp(op->arch->name,item)==0) {
460 if (op->nrof >= nrof) {
461 decrease_ob_nr(op,nrof);
462 return;
463 } else {
464 decrease_ob_nr(op,op->nrof);
465 nrof -= op->nrof;
466 } 470 }
467 op=prev;
468 }
469 prev = op;
470 op=op->below;
471 }
472}
473
474/**
475 * This checks to see of the player (who) is sufficient level to use a weapon
476 * with improvs improvements (typically last_eat). We take an int here
477 * instead of the object so that the improvement code can pass along the
478 * increased value to see if the object is usuable.
479 * we return 1 (true) if the player can use the weapon.
480 */
481static int check_weapon_power(const object *who, int improvs)
482{
483/* Old code is below (commented out). Basically, since weapons are the only
484 * object players really have any control to improve, it's a bit harsh to
485 * require high level in some combat skill, so we just use overall level.
486 */
487#if 1
488 if (((who->level/5)+5) >= improvs) return 1;
489 else return 0;
490
491#else
492 int level=0;
493
494 /* The skill system hands out wc and dam bonuses to fighters
495 * more generously than the old system (see fix_player). Thus
496 * we need to curtail the power of player enchanted weapons.
497 * I changed this to 1 improvement per "fighter" level/5 -b.t.
498 * Note: Nothing should break by allowing this ratio to be different or
499 * using normal level - it is just a matter of play balance.
500 */
501 if(who->type==PLAYER) {
502 object *wc_obj=NULL;
503
504 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
505 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
506 level = wc_obj->level;
507
508 if (!level ) {
509 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
510 level = who->level;
511 }
512 }
513 else
514 level=who->level;
515
516 return (improvs <= ((level/5)+5));
517#endif
518} 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 "
657 return 0; 627 "really want to improve it.");
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.");
808 return 0;
809 } 774 {
775 op->failmsg ("This armour can not be enchanted any further!");
776 return 0;
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.");
817 return 0;
818 } 785 {
819 786 op->failmsg ("This armour will not accept further enchantment.");
787 return 0;
788 }
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 int is_in_shop;
900 uint32 price_in;
901 866
902 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 867 if (item->flag [FLAG_UNPAID])
903 tmp != NULL; 868 return 0;
904 tmp = tmp->above) {
905 if(tmp->type == SHOP_FLOOR)
906 break;
907 }
908 is_in_shop = (tmp != NULL);
909 869
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
910 /* 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,
911 * 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
912 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
913 */ 878 */
914 if (!strcmp(CONV_FROM(converter),"money")) { 879 if (conv_from == shstr_money)
915 int cost; 880 {
916
917 if(item->type!=MONEY) 881 if (item->type != MONEY)
918 return 0; 882 return 0;
919 883
920 nr=(item->nrof*item->value)/CONV_NEED(converter); 884 nr = sint64 (item->nrof) * item->value / need;
921 if (!nr) return 0; 885 if (!nr)
922 cost=nr*CONV_NEED(converter)/item->value; 886 return 0;
923 /* take into account rounding errors */
924 if (nr*CONV_NEED(converter)%item->value) cost++;
925 decrease_ob_nr(item, cost);
926 887
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
927 price_in = cost*item->value; 894 price_in = cost * item->value;
895 }
896 else
928 } 897 {
929 else { 898 if (item->type == PLAYER
930 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 899 || conv_from != item->arch->archname
931 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 900 || (need && need > (uint16) item->nrof))
932 return 0; 901 return 0;
933 902
934 if(CONV_NEED(converter)) { 903 converter->play_sound (sound_find ("convert_item"));
935 nr=item->nrof/CONV_NEED(converter); 904
936 decrease_ob_nr(item,nr*CONV_NEED(converter)); 905 if (need)
937 price_in = nr*CONV_NEED(converter)*item->value; 906 {
938 } else { 907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
909 price_in = nr * need * item->value;
910 }
911 else
912 {
939 price_in = item->value; 913 price_in = item->value;
940 remove_ob(item); 914 item->destroy ();
941 free_object(item); 915 }
942 } 916 }
917
918 if (converter->inv)
943 } 919 {
944
945 if (converter->inv != NULL) {
946 object *ob; 920 object *ob;
947 int i; 921 int i;
948 object *ob_to_copy; 922 object *ob_to_copy;
949 923
950 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
951 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
952 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++)
953 if (rndm(0, i) == 0) { 927 if (rndm (0, i) == 0)
954 ob_to_copy = ob; 928 ob_to_copy = ob;
929
930 item = ob_to_copy->deep_clone ();
931 CLEAR_FLAG (item, FLAG_IS_A_TEMPLATE);
932 unflag_inv (item, FLAG_IS_A_TEMPLATE);
955 } 933 }
956 } 934 else
957 item = object_create_clone(ob_to_copy); 935 {
958 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 936 if (!conv_to)
959 unflag_inv(item, FLAG_IS_A_TEMPLATE); 937 {
960 } else { 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
961 if (converter->other_arch == NULL) { 939 &converter->name, &converter->map->path, converter->x, converter->y);
962 LOG(llevError,"move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n", converter->name ? converter->name : "(null)", converter->map->path, converter->x, converter->y);
963 return -1; 940 return -1;
964 } 941 }
965 942
966 item = object_create_arch(converter->other_arch); 943 item = object_create_arch (conv_to);
967 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
968 } 945 }
969 946
970 if(CONV_NR(converter)) 947 if (give)
971 item->nrof=CONV_NR(converter); 948 item->nrof = give;
949
972 if(nr) 950 if (nr)
973 item->nrof*=nr; 951 item->nrof *= nr;
974 if(is_in_shop) 952
953 if (converter->flag [FLAG_PRECIOUS])
975 SET_FLAG(item,FLAG_UNPAID); 954 SET_FLAG (item, FLAG_UNPAID);
955
956 if (is_in_shop (converter))
957 {
958 // converters on shop floors don't work anymore, bug lets check for it
959 // and report in case someone still does it.
960 LOG (llevDebug, "ITEMBUG: broken converter, converters on shop floor don't work: %s\n",
961 converter->debug_desc ());
962 SET_FLAG (item, FLAG_UNPAID);
963 }
976 else if(price_in < item->nrof*item->value) { 964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
977 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",
978 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);
979 item->nrof*item->value, item->name);
980 /** 968 /**
981 * 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
982 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
983 */ 971 */
984 } 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
985 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);
986 return 1; 980 return 1;
987} 981}
988 982
989/** 983/**
990 * Handle apply on containers. 984 * Handle apply on containers.
991 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
992 * 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]
993 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
994 */ 988 */
995 989static int
996int apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
997{ 991{
998 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
999 object *tmp; 993 return 0; /* This might change */
1000 994
1001 if(op->type!=PLAYER)
1002 return 0; /* This might change */
1003
1004 if (sack==NULL || sack->type != CONTAINER) { 995 if (!sack || sack->type != CONTAINER)
996 {
1005 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]");
1006 return 0; 998 return 0;
1007 } 999 }
1008 op->contr->last_used = NULL; 1000
1009 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1010 1002
1011 if (sack->env!=op) { 1003 if (sack->env && sack->env != op)
1012 if (sack->other_arch == NULL || sack->env != NULL) {
1013 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1014 return 1;
1015 }
1016 /* It's on the ground, the problems begin */
1017 if (op->container != sack) {
1018 /* it's closed OR some player has opened it */
1019 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1020 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1021 tmp && tmp->container != sack; tmp=tmp->above);
1022 if (tmp) {
1023 /* some other player have opened it */
1024 new_draw_info_format(NDI_UNIQUE, 0, op,
1025 "%s is already occupied.", query_name(sack));
1026 return 1;
1027 }
1028 }
1029 }
1030 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1031 if (op->container == NULL) {
1032 tmp = arch_to_object (sack->other_arch);
1033 /* not good, but insert_ob_in_ob() is too smart */
1034 CLEAR_FLAG (tmp, FLAG_REMOVED);
1035 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1036 tmp->map = NULL;
1037 tmp->env = sack;
1038 if (sack->inv)
1039 sack->inv->above = tmp;
1040 tmp->below = sack->inv;
1041 tmp->above = NULL;
1042 sack->inv = tmp;
1043 sack->move_off = MOVE_ALL; /* trying force closing it */
1044 } else {
1045 sack->move_off = 0;
1046 tmp = sack->inv;
1047 if (tmp && tmp->type == CLOSE_CON) {
1048 remove_ob(tmp);
1049 free_object (tmp);
1050 }
1051 }
1052 }
1053 } 1004 {
1054 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1055 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1056 if (op->container) {
1057 if (op->container != sack) {
1058 tmp = op->container;
1059 apply_container (op, tmp);
1060 sprintf (buf, "You close %s and open ", query_name(tmp));
1061 op->container = sack;
1062 strcat (buf, query_name(sack));
1063 strcat (buf, ".");
1064 } else {
1065 CLEAR_FLAG (sack, FLAG_APPLIED);
1066 op->container = NULL;
1067 sprintf (buf, "You close %s.", query_name(sack));
1068 }
1069 } else {
1070 CLEAR_FLAG (sack, FLAG_APPLIED);
1071 sprintf (buf, "You open %s.", query_name(sack));
1072 SET_FLAG (sack, FLAG_APPLIED);
1073 op->container = sack;
1074 }
1075 } else { /* not applied */
1076 if (sack->slaying) { /* it's locked */
1077 tmp = find_key(op, op, sack);
1078 if (tmp) {
1079 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1080 SET_FLAG (sack, FLAG_APPLIED);
1081 if (sack->env == NULL) { /* if it's on ground,open it also */
1082 new_draw_info (NDI_UNIQUE,0,op, buf);
1083 apply_container (op, sack);
1084 return 1; 1006 return 1;
1085 } 1007 }
1086 } else { 1008
1087 sprintf (buf, "You don't have the key to unlock %s.", 1009 // already applied == open on ground, or open in inv, or active in inv
1088 query_name(sack)); 1010 if (sack->flag [FLAG_APPLIED])
1089 }
1090 } else {
1091 sprintf (buf, "You readied %s.", query_name(sack));
1092 SET_FLAG (sack, FLAG_APPLIED);
1093 if (sack->env == NULL) { /* if it's on ground,open it also */
1094 new_draw_info (NDI_UNIQUE, 0, op, buf);
1095 apply_container (op, sack);
1096 return 1;
1097 }
1098 }
1099 } 1011 {
1100 new_draw_info (NDI_UNIQUE, 0, op, buf); 1012 if (op->container_ () == sack)
1101 if (op->contr) op->contr->socket.update_look=1; 1013 {
1102 return 1; 1014 // open on ground or inv, so close
1103} 1015 op->close_container ();
1104
1105/**
1106 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1107 * the player has in their inventory, eg, sacks, luggages, etc.
1108 *
1109 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1110 * This version is for client/server mode.
1111 * op is the player, sack is the container the player is opening or closing.
1112 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1113 *
1114 * Reminder - there are three states for any container - closed (non applied),
1115 * applied (not open, but objects that match get tossed into it), and open
1116 * (applied flag set, and op->container points to the open container)
1117 */
1118
1119int esrv_apply_container (object *op, object *sack)
1120{
1121 object *tmp=op->container;
1122 if(op->type!=PLAYER)
1123 return 0; /* This might change */
1124
1125 if (sack==NULL || sack->type != CONTAINER) {
1126 LOG (llevError,
1127 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1128 return 0;
1129 }
1130
1131 /* If we have a currently open container, then it needs to be closed in all cases
1132 * if we are opening this one up. We then fall through if appropriate for
1133 * openening the new container.
1134 */
1135
1136 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1137 if (op->container->env != op) { /* if container is on the ground */
1138 op->container->move_off = 0;
1139 }
1140
1141 if (INVOKE_OBJECT (CLOSE, op))
1142 return 1; 1016 return 1;
1143
1144 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1145 query_name(op->container));
1146 CLEAR_FLAG(op->container, FLAG_APPLIED);
1147 op->container=NULL;
1148 esrv_update_item (UPD_FLAGS, op, tmp);
1149 if (tmp == sack) return 1;
1150 }
1151
1152
1153 /* If the player is trying to open it (which he must be doing if we got here),
1154 * and it is locked, check to see if player has the equipment to open it.
1155 */
1156
1157 if (sack->slaying) { /* it's locked */
1158 tmp=find_key(op, op, sack);
1159 if (tmp) {
1160 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1161 } else {
1162 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1163 query_name(sack));
1164 return 0;
1165 } 1017 }
1018 else if (!sack->env)
1019 {
1020 // active, but not ours: some other player has opened it
1021 op->failmsg (format ("Somebody else is using the %s already.", query_name (sack)));
1022 return 1;
1023 }
1024
1025 // fall through to opening it (active in inv)
1026 }
1027 else if (sack->env)
1166 } 1028 {
1167 1029 // it is in our env, so activate it, do not open yet
1168 /* By the time we get here, we have made sure any other container has been closed and 1030 op->close_container ();
1169 * if this is a locked container, the player they key to open it. 1031 sack->flag [FLAG_APPLIED] = 1;
1170 */
1171
1172 /* There are really two cases - the sack is either on the ground, or the sack is
1173 * part of the players inventory. If on the ground, we assume that the player is
1174 * opening it, since if it was being closed, that would have been taken care of above.
1175 */
1176
1177
1178 if (sack->env != op) {
1179 /* Hypothetical case - the player is trying to open a sack that belong to someone
1180 * else. This normally should not happen, but a misbehaving client/player could
1181 * try to do it, so lets handle it gracefully.
1182 */
1183 if (sack->env) {
1184 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1185 query_name(sack));
1186 return 0;
1187 }
1188 /* set these so when the player walks off, we can unapply the sack */
1189 sack->move_off = MOVE_ALL; /* trying force closing it */
1190
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 { /* sack is in players inventory */
1199 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1200 CLEAR_FLAG (sack, FLAG_APPLIED);
1201 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1202 SET_FLAG (sack, FLAG_APPLIED);
1203 op->container = sack;
1204 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1205 esrv_send_inventory (op, sack); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1206 }
1207 else {
1208 CLEAR_FLAG (sack, FLAG_APPLIED);
1209 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1210 SET_FLAG (sack, FLAG_APPLIED);
1211 esrv_update_item (UPD_FLAGS, op, sack);
1212 }
1213 }
1214 return 1; 1034 return 1;
1215} 1035 }
1216 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}
1217 1053
1218/** 1054/**
1219 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1220 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1221 */ 1057 */
1058static int
1222static int apply_altar (object *altar, object *sacrifice, object *originator) 1059apply_altar (object *altar, object *sacrifice, object *originator)
1223{ 1060{
1224 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1225 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1226 return 0; 1063 return 0;
1227 1064
1228 if (operate_altar (altar, &sacrifice)) { 1065 if (operate_altar (altar, &sacrifice, originator))
1066 {
1229 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1230 * 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
1231 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1232 */ 1070 */
1233 if (altar->inv && altar->inv->type==SPELL) { 1071 if (altar->inv && altar->inv->type == SPELL)
1234 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1072 {
1235 altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1236 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1237 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1238 * old maps. 1076 * old maps.
1239 */ 1077 */
1078
1240/* push_button (altar);*/ 1079/* push_button (altar);*/
1241 } else { 1080 }
1081 else
1082 {
1242 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1243 push_button (altar); 1084 push_button (altar, originator);
1244 } 1085 }
1245 return sacrifice == NULL; 1086
1246 } else { 1087 return !sacrifice;
1088 }
1089 else
1247 return 0; 1090 return 0;
1248 }
1249} 1091}
1250
1251 1092
1252/** 1093/**
1253 * Handles 'movement' of shop mats. 1094 * Handles 'movement' of shop mats.
1254 * Returns 1 if 'op' was destroyed, 0 if not. 1095 * Returns 1 if 'op' was destroyed, 0 if not.
1255 * Largely re-written to not use nearly as many gotos, plus 1096 * Largely re-written to not use nearly as many gotos, plus
1256 * some of this code just looked plain out of date. 1097 * some of this code just looked plain out of date.
1257 * MSW 2001-08-29 1098 * MSW 2001-08-29
1258 */ 1099 */
1100int
1259int apply_shop_mat (object *shop_mat, object *op) 1101apply_shop_mat (object *shop_mat, object *op)
1260{ 1102{
1261 int rv = 0; 1103 int rv = 0;
1262 double opinion; 1104 double opinion;
1263 object *tmp, *next; 1105 object *tmp, *next;
1264 1106
1265 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1266 1108
1267 if (op->type != PLAYER) { 1109 bool has_unpaid = false;
1110
1111 // quite inefficient to do this here twice, but the api doesn't lend itself to
1112 // a quick and small change :(
1113 for (object::depth_iterator item = op->begin (); item != op->end (); ++item)
1114 if (item->flag [FLAG_UNPAID])
1115 {
1116 has_unpaid = true;
1117 break;
1118 }
1119
1120 if (!op->is_player ())
1121 {
1268 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1269 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1270 * the shop. 1124 * the shop.
1271 */ 1125 */
1272 for (tmp=op->inv; tmp; tmp=next) { 1126 for (tmp = op->inv; tmp; tmp = next)
1127 {
1273 next = tmp->below; 1128 next = tmp->below;
1129
1274 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131 {
1275 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);
1276 1133
1277 remove_ob(tmp); 1134 if (i >= 0)
1278 if (i==-1) i=0; 1135 tmp->move (i);
1279 tmp->map = op->map; 1136 }
1280 tmp->x = op->x + freearr_x[i]; 1137 }
1281 tmp->y = op->y + freearr_y[i];
1282 insert_ob_in_map(tmp, op->map, op, 0);
1283 }
1284 }
1285 1138
1286 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1287 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1141 return 0;
1288 1142
1289 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1290 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1291 */ 1145 */
1292 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1293 1147 {
1294 /* Somebody dropped an unpaid item, just move to an adjacent place. */ 1148 /* Somebody dropped an unpaid item, just move to an adjacent place. */
1149 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1150
1151 if (i != -1)
1152 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0, shop_mat);
1153
1154 return 0;
1155 }
1156
1157 /* Removed code that checked for multipart objects - it appears that
1158 * the teleport function should be able to handle this just fine.
1159 */
1160 rv = teleport (shop_mat, SHOP_MAT, op);
1161 }
1162 else if (can_pay (op) && get_payment (op))
1163 {
1164 /* this is only used for players */
1165 rv = teleport (shop_mat, SHOP_MAT, op);
1166
1167 if (has_unpaid)
1168 op->contr->play_sound (sound_find ("shop_buy"));
1169 else if (is_in_shop (op))
1170 op->contr->play_sound (sound_find ("shop_enter"));
1171 else
1172 op->contr->play_sound (sound_find ("shop_leave"));
1173
1174 if (shop_mat->msg)
1175 op->statusmsg (shop_mat->msg);
1176 /* This check below is a bit simplistic - generally it should be correct,
1177 * but there is never a guarantee that the bottom space on the map is
1178 * actually the shop floor.
1179 */
1180 else if (!rv && !is_in_shop (op))
1181 {
1182 opinion = shopkeeper_approval (op->map, op);
1183
1184 op->statusmsg (
1185 opinion >= 0.90 ? "The shopkeeper gives you a friendly wave."
1186 : opinion >= 0.75 ? "The shopkeeper waves to you."
1187 : opinion >= 0.50 ? "The shopkeeper ignores you."
1188 : "The shopkeeper glares at you with contempt."
1189 );
1190 }
1191 }
1192 else
1193 {
1194 /* if we get here, a player tried to leave a shop but was not able
1195 * to afford the items he has. We try to move the player so that
1196 * they are not on the mat anymore
1197 */
1295 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
1296 if (i != -1) { 1200 if (i == -1)
1297 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1298 shop_mat);
1299 }
1300 return 0;
1301 }
1302 /* Removed code that checked for multipart objects - it appears that
1303 * the teleport function should be able to handle this just fine.
1304 */
1305 rv = teleport (shop_mat, SHOP_MAT, op);
1306 }
1307 /* immediate block below is only used for players */
1308 else if (can_pay(op)) {
1309 get_payment (op, op->inv);
1310 rv = teleport (shop_mat, SHOP_MAT, op);
1311 if (shop_mat->msg) {
1312 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1313 }
1314 /* This check below is a bit simplistic - generally it should be correct,
1315 * but there is never a guarantee that the bottom space on the map is
1316 * actually the shop floor.
1317 */
1318 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1319 && tmp->type != SHOP_FLOOR) {
1320 opinion = shopkeeper_approval(op->map, op);
1321 if ( opinion > 0.9)
1322 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1323 else if ( opinion > 0.75)
1324 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1325 else if ( opinion > 0.5)
1326 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1327 else
1328 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1329 }
1330 }
1331 else {
1332 /* if we get here, a player tried to leave a shop but was not able
1333 * to afford the items he has. We try to move the player so that
1334 * they are not on the mat anymore
1335 */
1336
1337 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1338 if(i == -1) {
1339 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1340 } else { 1202 else
1341 remove_ob (op); 1203 {
1204 op->remove ();
1342 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1343 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1344 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;
1345 } 1208 }
1346 } 1209 }
1210
1347 CLEAR_FLAG (op, FLAG_NO_APPLY); 1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1348 return rv; 1212 return rv;
1349} 1213}
1350 1214
1351/** 1215/**
1352 * Handles applying a sign. 1216 * Handles applying a sign.
1353 */ 1217 */
1218static void
1354static void apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1355{ 1220{
1356 readable_message_type* msgType; 1221 if (!op->is_player())
1357 char newbuf[HUGE_BUF];
1358 if (sign->msg == NULL) {
1359 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1360 return;
1361 }
1362
1363 if (sign->stats.food) {
1364 if (sign->last_eat >= sign->stats.food) {
1365 if (!sign->move_on)
1366 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1367 return; 1222 return;
1368 }
1369 1223
1224 if (sign->has_dialogue ())
1225 {
1226 op->statusmsg (format ("Maybe you should I<talk> to the %s instead?", &sign->name));
1227 return;
1228 }
1229
1230 if (!sign->msg)
1231 {
1232 op->contr->infobox (MSG_CHANNEL ("examine"),
1233 format ("T<%s>\n\n Nothing %sis written on it.",
1234 &sign->name,
1235 sign->name == sign->arch->name ? "" : "else "));
1236 return;
1237 }
1238
1239 if (sign->stats.food)
1240 {
1241 if (sign->last_eat >= sign->stats.food)
1242 {
1243 if (!sign->move_on)
1244 op->failmsg ("You cannot read it anymore.");
1245
1246 return;
1247 }
1248
1370 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1371 sign->last_eat++; 1250 sign->last_eat++;
1372 } 1251 }
1373 1252
1374 /* 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?
1375 * 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
1376 * 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
1377 * to us). 1256 * to us).
1378 */ 1257 */
1379 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)
1380 new_draw_info (NDI_UNIQUE, 0, op, 1259 {
1381 "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1382 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));
1383 } 1273 }
1384 msgType=get_readable_message_type(sign);
1385 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1386 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1387} 1274}
1388 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}
1389 1307
1390/** 1308/**
1391 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1392 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1393 * 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.
1394 * 1312 *
1395 * originator: Player, monster or other object that caused 'victim' to move 1313 * originator: Player, monster or other object that caused 'victim' to move
1396 * 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.
1397 * However, some types of traps require an originator to function. 1315 * However, some types of traps require an originator to function.
1398 */ 1316 */
1317void
1399void move_apply (object *trap, object *victim, object *originator) 1318move_apply (object *trap, object *victim, object *originator)
1400{ 1319{
1401 static int recursion_depth = 0; 1320 static int recursion_depth = 0;
1402 1321
1403 /* Only exits affect DMs. */ 1322 /* Only exits affect DMs. */
1404 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)
1405 return; 1324 return;
1406 1325
1407 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1408 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1409 */ 1328 */
1410 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1411 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1412 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1413 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1414 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1415 */ 1334 */
1416 if (recursion_depth >= 500) { 1335 if (recursion_depth >= 500)
1336 {
1417 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1418 "[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);
1419 trap->arch->name, trap->name, victim->arch->name, victim->name); 1339 return;
1420 return;
1421 } 1340 }
1341
1422 recursion_depth++; 1342 recursion_depth++;
1423 if (trap->head) trap=trap->head; 1343 if (trap->head)
1344 trap = trap->head;
1424 1345
1425 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)))
1426 goto leave;
1427
1428 switch (trap->type) { 1347 switch (trap->type)
1348 {
1429 case PLAYERMOVER: 1349 case PLAYERMOVER:
1430 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1431 !should_director_abort(trap, victim)) { 1351 {
1432 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1433 1354
1434 /* 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
1435 * should be divided by trap->speed 1356 * should be divided by trap->speed
1436 */ 1357 */
1437 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1438 1359
1439 /* 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
1440 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1441 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1442 */ 1363 */
1443 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1444 /* 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); */
1445 } 1367 }
1446 goto leave; 1368 break;
1447 1369
1448 case SPINNER: 1370 case SPINNER:
1449 if(victim->direction) { 1371 if (victim->direction)
1372 {
1450 victim->direction=absdir(victim->direction-trap->stats.sp); 1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1451 update_turn_face(victim); 1374 update_turn_face (victim);
1452 } 1375 }
1453 goto leave; 1376 break;
1454 1377
1455 case DIRECTOR: 1378 case DIRECTOR:
1456 if(victim->direction && !should_director_abort(trap, victim)) { 1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1457 victim->direction=trap->stats.sp; 1381 victim->direction = trap->stats.sp;
1458 update_turn_face(victim); 1382 update_turn_face (victim);
1459 } 1383 }
1460 goto leave; 1384 break;
1461 1385
1462 case BUTTON: 1386 case BUTTON:
1463 case PEDESTAL: 1387 case PEDESTAL:
1464 update_button(trap); 1388 case T_MATCH:
1465 goto leave; 1389 update_button (trap, originator);
1390 break;
1466 1391
1467 case ALTAR: 1392 case ALTAR:
1468 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1469 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1470 goto leave; 1395 break;
1471 1396
1472 case THROWN_OBJ: 1397 case THROWN_OBJ:
1473 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1474 goto leave; 1399 break;
1475 /* fallthrough */ 1400 /* fallthrough */
1476 1401
1477 case ARROW: 1402 case ARROW:
1478
1479 /* 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 ,
1480 * 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.
1481 * 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
1482 * 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
1483 * action, we avoid hits here 1407 * action, we avoid hits here
1484 */ 1408 */
1485 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)
1486 hit_with_arrow (trap, victim); 1411 hit_with_arrow (trap, victim);
1487 goto leave; 1412 break;
1488 1413
1489 case SPELL_EFFECT: 1414 case SPELL_EFFECT:
1490 apply_spell_effect(trap, victim); 1415 apply_spell_effect (trap, victim);
1491 goto leave; 1416 break;
1492 1417
1493 case TRAPDOOR: 1418 case TRAPDOOR:
1494 { 1419 {
1495 int max, sound_was_played; 1420 int max, sound_was_played;
1496 object *ab, *ab_next; 1421 object *ab, *ab_next;
1422
1497 if(!trap->value) { 1423 if (!trap->value)
1498 int tot; 1424 {
1499 for(ab=trap->above,tot=0;ab!=NULL;ab=ab->above) 1425 int tot;
1426
1427 for (ab = trap->above, tot = 0; ab; ab = ab->above)
1500 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1501 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1502 1430
1503 if(!(trap->value=(tot>trap->weight)?1:0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1504 goto leave; 1432 break;
1505 1433
1506 SET_ANIMATION(trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1507 update_object(trap,UP_OBJ_FACE); 1435 update_object (trap, UP_OBJ_FACE);
1508 } 1436 }
1509 1437
1510 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 {
1511 /* 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,
1512 * ab->above would be bogus 1441 * ab->above would be bogus
1513 */ 1442 */
1514 ab_next = ab->above; 1443 ab_next = ab->above;
1515 1444
1516 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1517 if ( ! sound_was_played) { 1446 {
1518 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1447 if (!sound_was_played)
1519 sound_was_played = 1; 1448 {
1520 } 1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1521 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1450 sound_was_played = 1;
1522 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1451 }
1523 }
1524 }
1525 goto leave;
1526 }
1527 1452
1453 ab->statusmsg ("You fall into a trapdoor!", NDI_RED);
1454 transfer_ob (ab, EXIT_X (trap), EXIT_Y (trap), 0, ab);
1455 }
1456 }
1457 break;
1458 }
1528 1459
1529 case CONVERTER: 1460 case CONVERTER:
1530 if (convert_item (victim, trap) < 0) { 1461 if (convert_item (victim, trap) < 0)
1531 object *op; 1462 {
1463 originator->failmsg (format ("The %s seems to be broken!", query_name (trap)));
1464 archetype::get (shstr_burnout)->insert_at (trap, trap);
1465 }
1532 1466
1533 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1467 break;
1534 1468
1535 op = get_archetype("burnout");
1536 if (op != NULL) {
1537 op->x = trap->x;
1538 op->y = trap->y;
1539 insert_ob_in_map(op, trap->map, trap, 0);
1540 }
1541 }
1542 goto leave;
1543
1544 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1545 case TRIGGER_PEDESTAL: 1470 case TRIGGER_PEDESTAL:
1546 case TRIGGER_ALTAR: 1471 case TRIGGER_ALTAR:
1547 check_trigger (trap, victim); 1472 check_trigger (trap, victim, originator);
1548 goto leave; 1473 break;
1549 1474
1550 case DEEP_SWAMP: 1475 case DEEP_SWAMP:
1551 walk_on_deep_swamp (trap, victim); 1476 walk_on_deep_swamp (trap, victim);
1552 goto leave; 1477 break;
1553 1478
1554 case CHECK_INV: 1479 case CHECK_INV:
1555 check_inv (victim, trap); 1480 check_inv (victim, trap);
1556 goto leave; 1481 break;
1557 1482
1558 case HOLE: 1483 case HOLE:
1559 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1560 if(trap->stats.wc > 0) 1485 break;
1561 goto leave;
1562 1486
1563 /* Is this a multipart monster and not the head? If so, return. 1487 case EXIT:
1564 * Processing will happen if the head runs into the pit
1565 */
1566 if (victim->head)
1567 goto leave;
1568
1569 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1570 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1571 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1572 goto leave;
1573
1574 case EXIT:
1575 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1576 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1577 * players output. 1491 * players output.
1578 */ 1492 */
1579 if (trap->msg && strncmp(EXIT_PATH(trap),"/!",2) && strncmp(EXIT_PATH(trap), "/random/", 8)) 1493 if (trap->msg && EXIT_PATH (trap) != shstr_random_map_exit)
1580 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1581 enter_exit (victim, trap);
1582 }
1583 goto leave;
1584 1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 break;
1500
1585 case ENCOUNTER: 1501 case ENCOUNTER:
1586 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1587 goto leave; 1503 break;
1588 1504
1589 case SHOP_MAT: 1505 case SHOP_MAT:
1590 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1591 goto leave; 1507 break;
1592 1508
1593 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1594 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1595 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1596 goto leave; 1512 break;
1597 1513
1598 case SIGN: 1514 case SIGN:
1599 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1600 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1601 1517
1602 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1603 goto leave; 1519 break;
1604 1520
1605 case CONTAINER: 1521 case CONTAINER:
1606 if (victim->type==PLAYER)
1607 (void) esrv_apply_container (victim, trap);
1608 else
1609 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1610 goto leave; 1523 break;
1611 1524
1612 case RUNE: 1525 case RUNE:
1613 case TRAP: 1526 case TRAP:
1614 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1615 spring_trap(trap, victim); 1528 spring_trap (trap, victim);
1616 } 1529 break;
1617 goto leave;
1618 1530
1619 default: 1531 default:
1620 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 "
1621 "handled in move_apply()\n", trap->name, trap->arch->name, 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1622 trap->type); 1534 break;
1623 goto leave;
1624 } 1535 }
1625 1536
1626 leave:
1627 recursion_depth--; 1537 recursion_depth--;
1628} 1538}
1629 1539
1630/** 1540/**
1631 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1632 */ 1542 */
1543static void
1633static void apply_book (object *op, object *tmp) 1544apply_book (object *op, object *tmp)
1634{ 1545{
1635 int lev_diff; 1546 int lev_diff;
1636 object *skill_ob; 1547 object *skill_ob;
1637 1548
1638 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1639 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind."); 1550 {
1551 op->failmsg ("You are unable to read while blind!");
1640 return; 1552 return;
1641 } 1553 }
1642 if(tmp->msg==NULL) { 1554
1643 new_draw_info_format(NDI_UNIQUE, 0, op, 1555 if (!tmp->msg)
1644 "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));
1645 return; 1558 return;
1646 } 1559 }
1647 1560
1648 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1649 skill_ob = find_skill_by_name(op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1650 if ( ! skill_ob) { 1563 if (!skill_ob)
1651 new_draw_info(NDI_UNIQUE, 0,op,
1652 "You are unable to decipher the strange symbols.");
1653 return;
1654 } 1564 {
1565 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill to read this.>", &tmp->skill));
1566 return;
1567 }
1568
1655 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1656 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1657 if (lev_diff < 2)
1658 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1659 else if (lev_diff < 3)
1660 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1661 else if (lev_diff < 5)
1662 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1663 else if (lev_diff < 8)
1664 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1665 else if (lev_diff < 15)
1666 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1667 else
1668 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1669 return;
1670 } 1571 {
1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1577 : "This book is totally beyond your comprehension.");
1578 return;
1579 }
1671 1580
1581 // we currently don't use the message types for anything.
1672 readable_message_type* msgType = get_readable_message_type(tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1673 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1674 msgType->message_type, msgType->message_subtype,
1675 "You open the %s and start reading.\n%s",
1676 "%s\n%s",
1677 long_desc(tmp,op), tmp->msg);
1678 1583
1584 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("apply_book"));
1585
1586 if (player *pl = op->contr)
1587 if (client *ns = pl->ns)
1588 pl->infobox (MSG_CHANNEL ("book"), format ("T<%s>\n\n%s", (char *)long_desc (tmp, op), &tmp->msg));
1589
1679 /* gain xp from reading */ 1590 /* gain xp from reading */
1680 if(!QUERY_FLAG(tmp,FLAG_NO_SKILL_IDENT)) { /* only if not read before */ 1591 if (!QUERY_FLAG (tmp, FLAG_NO_SKILL_IDENT))
1592 { /* only if not read before */
1681 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1594
1682 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1596 {
1683 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1684 SET_FLAG(tmp,FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1685 /* If in a container, update how it looks */ 1599
1600 if (object *pl = tmp->visible_to ())
1686 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1687 else op->contr->socket.update_look=1;
1688 } 1602 }
1603
1689 change_exp(op,exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1690 SET_FLAG(tmp,FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */ 1605 SET_FLAG (tmp, FLAG_NO_SKILL_IDENT); /* so no more xp gained from this book */
1606 }
1607}
1608
1609/**
1610 * op made some mistake with a scroll, this takes care of punishment.
1611 * scroll_failure()- hacked directly from spell_failure
1612 */
1613static void
1614scroll_failure (object *op, int failure, int power)
1615{
1616 if (abs (failure / 4) > power)
1617 power = abs (failure / 4); /* set minimum effect */
1618
1619 if (failure <= -1 && failure > -15)
1620 { /* wonder */
1621 object *tmp;
1622
1623 op->failmsg ("Your spell warps!");
1624 tmp = get_archetype (SPELL_WONDER);
1625 cast_wonder (op, op, 0, tmp);
1626 tmp->destroy ();
1627 }
1628 else if (failure <= -15 && failure > -35)
1629 { /* drain mana */
1630 op->failmsg ("Your mana is drained!");
1631 op->stats.sp -= random_roll (0, power - 1, op, PREFER_LOW);
1632 if (op->stats.sp < 0)
1633 op->stats.sp = 0;
1634 }
1635 else if (settings.spell_failure_effects == TRUE)
1636 {
1637 if (failure <= -35 && failure > -60)
1638 { /* confusion */
1639 op->failmsg ("The magic recoils on you!");
1640 confuse_player (op, op, power);
1641 }
1642 else if (failure <= -60 && failure > -70)
1643 { /* paralysis */
1644 op->failmsg ("The magic recoils and paralyzes you!");
1645 paralyze_player (op, op, power);
1646 }
1647 else if (failure <= -70 && failure > -80)
1648 { /* blind */
1649 op->failmsg ("The magic recoils on you!");
1650 blind_player (op, op, power);
1651 }
1652 else if (failure <= -80)
1653 { /* blast the immediate area */
1654 object *tmp = get_archetype (LOOSE_MANA);
1655 cast_magic_storm (op, tmp, power);
1656 op->failmsg ("You unleash uncontrolled mana!");
1657 tmp->destroy ();
1658 }
1691 } 1659 }
1692} 1660}
1693 1661
1694/** 1662/**
1695 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1696 * op is the person learning the skill, tmp is the skill scroll object 1664 * op is the person learning the skill, tmp is the skill scroll object
1697 */ 1665 */
1666static void
1698static void apply_skillscroll (object *op, object *tmp) 1667apply_skillscroll (object *op, object *tmp)
1699{ 1668{
1700 switch ((int) learn_skill (op, tmp)) { 1669 switch (learn_skill (op, tmp))
1701 case 0: 1670 {
1702 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1671 case 0:
1703 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1672 op->play_sound (sound_find ("generic_fail"));
1704 return; 1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1674 break;
1705 1675
1706 case 1: 1676 case 1:
1707 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1677 tmp->decrease ();
1708 tmp->skill); 1678 op->play_sound (sound_find ("skill_learn"));
1709 new_draw_info_format(NDI_UNIQUE, 0, op, 1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1710 "Type 'bind ready_skill %s",tmp->skill); 1680 break;
1711 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1712 decrease_ob(tmp);
1713 return;
1714 1681
1715 default: 1682 default:
1716 new_draw_info_format(NDI_UNIQUE,0,op, 1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1717 "You fail to learn the knowledge of the %s.\n",query_name(tmp)); 1685 op->failmsg (format ("You fail to learn the knowledge of the %s.\n", query_name (tmp)));
1718 decrease_ob(tmp); 1686 break;
1719 return;
1720 } 1687 }
1721} 1688}
1722 1689
1723/** 1690/**
1724 * Actually makes op learn spell. 1691 * Actually makes op learn spell.
1725 * Informs player of what happens. 1692 * Informs player of what happens.
1726 */ 1693 */
1694void
1727void do_learn_spell (object *op, object *spell, int special_prayer) 1695do_learn_spell (object *op, object *spell, int special_prayer)
1728{ 1696{
1729 object *tmp; 1697 object *tmp;
1730 1698
1731 if (op->type != PLAYER) { 1699 if (op->type != PLAYER)
1700 {
1732 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1701 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1733 return; 1702 return;
1734 } 1703 }
1735 1704
1736 /* Upgrade special prayers to normal prayers */ 1705 /* Upgrade special prayers to normal prayers */
1737 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1706 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1707 {
1738 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1708 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1709 {
1739 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n"); 1710 LOG (llevError, "BUG: do_learn_spell(): spell already known, but not marked as startequip\n");
1740 return; 1711 return;
1741 } 1712 }
1742 return; 1713 return;
1743 } 1714 }
1744 1715
1745 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1716 op->contr->play_sound (sound_find ("learn_spell"));
1746 tmp = get_object(); 1717
1747 copy_object(spell, tmp); 1718 tmp = spell->clone ();
1748 insert_ob_in_ob(tmp, op); 1719 insert_ob_in_ob (tmp, op);
1749 1720
1750 if (special_prayer) { 1721 if (special_prayer)
1751 SET_FLAG(tmp, FLAG_STARTEQUIP); 1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1752 }
1753 1723
1754 new_draw_info_format (NDI_UNIQUE, 0, op,
1755 "Type 'bind cast %s", spell->name);
1756 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1757 esrv_add_spells(op->contr, tmp); 1724 esrv_add_spells (op->contr, tmp);
1758} 1725}
1759 1726
1760/** 1727/**
1761 * Erases spell from player's inventory. 1728 * Erases spell from player's inventory.
1762 */ 1729 */
1730void
1763void do_forget_spell (object *op, const char *spell) 1731do_forget_spell (object *op, const char *spell)
1764{ 1732{
1765 object *spob; 1733 object *spob;
1766 1734
1767 if (op->type != PLAYER) { 1735 if (op->type != PLAYER)
1736 {
1768 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1737 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1769 return; 1738 return;
1770 } 1739 }
1771 if ( (spob=check_spell_known (op, spell)) == NULL) { 1740 if ((spob = check_spell_known (op, spell)) == NULL)
1741 {
1772 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1773 return; 1743 return;
1774 }
1775 1744 }
1776 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1745
1777 "You lose knowledge of %s.", spell); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1778 player_unready_range_ob(op->contr, spob); 1747 player_unready_range_ob (op->contr, spob);
1779 esrv_remove_spell(op->contr, spob); 1748 esrv_remove_spell (op->contr, spob);
1780 remove_ob(spob); 1749 spob->destroy ();
1781 free_object(spob);
1782} 1750}
1783 1751
1784/** 1752/**
1785 * Handles player applying a spellbook. 1753 * Handles player applying a spellbook.
1786 * Checks whether player has knowledge of required skill, doesn't already know the spell, 1754 * Checks whether player has knowledge of required skill, doesn't already know the spell,
1787 * stuff like that. Random learning failure too. 1755 * stuff like that. Random learning failure too.
1788 */ 1756 */
1757static void
1789static void apply_spellbook (object *op, object *tmp) 1758apply_spellbook (object *op, object *tmp)
1790{ 1759{
1791 object *skop, *spell, *spell_skill; 1760 object *skop, *spell, *spell_skill;
1792 1761
1793 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1794 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1795 return;
1796 } 1763 {
1764 op->failmsg ("You are unable to read while blind.");
1765 return;
1766 }
1797 1767
1798 /* artifact_spellbooks have 'slaying' field point to a spell name, 1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1799 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1800 * legacy spellbooks 1770 * legacy spellbooks
1801 */ 1771 */
1802 1772 if (tmp->slaying)
1803 if(tmp->slaying != NULL) { 1773 {
1804 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1805 if (!spell) { 1775
1806 new_draw_info_format(NDI_UNIQUE, 0, op, 1776 if (!spell)
1777 {
1807 "The book's formula for %s is incomplete", tmp->slaying); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1808 return; 1779 return;
1809 } 1780 }
1810 else 1781 else
1811 insert_ob_in_ob(spell, tmp); 1782 insert_ob_in_ob (spell, tmp);
1812 free_string(tmp->slaying); 1783
1813 tmp->slaying=NULL; 1784 tmp->slaying = 0;
1814 } 1785 }
1815 1786
1816 skop = find_skill_by_name(op, tmp->skill); 1787 skop = find_skill_by_name (op, tmp->skill);
1817 1788
1818 /* need a literacy skill to learn spells. Also, having a literacy level 1789 /* need a literacy skill to learn spells. Also, having a literacy level
1819 * lower than the spell will make learning the spell more difficult */ 1790 * lower than the spell will make learning the spell more difficult */
1820 if ( !skop) { 1791 if (!skop)
1821 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
1822 return;
1823 } 1792 {
1793 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1794 return;
1795 }
1824 1796
1825 spell = tmp->inv; 1797 spell = tmp->inv;
1798
1826 if (!spell) { 1799 if (!spell)
1800 {
1827 LOG(llevError,"apply_spellbook: Book %s has no spell in it!\n", tmp->name); 1801 LOG (llevError, "apply_spellbook: Book %s has no spell in it!\n", &tmp->name);
1828 new_draw_info(NDI_UNIQUE, 0,op,"The spellbook symbols make no sense."); 1802 op->failmsg ("The spellbook symbols make no sense. This is a bug, please report!");
1829 return; 1803 return;
1830 }
1831 if (spell->level > (skop->level+10)) {
1832 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
1833 return;
1834 } 1804 }
1835 1805
1836 new_draw_info_format(NDI_UNIQUE, 0, op, 1806 int learn_level = sqrtf (spell->level) * 1.5f;
1837 "The spellbook contains the %s level spell %s.", 1807 if (skop->level < learn_level)
1838 get_levelnumber(spell->level), spell->name); 1808 {
1809 op->failmsg (format ("You are unable to decipher the strange symbols. H<Your %s level is too low, it must be at least %d.>",
1810 &tmp->skill, learn_level));
1811 return;
1812 }
1839 1813
1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1815
1840 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1841 identify(tmp); 1817 identify (tmp);
1842 if (tmp->env)
1843 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
1844 else
1845 op->contr->socket.update_look=1;
1846 }
1847 1818
1848 /* I removed the check for special_prayer_mark here - it didn't make 1819 /* I removed the check for special_prayer_mark here - it didn't make
1849 * a lot of sense - special prayers are not found in spellbooks, and 1820 * a lot of sense - special prayers are not found in spellbooks, and
1850 * if the player doesn't know the spell, doesn't make a lot of sense that 1821 * if the player doesn't know the spell, doesn't make a lot of sense that
1851 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
1852 */ 1823 */
1853 if (check_spell_known (op, spell->name)) { 1824 if (check_spell_known (op, spell->name))
1854 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
1855 return;
1856 } 1825 {
1826 op->statusmsg ("You already know that spell. H<It makes no sense to learn spells twice, and would only waste the spellbook.>\n");
1827 return;
1828 }
1857 1829
1858 if (spell->skill) { 1830 if (spell->skill)
1831 {
1859 spell_skill = find_skill_by_name(op, spell->skill); 1832 spell_skill = find_skill_by_name (op, spell->skill);
1833
1860 if (!spell_skill) { 1834 if (!spell_skill)
1861 new_draw_info_format(NDI_UNIQUE, 0, op, 1835 {
1862 "You lack the skill %s to use this spell", 1836 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
1863 spell->skill);
1864 return; 1837 return;
1865 } 1838 }
1839
1866 if (spell_skill->level < spell->level) { 1840 if (spell_skill->level < spell->level)
1867 new_draw_info_format(NDI_UNIQUE, 0, op, 1841 {
1868 "You need to be level %d in %s to learn this spell.", 1842 op->failmsg (format ("You need to be level %d in %s to learn this spell.", spell->level, &spell->skill));
1869 spell->level, spell->skill);
1870 return; 1843 return;
1871 } 1844 }
1872 } 1845 }
1873 1846
1874 /* Logic as follows 1847 /* Logic as follows
1875 * 1848 *
1876 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1849 * 1- MU spells use Int to learn, Cleric spells use Wisdom
1877 * 1850 *
1878 * 2- The learner's skill level in literacy adjusts the chance to learn 1851 * 2- The learner's skill level in literacy adjusts the chance to learn
1879 * a spell. 1852 * a spell.
1880 * 1853 *
1881 * 3 -Automatically fail to learn if you read while confused 1854 * 3 -Automatically fail to learn if you read while confused
1882 * 1855 *
1883 * Overall, chances are the same but a player will find having a high 1856 * Overall, chances are the same but a player will find having a high
1884 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
1885 */ 1858 */
1886 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
1887 new_draw_info(NDI_UNIQUE,0,op,"In your confused state you flub the wording of the text!"); 1860 {
1861 op->failmsg ("In your confused state you flub the wording of the text!");
1888 scroll_failure(op, 0 - random_roll(0, spell->level, op, PREFER_LOW), MAX(spell->stats.sp, spell->stats.grace)); 1862 scroll_failure (op, 0 - random_roll (0, spell->level, op, PREFER_LOW), max (spell->stats.sp, spell->stats.grace));
1863 }
1889 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
1890 (random_roll(0, 100, op, PREFER_LOW)-(5*skop->level)) < 1865 (random_roll (0, 100, op, PREFER_LOW) - (5 * skop->level)) < learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int])
1891 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1866 {
1892 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
1893 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
1894 do_learn_spell (op, spell, 0); 1868 do_learn_spell (op, spell, 0);
1895 1869
1896 /* xp gain to literacy for spell learning */ 1870 /* xp gain to literacy for spell learning */
1897 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1898 change_exp(op,calc_skill_exp(op,tmp,skop), skop->skill, 0); 1872 change_exp (op, calc_skill_exp (op, tmp, skop), skop->skill, 0);
1899 } else { 1873 }
1900 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1874 else
1901 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
1902 } 1875 {
1903 decrease_ob(tmp); 1876 op->contr->play_sound (sound_find ("fumble_spell"));
1877 op->failmsg ("You fail to learn the spell. H<Wis (priests) or Int (wizards) governs the chance of learning a prayer or spell.>\n");
1878 }
1879
1880 tmp->decrease ();
1904} 1881}
1905 1882
1906/** 1883/**
1907 * Handles applying a spell scroll. 1884 * Handles applying a spell scroll.
1908 */ 1885 */
1886void
1909void apply_scroll (object *op, object *tmp, int dir) 1887apply_scroll (object *op, object *tmp, int dir)
1910{ 1888{
1911 object *skop; 1889 object *skop;
1912 1890
1913 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1914 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
1915 return;
1916 } 1892 {
1893 op->failmsg ("You are unable to read while blind.");
1894 return;
1895 }
1917 1896
1918 if (!tmp->inv || tmp->inv->type != SPELL) { 1897 if (!tmp->inv || tmp->inv->type != SPELL)
1919 new_draw_info (NDI_UNIQUE, 0, op, 1898 {
1920 "The scroll just doesn't make sense!"); 1899 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
1921 return; 1900 return;
1922 } 1901 }
1923 1902
1924 if(op->type==PLAYER) { 1903 if (op->type == PLAYER)
1904 {
1925 /* players need a literacy skill to read stuff! */ 1905 /* players need a literacy skill to read stuff! */
1926 int exp_gain=0; 1906 int exp_gain = 0;
1927 1907
1928 /* hard code literacy - tmp->skill points to where the exp 1908 /* hard code literacy - tmp->skill points to where the exp
1929 * should go for anything killed by the spell. 1909 * should go for anything killed by the spell.
1930 */ 1910 */
1931 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
1932 1912
1933 if ( ! skop) { 1913 if (!skop)
1934 new_draw_info(NDI_UNIQUE, 0,op, 1914 {
1935 "You are unable to decipher the strange symbols."); 1915 op->failmsg (format ("You are unable to decipher the strange symbols. H<You lack the %s skill.>", &skill_names[SK_LITERACY]));
1936 return; 1916 return;
1937 } 1917 }
1938 1918
1939 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
1940 change_exp(op,exp_gain, skop->skill, 0); 1920 change_exp (op, exp_gain, skop->skill, 0);
1941 } 1921 }
1942 1922
1943 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1944 identify(tmp); 1924 identify (tmp);
1945 1925
1946 new_draw_info_format(NDI_BLACK, 0, op,
1947 "The scroll of %s turns to dust.", tmp->inv->name); 1926 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
1948 1927
1949
1950 cast_spell(op,tmp,dir,tmp->inv, NULL); 1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
1951 decrease_ob(tmp); 1929 tmp->decrease ();
1952} 1930}
1953 1931
1954/** 1932/**
1955 * Applies a treasure object - by default, chest. op 1933 * Applies a treasure object - by default, chest. op
1956 * is the person doing the applying, tmp is the treasure 1934 * is the person doing the applying, tmp is the treasure
1957 * chest. 1935 * chest.
1958 */ 1936 */
1937static void
1959static void apply_treasure (object *op, object *tmp) 1938apply_treasure (object *op, object *tmp)
1960{ 1939{
1961 object *treas;
1962 tag_t tmp_tag = tmp->count, op_tag = op->count;
1963
1964
1965 /* Nice side effect of new treasure creation method is that the treasure 1940 /* Nice side effect of this treasure creation method is that the treasure
1966 * for the chest is done when the chest is created, and put into the chest 1941 * for the chest is done when the chest is created, and put into the chest
1967 * inventory. So that when the chest burns up, the items still exist. Also 1942 * inventory. So that when the chest burns up, the items still exist. Also
1968 * prevents people fromt moving chests to more difficult maps to get better 1943 * prevents people from moving chests to more difficult maps to get better
1969 * treasure 1944 * treasure
1970 */ 1945 */
1946 object *treas = tmp->inv;
1971 1947
1948 if (!treas)
1949 {
1950 op->statusmsg ("The chest was empty.");
1951 tmp->decrease ();
1952 return;
1953 }
1954
1955 while (tmp->inv)
1956 {
1972 treas = tmp->inv; 1957 treas = tmp->inv;
1973 if(treas==NULL) { 1958 treas->remove ();
1974 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
1975 decrease_ob(tmp);
1976 return;
1977 }
1978 while (tmp->inv) {
1979 treas = tmp->inv;
1980 1959
1981 remove_ob(treas);
1982 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
1983 query_name(treas));
1984
1985 treas->x=op->x; 1960 treas->x = op->x;
1986 treas->y=op->y; 1961 treas->y = op->y;
1987 treas = insert_ob_in_map (treas, op->map, op,INS_BELOW_ORIGINATOR); 1962 treas = insert_ob_in_map (treas, op->map, op, INS_BELOW_ORIGINATOR);
1988 1963
1989 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level 1964 if (treas && (treas->type == RUNE || treas->type == TRAP) && treas->level && QUERY_FLAG (op, FLAG_ALIVE))
1990 && QUERY_FLAG (op, FLAG_ALIVE))
1991 spring_trap (treas, op); 1965 spring_trap (treas, op);
1966
1992 /* If either player or container was destroyed, no need to do 1967 /* If either player or container was destroyed, no need to do
1993 * further processing. I think this should be enclused with 1968 * further processing. I think this should be enclused with
1994 * spring trap above, as I don't think there is otherwise 1969 * spring trap above, as I don't think there is otherwise
1995 * any way for the treasure chest or player to get killed 1970 * any way for the treasure chest or player to get killed.
1996 */
1997 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
1998 break;
1999 }
2000
2001 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2002 decrease_ob (tmp);
2003
2004}
2005
2006/**
2007 * op eats food.
2008 * If player, takes care of messages and dragon special food.
2009 */
2010static void apply_food (object *op, object *tmp)
2011{
2012 int capacity_remaining;
2013
2014 if(op->type!=PLAYER)
2015 op->stats.hp=op->stats.maxhp;
2016 else {
2017 /* check if this is a dragon (player), eating some flesh */
2018 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2019 ;
2020 else {
2021 /* usual case - no dragon meal: */
2022 if(op->stats.food+tmp->stats.food>999) {
2023 if(tmp->type==FOOD || tmp->type==FLESH)
2024 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2025 else
2026 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2027 }
2028 1971 */
2029 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1972 if (op->destroyed () || tmp->destroyed ())
2030 char buf[MAX_BUF]; 1973 break;
2031
2032 if (!is_dragon_pl(op)) {
2033 /* eating message for normal players*/
2034 if(tmp->type==DRINK)
2035 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2036 else
2037 sprintf(buf,"The %s tasted %s",tmp->name,
2038 tmp->type==FLESH?"terrible!":"good.");
2039 }
2040 else {
2041 /* eating message for dragon players*/
2042 sprintf(buf,"The %s tasted terrible!",tmp->name);
2043 }
2044
2045 new_draw_info(NDI_UNIQUE, 0,op,buf);
2046 capacity_remaining = 999 - op->stats.food;
2047 op->stats.food+=tmp->stats.food;
2048 if(capacity_remaining < tmp->stats.food)
2049 op->stats.hp += capacity_remaining / 50;
2050 else
2051 op->stats.hp+=tmp->stats.food/50;
2052 if(op->stats.hp>op->stats.maxhp)
2053 op->stats.hp=op->stats.maxhp;
2054 if (op->stats.food > 999)
2055 op->stats.food = 999;
2056 }
2057
2058 /* special food hack -b.t. */
2059 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2060 eat_special_food(op,tmp);
2061 } 1974 }
2062 } 1975
2063 handle_apply_yield(tmp); 1976 if (!tmp->destroyed () && !tmp->inv)
2064 decrease_ob(tmp); 1977 tmp->decrease (true);
2065} 1978}
2066 1979
2067/** 1980/**
2068 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2069 * there is a chance for the dragon's skin to get improved. 1982 * there is a chance for the dragon's skin to get improved.
2072 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2073 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2074 * return: 1987 * return:
2075 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2076 */ 1989 */
1990static int
2077int dragon_eat_flesh(object *op, object *meal) { 1991dragon_eat_flesh (object *op, object *meal)
1992{
2078 object *skin = NULL; /* pointer to dragon skin force*/ 1993 object *skin = NULL; /* pointer to dragon skin force */
2079 object *abil = NULL; /* pointer to dragon ability force*/ 1994 object *abil = NULL; /* pointer to dragon ability force */
2080 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2081 1996
2082 char buf[MAX_BUF]; /* tmp. string buffer */
2083 double chance; /* improvement-chance of one resistance type */ 1997 double chance; /* improvement-chance of one resistance type */
2084 double totalchance=1; /* total chance of gaining one resistance */ 1998 double totalchance = 1; /* total chance of gaining one resistance */
2085 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2086 double mbonus=0; /* monster bonus */ 2000 double mbonus = 0; /* monster bonus */
2087 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2088 int winners=0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2089 int i; /* index */ 2003 int i; /* index */
2090 2004
2091 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2092 if (meal->type!=FLESH || !is_dragon_pl(op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2093 return 0; 2007 return 0;
2094 2008
2095 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2096 from the player's inventory */ 2010 from the player's inventory */
2097 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2098 if (tmp->type == FORCE) { 2012 if (tmp->type == FORCE)
2099 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2100 skin = tmp; 2014 skin = tmp;
2101 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2102 abil = tmp; 2016 abil = tmp;
2103 } 2017
2104 }
2105
2106 /* if either skin or ability are missing, this is an old player 2018 /* if either skin or ability are missing, this is an old player
2107 which is not to be considered a dragon -> bail out */ 2019 which is not to be considered a dragon -> bail out */
2108 if (skin == NULL || abil == NULL) return 0; 2020 if (skin == NULL || abil == NULL)
2109 2021 return 0;
2022
2110 /* now start by filling stomache and health, according to food-value */ 2023 /* now start by filling stomache and health, according to food-value */
2111 if((999 - op->stats.food) < meal->stats.food) 2024 if ((999 - op->stats.food) < meal->stats.food)
2112 op->stats.hp += (999 - op->stats.food) / 50; 2025 op->stats.hp += (999 - op->stats.food) / 50;
2113 else 2026 else
2114 op->stats.hp += meal->stats.food/50; 2027 op->stats.hp += meal->stats.food / 50;
2028
2115 if(op->stats.hp>op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2116 op->stats.hp=op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2117 2031
2118 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2119 2033
2120 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2121 2035
2122 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2123 for (i=0; i<NROFATTACKS; i++) { 2037 for (i = 0; i < NROFATTACKS; i++)
2038 {
2124 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2039 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2040 {
2125 /* got positive resistance, now calculate improvement chance (0-100) */ 2041 /* got positive resistance, now calculate improvement chance (0-100) */
2126 2042
2127 /* this bonus makes resistance increase easier at lower levels */ 2043 /* this bonus makes resistance increase easier at lower levels */
2128 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2044 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2129 if (i == abil->stats.exp) 2045 if (i == abil->stats.exp)
2130 bonus += 5; /* additional bonus for resistance of ability-focus */ 2046 bonus += 5; /* additional bonus for resistance of ability-focus */
2131 2047
2132 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2133 flesh is too rare */ 2049 flesh is too rare */
2134 mbonus = op->level * 20. / ((double)settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2135 2051
2136 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2137 ((double)settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2138 2054
2139 if (chance >= 0.) 2055 if (chance >= 0.)
2140 chance += 1.; 2056 chance += 1.;
2141 else 2057 else
2142 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2143 2059
2144 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2145 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2146 2062
2147 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2148 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2149 chance = MIN(100., chance*2.); 2065 chance = min (100., chance * 2.);
2150 2066
2151 /* now make the throw and save all winners (Don't insert luck bonus here!) */ 2067 /* now make the throw and save all winners (Don't insert luck bonus here!) */
2152 if (RANDOM()%10000 < (int)(chance*100)) { 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2069 {
2153 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2154 winners++; 2071 winners++;
2155 } 2072 }
2156 2073
2157 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2074 if (chance >= 0.01)
2158 2075 totalchance *= 1 - chance / 100;
2076
2159 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance);*/ 2077 /*LOG(llevDebug, " %s: bonus %.1f, chance %.1f\n", attacks[i], bonus, chance); */
2160 } 2078 }
2161 } 2079 }
2162 2080
2163 /* inverse totalchance as until now we have the failure-chance */ 2081 /* inverse totalchance as until now we have the failure-chance */
2164 totalchance = 100 - totalchance*100; 2082 totalchance = 100 - totalchance * 100;
2083
2165 /* print message according to totalchance */ 2084 /* print message according to totalchance */
2085 const char *buf;
2166 if (totalchance > 50.) 2086 if (totalchance > 50.)
2167 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2168 else if (totalchance > 10.) 2088 else if (totalchance > 10.)
2169 sprintf(buf, "The %s tasted very good.", meal->name); 2089 buf = format ("The %s tasted very good.", &meal->name);
2170 else if (totalchance > 1.) 2090 else if (totalchance > 1.)
2171 sprintf(buf, "The %s tasted good.", meal->name); 2091 buf = format ("The %s tasted good.", &meal->name);
2172 else if (totalchance > 0.1) 2092 else if (totalchance > 0.1)
2173 sprintf(buf, "The %s tasted bland.", meal->name); 2093 buf = format ("The %s tasted bland.", &meal->name);
2174 else if (totalchance >= 0.01) 2094 else if (totalchance >= 0.01)
2175 sprintf(buf, "The %s had a boring taste.", meal->name); 2095 buf = format ("The %s had a boring taste.", &meal->name);
2176 else if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat)) 2096 else if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat))
2177 sprintf(buf, "The %s tasted strange.", meal->name); 2097 buf = format ("The %s tasted strange.", &meal->name);
2178 else 2098 else
2179 sprintf(buf, "The %s had no taste.", meal->name); 2099 buf = format ("The %s had no taste.", &meal->name);
2180 new_draw_info(NDI_UNIQUE, 0, op, buf); 2100
2181 2101 op->statusmsg (buf);
2102
2182 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2183 i = -1; 2104 i = -1;
2184 if (winners>0) 2105 if (winners > 0)
2185 i = atnr_winner[RANDOM()%winners]; 2106 i = atnr_winner [rndm (winners)];
2186 2107
2187 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2109 {
2188 /* resistance increased! */ 2110 /* resistance increased! */
2189 skin->resist[i]++; 2111 skin->resist[i]++;
2190 fix_player(op); 2112 op->update_stats ();
2113
2114 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2191 2115 }
2192 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2116
2193 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2194 }
2195
2196 /* if this flesh contains a new ability focus, we mark it 2117 /* if this flesh contains a new ability focus, we mark it
2197 into the ability_force and it will take effect on next level */ 2118 into the ability_force and it will take effect on next level */
2198 if (meal->last_eat > 0 && atnr_is_dragon_enabled(meal->last_eat) 2119 if (meal->last_eat > 0 && atnr_is_dragon_enabled (meal->last_eat) && meal->last_eat != abil->last_eat)
2199 && meal->last_eat != abil->last_eat) { 2120 {
2200 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */ 2121 abil->last_eat = meal->last_eat; /* write: last_eat <new attnr focus> */
2201 2122
2202 if (meal->last_eat != abil->stats.exp) { 2123 if (meal->last_eat != abil->stats.exp)
2124 op->statusmsg (format (
2203 sprintf(buf, "Your metabolism prepares to focus on %s!", 2125 "Your metabolism prepares to focus on %s!\n"
2126 "The change will happen at level %d.",
2204 change_resist_msg[meal->last_eat]); 2127 change_resist_msg[meal->last_eat],
2205 new_draw_info(NDI_UNIQUE, 0, op, buf); 2128 abil->level + 1
2206 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2129 ));
2207 new_draw_info(NDI_UNIQUE, 0, op, buf);
2208 }
2209 else { 2130 else
2210 sprintf(buf, "Your metabolism will continue to focus on %s.", 2131 {
2211 change_resist_msg[meal->last_eat]); 2132 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2212 new_draw_info(NDI_UNIQUE, 0, op, buf);
2213 abil->last_eat = 0; 2133 abil->last_eat = 0;
2214 } 2134 }
2215 } 2135 }
2136
2216 return 1; 2137 return 1;
2217} 2138}
2218 2139
2219static void apply_savebed (object *pl) 2140/**
2141 * op eats food.
2142 * If player, takes care of messages and dragon special food.
2143 */
2144static void
2145apply_food (object *op, object *tmp)
2220{ 2146{
2221#ifndef COZY_SERVER 2147 int capacity_remaining;
2222 if(!pl->contr->name_changed||!pl->stats.exp) { 2148
2223 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2149 if (op->type != PLAYER)
2224 return; 2150 op->stats.hp = op->stats.maxhp;
2225 } 2151 else
2226#endif
2227 /* Need to call terminate_all_pets() before we remove the player ob */
2228 terminate_all_pets(pl);
2229 remove_ob(pl);
2230 pl->direction=0;
2231 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2232 "%s leaves the game.",pl->name);
2233 2152 {
2234 /* update respawn position */ 2153 /* check if this is a dragon (player), eating some flesh */
2235 strcpy(pl->contr->savebed_map, pl->map->path); 2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2236 pl->contr->bed_x = pl->x; 2155 ;
2237 pl->contr->bed_y = pl->y; 2156 else
2157 {
2158 /* usual case - no dragon meal: */
2159 if (op->stats.food + tmp->stats.food > 999)
2160 {
2161 if (tmp->type == FOOD || tmp->type == FLESH)
2162 op->failmsg ("You feel full, but what a waste of food!");
2163 else
2164 op->statusmsg ("Most of the drink goes down your face not your throat!");
2165 }
2166
2167 tmp->play_sound (
2168 tmp->sound
2169 ? tmp->sound
2170 : tmp->type == DRINK
2171 ? sound_find ("eat_drink")
2172 : sound_find ("eat_food")
2173 );
2174
2175 if (!QUERY_FLAG (tmp, FLAG_CURSED))
2176 {
2177 const char *buf;
2178
2179 if (!op->is_dragon ())
2180 {
2181 /* eating message for normal players */
2182 if (tmp->type == DRINK)
2183 buf = format ("Ahhh...that %s tasted good.", &tmp->name);
2184 else
2185 buf = format ("The %s tasted %s", &tmp->name, tmp->type == FLESH ? "terrible!" : "good.");
2186 }
2187 else
2188 /* eating message for dragon players */
2189 buf = format ("The %s tasted terrible!", &tmp->name);
2190
2191 op->statusmsg (buf);
2192
2193 capacity_remaining = 999 - op->stats.food;
2194 op->stats.food += tmp->stats.food;
2195 if (capacity_remaining < tmp->stats.food)
2196 op->stats.hp += capacity_remaining / 50;
2197 else
2198 op->stats.hp += tmp->stats.food / 50;
2199
2200 if (op->stats.hp > op->stats.maxhp)
2201 op->stats.hp = op->stats.maxhp;
2202 if (op->stats.food > 999)
2203 op->stats.food = 999;
2204 }
2205
2206 /* special food hack -b.t. */
2207 if (tmp->title || QUERY_FLAG (tmp, FLAG_CURSED))
2208 eat_special_food (op, tmp);
2209 }
2238 2210 }
2239 strcpy(pl->contr->killer,"left"); 2211
2240 check_score(pl); /* Always check score */ 2212 handle_apply_yield (tmp);
2241 (void)save_player(pl,0); 2213 tmp->decrease ();
2242 pl->map->players--;
2243#if MAP_MAXTIMEOUT
2244 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2245#endif
2246 play_again(pl);
2247 pl->speed = 0;
2248 update_ob_speed(pl);
2249} 2214}
2250 2215
2251/** 2216/**
2252 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2253 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2254 */ 2219 */
2220static void
2255static void apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2256{ 2222{
2257 object *armor; 2223 object *armor;
2258 2224
2259 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) { 2225 if (!QUERY_FLAG (op, FLAG_WIZCAST) && (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_NO_MAGIC))
2260 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll."); 2226 {
2227 op->failmsg ("Something blocks the magic of the scroll. H<This area prevents magic effects.>");
2228 return;
2229 }
2230
2231 armor = find_marked_object (op);
2232
2233 if (!armor)
2234 {
2235 op->failmsg ("You need to mark an armor object. Use the right mouse button popup or the mark command to do this.");
2236 return;
2237 }
2238
2239 if (armor->type != ARMOUR
2240 && armor->type != CLOAK
2241 && armor->type != BOOTS && armor->type != GLOVES && armor->type != BRACERS && armor->type != SHIELD && armor->type != HELMET)
2242 {
2243 op->failmsg ("Your marked item is not armour!\n");
2244 return;
2245 }
2246
2247 op->statusmsg ("Applying armour enchantment.");
2248 improve_armour (op, tmp, armor);
2249}
2250
2251void
2252apply_poison (object *op, object *tmp)
2253{
2254 // need to do it now when it is still on the map
2255 handle_apply_yield (tmp);
2256
2257 object *poison = tmp->split (1);
2258
2259 if (op->type == PLAYER)
2260 {
2261 op->contr->play_sound (sound_find ("drink_poison"));
2262 op->failmsg ("Yech! That tasted poisonous!");
2263 op->contr->killer = poison;
2264 }
2265
2266 if (poison->stats.hp > 0)
2267 {
2268 LOG (llevDebug, "Trying to poison player/monster for %d hp\n", poison->stats.hp);
2269 hit_player (op, poison->stats.hp, tmp, AT_POISON, 1);
2270 }
2271
2272 op->stats.food -= op->stats.food / 4;
2273 poison->destroy ();
2274}
2275
2276/**
2277 * This function will try to apply a lighter and in case no lighter
2278 * is specified it will try to find a lighter in the players inventory,
2279 * and inform him about this requirement.
2280 *
2281 * who - the player
2282 * op - the item we want to light
2283 * lighter - the lighter or 0 if a lighter has yet to be found
2284 */
2285static object *
2286auto_apply_lighter (object *who, object *op, object *lighter)
2287{
2288 if (lighter == 0)
2289 {
2290 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2291 {
2292 if (tmp->type == LIGHTER)
2293 {
2294 lighter = tmp;
2295 break;
2296 }
2297 }
2298
2299 if (!lighter)
2300 {
2301 who->failmsg (format (
2302 "You can't light up the %s with your bare hands! "
2303 "H<You need a lighter in your inventory, for example a flint and steel.>",
2304 &op->name));
2305 return 0;
2306 }
2307 }
2308
2309 // last_eat == 0 means the lighter is not being used up!
2310 if (lighter->last_eat && lighter->stats.food)
2311 {
2312 /* lighter gets used up */
2313 lighter = lighter->split ();
2314 lighter->stats.food--;
2315 who->insert (lighter);
2316 }
2317 else if (lighter->last_eat)
2318 {
2319 /* no charges left in lighter */
2320 who->failmsg (format (
2321 "You attempt to light the %s with a used up %s.",
2322 &op->name, &lighter->name));
2323 return 0;
2324 }
2325
2326 return lighter;
2327}
2328
2329/**
2330 * Designed primarily to light torches/lanterns/etc.
2331 * Also burns up burnable material too. First object in the inventory is
2332 * the selected object to "burn". -b.t.
2333 */
2334static void
2335apply_lighter (object *who, object *lighter)
2336{
2337 object *item;
2338 int is_player_env = 0;
2339
2340 item = find_marked_object (who);
2341 if (item)
2342 {
2343 if (!auto_apply_lighter (who, item, lighter))
2261 return; 2344 return;
2345
2346 /* Perhaps we should split what we are trying to light on fire?
2347 * I can't see many times when you would want to light multiple
2348 * objects at once.
2349 */
2350
2351 save_throw_object (item, AT_FIRE, who);
2352
2353 if (item->destroyed ()
2354 || ((item->type == LAMP || item->type == TORCH)
2355 && item->glow_radius > 0))
2356 who->statusmsg (format (
2357 "You light the %s with the %s.",
2358 &item->name, &lighter->name));
2359 else
2360 who->failmsg (format (
2361 "You attempt to light the %s with the %s and fail.",
2362 &item->name, &lighter->name));
2363 }
2364 else
2365 who->failmsg ("You need to mark a lightable object.");
2366}
2367
2368/**
2369 * This function generates a cursed effect for cursed lamps and torches.
2370 */
2371static void
2372player_apply_lamp_cursed_effect (object *who, object *op)
2373{
2374 if (op->level)
2262 } 2375 {
2376 who->failmsg (format (
2377 "The %s was cursed, it explodes in a big fireball!",
2378 &op->name));
2379 create_exploding_ball_at (who, op->level);
2380 }
2381 else
2382 {
2383 who->failmsg (format (
2384 "The %s was cursed, it crumbles to dust, at least it didn't explode.!",
2385 &op->name));
2386 }
2387
2388 op->destroy ();
2389}
2390
2391/**
2392 * Apply for players and lamps
2393 *
2394 * who - the player
2395 * op - the lamp
2396 */
2397static void
2398player_apply_lamp (object *who, object *op)
2399{
2400 bool switch_on = op->glow_radius ? false : true;
2401
2402 if (switch_on)
2403 {
2404 object *lighter = 0;
2405
2406 if (op->flag [FLAG_IS_LIGHTABLE]
2407 && !(lighter = auto_apply_lighter (who, op, 0)))
2408 return;
2409
2410 if (op->stats.food < 1)
2411 {
2412 if (op->type == LAMP)
2413 who->failmsg (format (
2414 "The %s is out of fuel! "
2415 "H<Lamps and similar items need fuel. They cannot be refilled.>",
2416 &op->name));
2417 else
2418 who->failmsg (format (
2419 "The %s is burnt out! "
2420 "H<Torches and similar items burn out and become worthless.>",
2421 &op->name));
2422 return;
2423 }
2424
2425 if (op->flag [FLAG_CURSED])
2426 {
2427 player_apply_lamp_cursed_effect (who, op);
2428 return;
2429 }
2430
2431 if (lighter)
2432 who->statusmsg (format (
2433 "You light up the %s with the %s.", &op->name, &lighter->name));
2434 else
2435 who->statusmsg (format ("You light up the %s.", &op->name));
2436 }
2437 else
2438 {
2439 if (op->flag [FLAG_CURSED])
2440 {
2441 player_apply_lamp_cursed_effect (who, op);
2442 return;
2443 }
2444
2445 if (op->type == TORCH)
2446 {
2447 if (!op->flag [FLAG_IS_LIGHTABLE])
2448 {
2449 who->statusmsg (format (
2450 "You put out the %s. "
2451 "H<The %s can't be used anymore, as it can't be lighted up again.>",
2452 &op->name, &op->name));
2453 }
2454 else
2455 who->statusmsg (format (
2456 "You put out the %s."
2457 "H<Torches wear out if you put them out.>",
2458 &op->name));
2459 }
2460 else
2461 who->statusmsg (format ("You turn off the %s.", &op->name));
2462 }
2463
2464 apply_lamp (op, switch_on);
2465}
2466
2467void get_animation_from_arch (object *op, arch_ptr a)
2468{
2469 op->animation_id = a->animation_id;
2470 op->flag [FLAG_IS_TURNABLE] = a->flag [FLAG_IS_TURNABLE];
2471 op->flag [FLAG_ANIMATE] = a->flag [FLAG_ANIMATE];
2472 op->anim_speed = a->anim_speed;
2473 op->last_anim = 0;
2474 op->state = 0;
2475 op->face = a->face;
2476
2477 if (NUM_ANIMATIONS(op) > 1)
2478 {
2479 SET_ANIMATION(op, 0);
2480 animate_object (op, op->direction);
2481 }
2482 else
2483 update_object (op, UP_OBJ_FACE);
2484}
2485
2486/**
2487 * Apply for LAMPs and TORCHes.
2488 *
2489 * op - the lamp
2490 * switch_on - a flag which says whether the lamp should be switched on or off
2491 */
2492void apply_lamp (object *op, bool switch_on)
2493{
2494 op->set_glow_radius (switch_on ? op->range : 0);
2495 op->set_speed (switch_on ? op->arch->speed : 0);
2496
2497 // torches wear out if you put them out
2498 if (op->type == TORCH && !switch_on)
2499 {
2500 if (op->flag [FLAG_IS_LIGHTABLE])
2501 {
2502 op->stats.food -= (double) op->arch->stats.food / 15;
2503 if (op->stats.food < 0)
2504 op->stats.food = 0;
2505 }
2506 else
2507 op->stats.food = 0;
2508 }
2509
2510 // lamps and torched get worthless when used up
2511 if (op->stats.food <= 0)
2512 op->value = 0;
2513
2514 // FIXME: This is a hack to make the more sane torches and lamps
2515 // still animated ;-/
2516 if (op->other_arch)
2517 get_animation_from_arch (op, switch_on ? op->other_arch : op->arch);
2518
2519 if (object *pl = op->visible_to ())
2520 esrv_update_item (UPD_ANIM | UPD_FACE | UPD_NAME, pl, op);
2521}
2522
2523/**
2524 * This handles items of type 'transformer'.
2525 * Basically those items, used with a marked item, transform both items into something
2526 * else.
2527 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
2528 * Change information is contained in the 'slaying' field of the marked item.
2529 * The format is as follow: transformer:[number ]yield[;transformer:...].
2530 * This way an item can be transformed in many things, and/or many objects.
2531 * The 'slaying' field for transformer is used as verb for the action.
2532 */
2533static void
2534apply_item_transformer (object *pl, object *transformer)
2535{
2536 object *marked;
2537 object *new_item;
2538 const char *find;
2539 char *separator;
2540 int yield;
2541 char got[MAX_BUF];
2542 int len;
2543
2544 if (!pl || !transformer)
2545 return;
2546
2263 armor=find_marked_object(op); 2547 marked = find_marked_object (pl);
2264 if ( ! armor) { 2548
2265 new_draw_info(NDI_UNIQUE, 0, op, "You need to mark an armor object."); 2549 if (!marked)
2550 {
2551 pl->failmsg (format ("Use the %s with what item?", query_name (transformer)));
2266 return; 2552 return;
2267 } 2553 }
2268 if (armor->type != ARMOUR 2554
2269 && armor->type != CLOAK 2555 if (!marked->slaying)
2270 && armor->type != BOOTS && armor->type != GLOVES
2271 && armor->type != BRACERS && armor->type != SHIELD
2272 && armor->type != HELMET)
2273 { 2556 {
2274 new_draw_info(NDI_UNIQUE, 0,op,"Your marked item is not armour!\n"); 2557 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2275 return; 2558 return;
2276 } 2559 }
2277 2560
2278 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2561 /* check whether they are compatible or not */
2279 improve_armour(op,tmp,armor); 2562 find = strstr (&marked->slaying, transformer->arch->archname);
2280} 2563 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2281
2282
2283extern void apply_poison (object *op, object *tmp)
2284{
2285 if (op->type == PLAYER) {
2286 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2287 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2288 strcpy(op->contr->killer,"poisonous booze");
2289 }
2290 if (tmp->stats.hp > 0) {
2291 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2292 tmp->stats.hp);
2293 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2294 }
2295 op->stats.food-=op->stats.food/4;
2296 handle_apply_yield(tmp);
2297 decrease_ob(tmp);
2298}
2299
2300/**
2301 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2302 * A valid 2 way exit means:
2303 * -You can come back (there is another exit at the other side)
2304 * -You are
2305 * ° the owner of the exit
2306 * ° or in the same party as the owner
2307 *
2308 * Note: a owner in a 2 way exit is saved as the owner's name
2309 * in the field exit->name cause the field exit->owner doesn't
2310 * survive in the swapping (in fact the whole exit doesn't survive).
2311 */
2312int is_legal_2ways_exit (object* op, object *exit)
2313 {
2314 object * tmp;
2315 object * exit_owner;
2316 player * pp;
2317 mapstruct * exitmap;
2318 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2319 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2320 /* To know if an exit has a correspondant, we look at
2321 * all the exits in destination and try to find one with same path as
2322 * the current exit's position */
2323 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2324 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2325 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2326 if (exitmap)
2327 { 2564 {
2328 tmp=get_map_ob (exitmap,EXIT_X(exit),EXIT_Y(exit)); 2565 pl->failmsg (format ("You can't use the %s with your %s!", query_name (transformer), query_name (marked)));
2329 if (!tmp) return 0; 2566 return;
2330 for ( (tmp=get_map_ob(exitmap,EXIT_X(exit),EXIT_Y(exit)));tmp;tmp=tmp->above) 2567 }
2568
2569 find += strlen (transformer->arch->archname) + 1;
2570 /* Item can be used, now find how many and what it yields */
2571 if (isdigit (*(find)))
2331 { 2572 {
2332 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2573 yield = atoi (find);
2333 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2574 if (yield < 1)
2334 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2335 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2336
2337 /* From here we have found the exit is valid. However we do
2338 * here the check of the exit owner. It is important for the
2339 * town portals to prevent strangers from visiting your appartments
2340 */
2341 if (!exit->race) return 1; /*No owner, free for all!*/
2342 exit_owner=NULL;
2343 for (pp=first_player;pp;pp=pp->next)
2344 { 2575 {
2345 if (!pp->ob) continue; 2576 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2346 if (pp->ob->name!=exit->race) continue; 2577 yield = 1;
2347 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2348 break;
2349 } 2578 }
2350 if (!exit_owner) return 0; /* No more owner*/
2351 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2352 if ( exit_owner && /*There is a owner*/
2353 (op->contr) && /*A player tries to pass */
2354 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2355 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2356 return 0;
2357 return 1;
2358 }
2359 } 2579 }
2580 else
2581 yield = 1;
2582
2583 while (isdigit (*find))
2584 find++;
2585
2586 while (*find == ' ')
2587 find++;
2588
2589 memset (got, 0, MAX_BUF);
2590
2591 if ((separator = (char *) strchr (find, ';')))
2592 len = separator - find;
2593 else
2594 len = strlen (find);
2595
2596 min_it (len, MAX_BUF - 1);
2597
2598 strcpy (got, find);
2599 got[len] = '\0';
2600
2601 /* Now create new item, remove used ones when required. */
2602 new_item = get_archetype (got);
2603 if (!new_item)
2604 {
2605 pl->failmsg (format ("This %s is strange, better to not use it.", query_base_name (marked, 0)));
2360 return 0; 2606 return;
2361 } 2607 }
2362 2608
2609 new_item->nrof = yield;
2610
2611 pl->statusmsg (format ("You %s the %s.", &transformer->slaying, query_base_name (marked, 0)));
2612
2613 pl->insert (new_item);
2614 /* Eat up one item */
2615 marked->decrease ();
2616
2617 /* Eat one transformer if needed */
2618 if (transformer->stats.food)
2619 if (--transformer->stats.food == 0)
2620 transformer->decrease ();
2621}
2363 2622
2364/** 2623/**
2365 * Main apply handler. 2624 * Main apply handler.
2366 * 2625 *
2367 * Checks for unpaid items before applying. 2626 * Checks for unpaid items before applying.
2369 * Return value: 2628 * Return value:
2370 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2371 * 1: has been applied, or there was an error applying the object 2630 * 1: has been applied, or there was an error applying the object
2372 * 2: objects of that type can't be applied if not in inventory 2631 * 2: objects of that type can't be applied if not in inventory
2373 * 2632 *
2374 * op is the object that is causing object to be applied, tmp is the object 2633 * who is the object that is causing object to be applied, op is the object
2375 * being applied. 2634 * being applied.
2376 * 2635 *
2377 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2378 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2379 */ 2638 */
2380 2639int
2381int manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2382{ 2641{
2383 if (tmp->head) tmp=tmp->head; 2642 op = op->head_ ();
2384 2643
2385 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2645 {
2386 if (op->type == PLAYER) { 2646 if (who->type == PLAYER)
2387 new_draw_info (NDI_UNIQUE, 0, op, "You should pay for it first."); 2647 {
2648 examine (who, op);
2649 //who->failmsg ("You should pay for it first! H<You cannot use items marked as unpaid.>");//TODO remove
2388 return 1; 2650 return 1;
2389 } else { 2651 }
2652 else
2390 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2391 }
2392 } 2654 }
2393 2655
2394 if (INVOKE_OBJECT (APPLY, tmp, ARG_OBJECT (op))) 2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2395 return RESULT_INT (0); 2657 return RESULT_INT (0);
2396 2658
2397 switch (tmp->type) { 2659 switch (op->type)
2398 2660 {
2399 case CF_HANDLE: 2661 case T_HANDLE:
2400 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle."); 2662 who->play_sound (sound_find ("turn_handle"));
2401 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE); 2663 who->statusmsg ("You turn the handle.");
2402 tmp->value=tmp->value?0:1; 2664 op->value = op->value ? 0 : 1;
2403 SET_ANIMATION(tmp, tmp->value); 2665 SET_ANIMATION (op, op->value);
2404 update_object(tmp,UP_OBJ_FACE); 2666 update_object (op, UP_OBJ_FACE);
2405 push_button(tmp); 2667 push_button (op, who);
2406 return 1; 2668 return 1;
2407 2669
2408 case TRIGGER: 2670 case TRIGGER:
2409 if (check_trigger (tmp, op)) { 2671 if (check_trigger (op, who, who))
2410 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle."); 2672 {
2411 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE); 2673 who->statusmsg ("You turn the handle.");
2412 } else { 2674 who->play_sound (sound_find ("turn_handle"));
2413 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move."); 2675 }
2414 } 2676 else
2677 who->failmsg ("The handle doesn't move.");
2678
2415 return 1; 2679 return 1;
2416 2680
2417 case EXIT: 2681 case EXIT:
2418 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2419 return 0; 2683 return 0;
2420 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2684
2421 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2685 if (!EXIT_PATH (op))
2422 query_name(tmp)); 2686 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)));
2423 } else { 2687 else
2688 {
2424 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2425 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2426 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2691 who->statusmsg (op->msg, NDI_NAVY);
2427 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2692
2428 enter_exit(op,tmp); 2693 who->enter_exit (op);
2429 } 2694 }
2695
2430 return 1; 2696 return 1;
2431 2697
2432 case SIGN: 2698 case INSCRIBABLE:
2433 apply_sign (op, tmp, 0); 2699 who->statusmsg (op->msg);
2700 // maybe show a spell menu to chose from or something like that
2434 return 1; 2701 return 1;
2435 2702
2436 case BOOK: 2703 case SIGN:
2437 if (op->type == PLAYER) { 2704 apply_sign (who, op, 0);
2438 apply_book (op, tmp);
2439 return 1;
2440 } else {
2441 return 0;
2442 }
2443
2444 case SKILLSCROLL:
2445 if (op->type == PLAYER) {
2446 apply_skillscroll (op, tmp);
2447 return 1;
2448 }
2449 return 0;
2450
2451 case SPELLBOOK:
2452 if (op->type == PLAYER) {
2453 apply_spellbook (op, tmp);
2454 return 1;
2455 }
2456 return 0;
2457
2458 case SCROLL:
2459 apply_scroll (op, tmp, 0);
2460 return 1; 2705 return 1;
2461 2706
2462 case POTION: 2707 case BOOK:
2463 (void) apply_potion(op, tmp); 2708 if (who->type == PLAYER)
2709 {
2710 apply_book (who, op);
2711 return 1;
2712 }
2713 else
2714 return 0;
2715
2716 case SKILLSCROLL:
2717 if (who->type == PLAYER)
2718 {
2719 apply_skillscroll (who, op);
2720 return 1;
2721 }
2722 else
2723 return 0;
2724
2725 case SPELLBOOK:
2726 if (who->type == PLAYER)
2727 {
2728 apply_spellbook (who, op);
2729 return 1;
2730 }
2731 else
2732 return 0;
2733
2734 case SCROLL:
2735 apply_scroll (who, op, 0);
2464 return 1; 2736 return 1;
2465 2737
2738 case POTION:
2739 apply_potion (who, op);
2740 return 1;
2741
2466 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2743 //TODO: remove, as it is unsed?
2467 case CLOSE_CON: 2744 case CLOSE_CON:
2468 if (op->type==PLAYER) 2745 apply_container (who, op->env);
2469 (void) esrv_apply_container (op, tmp->env);
2470 else
2471 (void) apply_container (op, tmp->env);
2472 return 1; 2746 return 1;
2473 2747
2474 case CONTAINER: 2748 case CONTAINER:
2475 if (op->type==PLAYER) 2749 apply_container (who, op);
2476 (void) esrv_apply_container (op, tmp);
2477 else
2478 (void) apply_container (op, tmp);
2479 return 1; 2750 return 1;
2480 2751
2481 case TREASURE: 2752 case TREASURE:
2482 if (op->type == PLAYER) { 2753 if (who->type == PLAYER)
2483 apply_treasure (op, tmp); 2754 {
2484 return 1; 2755 apply_treasure (who, op);
2485 } else { 2756 return 1;
2486 return 0; 2757 }
2758 else
2759 return 0;
2760
2761 case LAMP:
2762 case TORCH:
2763 player_apply_lamp (who, op);
2764 return 1;
2765
2766 case WEAPON:
2767 case ARMOUR:
2768 case BOOTS:
2769 case GLOVES:
2770 case AMULET:
2771 case GIRDLE:
2772 case BRACERS:
2773 case SHIELD:
2774 case HELMET:
2775 case RING:
2776 case CLOAK:
2777 case WAND:
2778 case ROD:
2779 case HORN:
2780 case SKILL:
2781 case BOW:
2782 case BUILDER:
2783 case SKILL_TOOL:
2784 if (op->env != who)
2785 return 2; /* not in inventory */
2786
2787 apply_special (who, op, aflag);
2788 return 1;
2789
2790 case DRINK:
2791 case FOOD:
2792 case FLESH:
2793 apply_food (who, op);
2794 return 1;
2795
2796 case POISON:
2797 apply_poison (who, op);
2798 return 1;
2799
2800 case SAVEBED:
2801 return 1;
2802
2803 case ARMOUR_IMPROVER:
2804 if (who->type == PLAYER)
2805 {
2806 apply_armour_improver (who, op);
2807 return 1;
2808 }
2809 else
2810 return 0;
2811
2812 case WEAPON_IMPROVER:
2813 check_improve_weapon (who, op);
2814 return 1;
2815
2816 case CLOCK:
2817 if (who->type == PLAYER)
2818 {
2819 char buf[MAX_BUF];
2820 timeofday_t tod;
2821
2822 get_tod (&tod);
2823 who->play_sound (sound_find ("sound_clock"));
2824 who->statusmsg (format (
2825 "It is %d minute%s past %d o'clock %s",
2826 tod.minute + 1, ((tod.minute + 1 < 2) ? "" : "s"),
2827 ((tod.hour % 14 == 0) ? 14 : ((tod.hour) % 14)), ((tod.hour >= 14) ? "pm" : "am")
2828 ));
2829 return 1;
2830 }
2831 else
2832 return 0;
2833
2834 case MENU:
2835 if (who->type == PLAYER)
2836 {
2837 shop_listing (op, who);
2838 return 1;
2839 }
2840 else
2841 return 0;
2842
2843 case POWER_CRYSTAL:
2844 apply_power_crystal (who, op); /* see egoitem.c */
2845 return 1;
2846
2847 case LIGHTER: /* for lighting torches/lanterns/etc */
2848 if (who->type == PLAYER)
2849 {
2850 apply_lighter (who, op);
2851 return 1;
2852 }
2853 else
2854 return 0;
2855
2856 case ITEM_TRANSFORMER:
2857 apply_item_transformer (who, op);
2858 return 1;
2859
2860 default:
2861 return 0;
2487 } 2862 }
2488
2489 case WEAPON:
2490 case ARMOUR:
2491 case BOOTS:
2492 case GLOVES:
2493 case AMULET:
2494 case GIRDLE:
2495 case BRACERS:
2496 case SHIELD:
2497 case HELMET:
2498 case RING:
2499 case CLOAK:
2500 case WAND:
2501 case ROD:
2502 case HORN:
2503 case SKILL:
2504 case BOW:
2505 case LAMP:
2506 case BUILDER:
2507 case SKILL_TOOL:
2508 if (tmp->env != op)
2509 return 2; /* not in inventory */
2510 (void) apply_special (op, tmp, aflag);
2511 return 1;
2512
2513 case DRINK:
2514 case FOOD:
2515 case FLESH:
2516 apply_food (op, tmp);
2517 return 1;
2518
2519 case POISON:
2520 apply_poison (op, tmp);
2521 return 1;
2522
2523 case SAVEBED:
2524 if (op->type == PLAYER) {
2525 apply_savebed (op);
2526 return 1;
2527 } else {
2528 return 0;
2529 }
2530
2531 case ARMOUR_IMPROVER:
2532 if (op->type == PLAYER) {
2533 apply_armour_improver (op, tmp);
2534 return 1;
2535 } else {
2536 return 0;
2537 }
2538
2539 case WEAPON_IMPROVER:
2540 (void) check_improve_weapon(op, tmp);
2541 return 1;
2542
2543 case CLOCK:
2544 if (op->type == PLAYER) {
2545 char buf[MAX_BUF];
2546 timeofday_t tod;
2547
2548 get_tod(&tod);
2549 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2550 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2551 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2552 ((tod.hour >= 14) ? "pm" : "am"));
2553 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2554 new_draw_info(NDI_UNIQUE, 0,op, buf);
2555 return 1;
2556 } else {
2557 return 0;
2558 }
2559
2560 case MENU:
2561 if (op->type == PLAYER) {
2562 shop_listing (op);
2563 return 1;
2564 } else {
2565 return 0;
2566 }
2567
2568 case POWER_CRYSTAL:
2569 apply_power_crystal(op,tmp); /* see egoitem.c */
2570 return 1;
2571
2572 case LIGHTER: /* for lighting torches/lanterns/etc */
2573 if (op->type == PLAYER) {
2574 apply_lighter(op,tmp);
2575 return 1;
2576 } else {
2577 return 0;
2578 }
2579
2580 case ITEM_TRANSFORMER:
2581 apply_item_transformer( op, tmp );
2582 return 1;
2583
2584 default:
2585 return 0;
2586 }
2587} 2863}
2588
2589 2864
2590/* quiet suppresses the "don't know how to apply" and "you must get it first" 2865/* quiet suppresses the "don't know how to apply" and "you must get it first"
2591 * messages as needed by player_apply_below(). But there can still be 2866 * messages as needed by player_apply_below(). But there can still be
2592 * "but you are floating high above the ground" messages. 2867 * "but you are floating high above the ground" messages.
2593 * 2868 *
2594 * Same return value as apply() function. 2869 * Same return value as apply() function.
2595 */ 2870 */
2871int
2596int player_apply (object *pl, object *op, int aflag, int quiet) 2872player_apply (object *pl, object *op, int aflag, int quiet)
2597{ 2873{
2598 int tmp;
2599
2600 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2875 {
2601 /* player is flying and applying object not in inventory */ 2876 /* player is flying and applying object not in inventory */
2602 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2603 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2878 {
2604 "above the ground!"); 2879 pl->failmsg ("But you are floating high above the ground! "
2880 "H<You have to stop levitating first, if you can, either by using your levitation skill, "
2881 "or waiting till the levitation effect wears off.>");
2605 return 0; 2882 return 0;
2606 } 2883 }
2607 }
2608
2609 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2610 * applied.
2611 */
2612 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2613 { 2884 }
2614 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2615 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2616 "of smoke!");
2617 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2618 remove_ob (op);
2619 free_object (op);
2620 return 1;
2621 }
2622 2885
2623 pl->contr->last_used = op; 2886 pl->contr->last_used = op;
2624 pl->contr->last_used_id = op->count;
2625 2887
2626 tmp = manual_apply (pl, op, aflag); 2888 int tmp = manual_apply (pl, op, aflag);
2889
2627 if ( ! quiet) { 2890 if (!quiet)
2891 {
2628 if (tmp == 0) 2892 if (tmp == 0)
2629 new_draw_info_format (NDI_UNIQUE, 0, pl, 2893 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2630 "I don't know how to apply the %s.",
2631 query_name (op));
2632 else if (tmp == 2) 2894 else if (tmp == 2)
2633 new_draw_info_format (NDI_UNIQUE, 0, pl, 2895 pl->failmsg ("You must get it first!\n");
2634 "You must get it first!\n");
2635 } 2896 }
2897
2636 return tmp; 2898 return tmp;
2637} 2899}
2638 2900
2639/** 2901/**
2640 * player_apply_below attempts to apply the object 'below' the player. 2902 * player_apply_below attempts to apply the object 'below' the player.
2641 * If the player has an open container, we use that for below, otherwise 2903 * If the player has an open container, we use that for below, otherwise
2642 * we use the ground. 2904 * we use the ground.
2643 */ 2905 */
2644 2906void
2645void player_apply_below (object *pl) 2907player_apply_below (object *pl)
2646{ 2908{
2647 object *tmp, *next;
2648 int floors; 2909 int floors = 0;
2649 2910
2650 /* If using a container, set the starting item to be the top 2911 /* If using a container, set the starting item to be the top
2651 * item in the container. Otherwise, use the map. 2912 * item in the container. Otherwise, use the map.
2652 */
2653 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2654
2655 /* This is perhaps more complicated. However, I want to make sure that 2913 * This is perhaps more complicated. However, I want to make sure that
2656 * we don't use a corrupt pointer for the next object, so we get the 2914 * we don't use a corrupt pointer for the next object, so we get the
2657 * next object in the stack before applying. This is can only be a 2915 * next object in the stack before applying. This is can only be a
2658 * problem if player_apply() has a bug in that it uses the object but does 2916 * problem if player_apply() has a bug in that it uses the object but does
2659 * not return a proper value. 2917 * not return a proper value.
2660 */ 2918 */
2661 for (floors = 0; tmp!=NULL; tmp=next) { 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2920 {
2662 next = tmp->below; 2921 next = tmp->below;
2922
2663 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2664 floors++; 2924 floors++;
2665 else if (floors > 0) 2925 else if (floors > 0)
2666 return; /* process only floor objects after first floor object */ 2926 return; /* process only floor objects after first floor object */
2667 2927
2668 /* If it is visible, player can apply it. If it is applied by 2928 /* If it is visible, player can apply it. If it is applied by
2669 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2670 * so that at least one of players movement types be that which 2930 * so that at least one of players movement types be that which
2671 * the item needs. 2931 * the item needs.
2672 */ 2932 */
2673 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2674 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2675 return; 2935 return;
2676 } 2936
2677 if (floors >= 2) 2937 if (floors >= 2)
2678 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2679 } 2939 }
2680} 2940}
2681 2941
2682/** 2942/**
2683 * Unapplies specified item. 2943 * Unapplies specified item.
2684 * No check done on cursed/damned. 2944 * No check done on cursed/damned.
2685 * Break this out of apply_special - this is just done 2945 * Break this out of apply_special - this is just done
2686 * to keep the size of apply_special to a more managable size. 2946 * to keep the size of apply_special to a more managable size.
2687 */ 2947 */
2948static int
2688static int unapply_special (object *who, object *op, int aflags) 2949unapply_special (object *who, object *op, int aflags)
2689{ 2950{
2690 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags)) 2951 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2691 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags))) 2952 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2692 return RESULT_INT (0); 2953 return RESULT_INT (0);
2693 2954
2694 object *tmp2;
2695
2696 CLEAR_FLAG(op, FLAG_APPLIED); 2955 CLEAR_FLAG (op, FLAG_APPLIED);
2956
2697 switch(op->type) { 2957 switch (op->type)
2698 case WEAPON: 2958 {
2699 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2700
2701 (void) change_abil (who,op);
2702 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2703 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2704 clear_skill(who);
2705 break;
2706
2707 case SKILL: /* allows objects to impart skills */
2708 case SKILL_TOOL: 2959 case SKILL_TOOL:
2709 if (op != who->chosen_skill) { 2960 // unapplying a skill tool should also unapply the skill it governs
2710 LOG (llevError, "BUG: apply_special(): applied skill is not a chosen skill\n"); 2961 // but this is hard, as it shouldn't do so when the skill can
2711 } 2962 // be used for other reasons
2712 if (who->type==PLAYER) { 2963 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2713 if (who->contr->shoottype == range_skill) 2964 if (tmp->skill == op->skill
2714 who->contr->shoottype = range_none; 2965 && tmp->type == SKILL
2715 if ( ! op->invisible) { 2966 && tmp->flag [FLAG_APPLIED]
2716 new_draw_info_format (NDI_UNIQUE, 0, who, 2967 && !tmp->flag [FLAG_CAN_USE_SKILL])
2717 "You stop using the %s.", query_name(op)); 2968 unapply_special (who, tmp, 0);
2718 } else {
2719 new_draw_info_format (NDI_UNIQUE, 0, who,
2720 "You can no longer use the skill: %s.",
2721 op->skill);
2722 }
2723 }
2724 (void) change_abil (who, op);
2725 who->chosen_skill = NULL;
2726 CLEAR_FLAG (who, FLAG_READY_SKILL);
2727 break;
2728 2969
2729 case ARMOUR: 2970 change_abil (who, op);
2730 case HELMET:
2731 case SHIELD:
2732 case RING:
2733 case BOOTS:
2734 case GLOVES:
2735 case AMULET:
2736 case GIRDLE:
2737 case BRACERS:
2738 case CLOAK:
2739 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2740 (void) change_abil (who,op);
2741 break;
2742 case LAMP:
2743 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2744 op->name);
2745 tmp2 = arch_to_object(op->other_arch);
2746 tmp2->x = op->x;
2747 tmp2->y = op->y;
2748 tmp2->map = op->map;
2749 tmp2->below = op->below;
2750 tmp2->above = op->above;
2751 tmp2->stats.food = op->stats.food;
2752 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2753 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2754 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2755 if (who->type == PLAYER)
2756 esrv_del_item(who->contr, (tag_t)op->count);
2757 remove_ob(op);
2758 free_object(op);
2759 insert_ob_in_ob(tmp2, who);
2760 fix_player(who);
2761 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2762 if (who->type == PLAYER) {
2763 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2764 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2765 }
2766 }
2767 if(who->type==PLAYER)
2768 esrv_send_item(who, tmp2);
2769 return 1; /* otherwise, an attempt to drop causes problems */
2770 break;
2771 case BOW:
2772 case WAND:
2773 case ROD:
2774 case HORN:
2775 clear_skill(who);
2776 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2777 if(who->type==PLAYER) {
2778 who->contr->shoottype = range_none;
2779 } else {
2780 if (op->type == BOW)
2781 CLEAR_FLAG (who, FLAG_READY_BOW);
2782 else
2783 CLEAR_FLAG(who, FLAG_READY_RANGE);
2784 }
2785 break;
2786
2787 case BUILDER:
2788 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2789 who->contr->shoottype = range_none;
2790 who->contr->ranges[ range_builder ] = NULL;
2791 break; 2971 break;
2792 2972
2793 default: 2973 case WEAPON:
2794 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2974 if (player *pl = who->contr)
2795 break; 2975 if (op == pl->combat_ob)
2796 } 2976 {
2797 2977 pl->combat_ob = 0;
2798 fix_player(who); 2978 who->change_weapon (pl->ranged_ob);
2799
2800 if ( ! (aflags & AP_NO_MERGE)) {
2801 object *tmp;
2802
2803 tag_t del_tag = op->count;
2804 tmp = merge_ob (op, NULL);
2805 if (who->type == PLAYER) {
2806 if (tmp) { /* it was merged */
2807 esrv_del_item (who->contr, del_tag);
2808 op = tmp;
2809 } 2979 }
2980
2981 who->statusmsg (format ("You unwield %s.", query_name (op)));
2982
2983 change_abil (who, op);
2984 CLEAR_FLAG (who, FLAG_READY_WEAPON);
2985 break;
2986
2987 case SKILL:
2988 if (who->contr)
2989 {
2990 if (IS_COMBAT_SKILL (op->subtype))
2991 who->change_weapon (who->contr->combat_ob = 0);
2992 else if (IS_RANGED_SKILL (op->subtype))
2993 who->change_weapon (who->contr->ranged_ob = 0);
2994
2995 if (op->invisible)
2996 who->statusmsg (format ("You can no longer use the skill: %s.", &op->skill));
2997 else
2998 who->statusmsg (format ("You stop using the %s.", query_name (op)));
2999 }
3000
3001 change_abil (who, op);
3002 CLEAR_FLAG (who, FLAG_READY_SKILL);
3003 break;
3004
3005 case ARMOUR:
3006 case HELMET:
3007 case SHIELD:
3008 case RING:
3009 case BOOTS:
3010 case GLOVES:
3011 case AMULET:
3012 case GIRDLE:
3013 case BRACERS:
3014 case CLOAK:
3015 who->statusmsg (format ("You unwear %s.", query_name (op)));
3016 change_abil (who, op);
3017 break;
3018
3019 case BOW:
3020 case WAND:
3021 case ROD:
3022 case HORN:
3023 if (player *pl = who->contr)
3024 {
3025 if (op == pl->ranged_ob)
3026 {
3027 pl->ranged_ob = 0;
3028 who->change_weapon (pl->combat_ob);
3029 }
3030
3031 who->statusmsg (format ("You unready %s.", query_name (op)));
3032 }
3033 else
3034 {
3035 who->change_skill (0);
3036
3037 if (op->type == BOW)
3038 CLEAR_FLAG (who, FLAG_READY_BOW);
3039 else
3040 CLEAR_FLAG (who, FLAG_READY_RANGE);
3041 }
3042
3043 break;
3044
3045 case BUILDER:
3046 if (who->contr)
3047 who->statusmsg (format ("You unready %s.", query_name (op)));
3048 break;
3049
3050 default:
3051 who->statusmsg (format ("You unapply %s.", query_name (op)));
3052 break;
3053 }
3054
3055 if (aflags & AP_NO_MERGE || !merge_ob (op, 0))
3056 if (object *pl = op->visible_to ())
2810 esrv_send_item (who, op); 3057 esrv_send_item (pl, op);
2811 } 3058
2812 } 3059 who->update_stats ();
3060
2813 return 0; 3061 return 0;
2814} 3062}
2815 3063
2816/** 3064/**
2817 * Returns the object that is using location 'loc'. 3065 * Returns the object that is using location 'loc'.
2818 * Note that 'start' is the first object to start examing - we 3066 * Note that 'start' is the first object to start examing - we
2819 * then go through the below of this. In this way, you can do 3067 * then go through the below of this. In this way, you can do
2820 * something like: 3068 * something like:
2821 * tmp = get_item_from_body_location(who->inv, 1); 3069 * tmp = get_next_item_from_body_location(who->inv, 1);
2822 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3070 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
2823 * to find the second object that may use this location, etc. 3071 * to find the second object that may use this location, etc.
2824 * Returns NULL if no match is found. 3072 * Returns NULL if no match is found.
2825 * loc is the index into the array we are looking for a match. 3073 * loc is the index into the array we are looking for a match.
2826 * don't return invisible objects unless they are skill objects 3074 * don't return invisible objects unless they are skill objects
2827 * invisible other objects that use 3075 * invisible other objects that use
2828 * up body locations can be used as restrictions. 3076 * up body locations can be used as restrictions.
2829 */ 3077 */
2830object *get_item_from_body_location(object *start, int loc) 3078static object *
3079get_next_item_from_body_location (int loc, object *start)
2831{ 3080{
2832 object *tmp;
2833
2834 if (!start) return NULL;
2835
2836 for (tmp=start; tmp; tmp=tmp->below) 3081 for (object *tmp = start; tmp; tmp = tmp->below)
2837 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3082 if (tmp->flag [FLAG_APPLIED]
2838 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3083 && tmp->slot[loc].info
3084 && (!tmp->invisible || tmp->type == SKILL))
3085 return tmp;
2839 3086
2840 return NULL; 3087 return 0;
2841} 3088}
2842
2843
2844 3089
2845/** 3090/**
2846 * 'op' wants to apply an object, but can't because of other equipment. 3091 * 'op' wants to apply an object, but can't because of other equipment.
2847 * This should only be called when it is known 3092 * This should only be called when it is known
2848 * that there are objects to unapply. This makes pretty heavy 3093 * that there are objects to unapply. This makes pretty heavy
2851 * Returns 0 on success, returns 1 if there is some problem. 3096 * Returns 0 on success, returns 1 if there is some problem.
2852 * if aflags is AP_PRINT, we instead print out waht to unapply 3097 * if aflags is AP_PRINT, we instead print out waht to unapply
2853 * instead of doing it. This is a lot less code than having 3098 * instead of doing it. This is a lot less code than having
2854 * another function that does just that. 3099 * another function that does just that.
2855 */ 3100 */
3101
3102#define CANNOT_REMOVE_CURSED \
3103 "H<You cannot remove cursed or damned items, you first have to remove the curse. " \
3104 "Praying over an altar, scrolls of remove curse/damnation, " \
3105 "priests or even other players might help.>"
3106
3107static int
2856int unapply_for_ob(object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
2857{ 3109{
2858 int i; 3110 if (op->is_range ())
2859 object *tmp=NULL, *last;
2860
2861 /* If we are applying a shield or weapon, unapply any equipped shield
2862 * or weapons first - only allowed to use one weapon/shield at a time.
2863 */
2864 if (op->type == WEAPON || op->type == SHIELD) {
2865 for (tmp=who->inv; tmp; tmp=tmp->below) { 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2866 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
2867 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3113 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)))
2868 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3114 {
2869 if (aflags & AP_PRINT) 3115 if (aflags & AP_PRINT)
2870 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3116 who->failmsg (query_name (tmp));
2871 else 3117 else
2872 unapply_special(who, tmp, aflags); 3118 unapply_special (who, tmp, aflags);
2873 } 3119 }
2874 else { 3120 else
3121 {
2875 /* In this case, we want to try and remove a cursed item. 3122 /* In this case, we want to try and remove a cursed item.
2876 * While we know it won't work, we want unapply_special to 3123 * While we know it won't work, we want unapply_special to
2877 * at least generate the message. 3124 * at least generate the message.
2878 */ 3125 */
2879 new_draw_info_format(NDI_UNIQUE, 0, who, 3126 who->failmsg (format ("No matter how hard you try, you just can't remove the %s." CANNOT_REMOVE_CURSED, query_name (tmp)));
2880 "No matter how hard you try, you just can't\nremove %s.", 3127 return 1;
2881 query_name(tmp)); 3128 }
2882 return 1;
2883 }
2884 3129
2885 }
2886 }
2887 }
2888
2889 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 {
2890 /* this used up a slot that we need to free */ 3132 /* this used up a slot that we need to free */
2891 if (op->body_info[i]) { 3133 if (op->slot[i].info)
2892 last = who->inv; 3134 {
3135 object *last = who->inv;
2893 3136
2894 /* We do a while loop - may need to remove several items in order 3137 /* We do a while loop - may need to remove several items in order
2895 * to free up enough slots. 3138 * to free up enough slots.
2896 */ 3139 */
2897 while ((who->body_used[i] + op->body_info[i]) < 0) { 3140 while ((who->slot[i].used + op->slot[i].info) < 0)
2898 tmp = get_item_from_body_location(last, i); 3141 {
2899 if (!tmp) { 3142 object *tmp = get_next_item_from_body_location (i, last);
3143
3144 if (!tmp)
3145 {
2900#if 0 3146#if 0
2901 /* Not a bug - we'll get this if the player has cursed items 3147 /* Not a bug - we'll get this if the player has cursed items
2902 * equipped. 3148 * equipped.
2903 */ 3149 */
2904 LOG(llevError,"Can't find object using location %d (%s) on %s\n", 3150 LOG (llevError, "Can't find object using location %d (%s) on %s\n", i, body_locations[i].save_name, who->name);
2905 i, body_locations[i].save_name, who->name);
2906#endif 3151#endif
2907 return 1; 3152 return 1;
2908 } 3153 }
3154
2909 /* If we are just printing, we don't care about cursed status */ 3155 /* If we are just printing, we don't care about cursed status */
2910 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || 3156 if ((aflags & AP_IGNORE_CURSE) || (aflags & AP_PRINT) || (!(QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))))
2911 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3157 {
2912 if (aflags & AP_PRINT) 3158 if (aflags & AP_PRINT)
2913 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3159 who->failmsg (query_name (tmp));
2914 else 3160 else
2915 unapply_special(who, tmp, aflags); 3161 unapply_special (who, tmp, aflags);
2916 } 3162 }
2917 else { 3163 else
3164 {
2918 /* Cursed item that we can't unequip - tell the player. 3165 /* Cursed item that we can't unequip - tell the player.
2919 * Note this could be annoying if this is just one of a few, 3166 * Note this could be annoying if this is just one of a few,
2920 * so it may not be critical (eg, putting on a ring and you have 3167 * so it may not be critical (eg, putting on a ring and you have
2921 * one cursed ring.) 3168 * one cursed ring.)
2922 */ 3169 */
2923 new_draw_info_format(NDI_UNIQUE, 0, who, "The %s just won't come off", query_name(tmp)); 3170 who->failmsg (format ("The %s just won't come off." CANNOT_REMOVE_CURSED, query_name (tmp)));
2924 } 3171 }
2925 last = tmp->below; 3172
2926 } 3173 last = tmp->below;
3174 }
2927 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the 3175 /* if we got here, this slot is freed up - otherwise, if it wasn't freed up, the
2928 * return in the !tmp would have kicked in. 3176 * return in the !tmp would have kicked in.
2929 */ 3177 */
2930 } /* if op is using this body location */ 3178 } /* if op is using this body location */
2931 } /* for body lcoations */ 3179 } /* for body lcoations */
3180
2932 return 0; 3181 return 0;
2933} 3182}
2934 3183
2935/** 3184/**
2936 * Checks to see if 'who' can apply object 'op'. 3185 * Checks to see if 'who' can apply object 'op'.
2937 * Returns 0 if apply can be done without anything special. 3186 * Returns 0 if apply can be done without anything special.
2938 * Otherwise returns a bitmask - potentially several of these may be 3187 * Otherwise returns a bitmask - potentially several of these may be
2939 * set, but largely depends on circumstance - in the future, processing 3188 * set, but largely depends on circumstance - in the future, processing
2940 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER 3189 * may be pruned once we know some status (eg, once CAN_APPLY_NEVER
2941 * is set, do we really are what the other flags may be?) 3190 * is set, do we really care what the other flags may be?)
2942 * 3191 *
2943 * See include/define.h for detailed description of the meaning of 3192 * See include/define.h for detailed description of the meaning of
2944 * these return values. 3193 * these return values.
2945 */ 3194 */
3195int
2946int can_apply_object(object *who, object *op) 3196can_apply_object (object *who, object *op)
2947{ 3197{
2948 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) 3198 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2949 || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
2950 return RESULT_INT (0); 3199 return RESULT_INT (0);
2951 3200
2952 int i, retval=0; 3201 int retval = 0;
2953 object *tmp=NULL, *ws=NULL; 3202 object *tmp = 0, *ws = 0;
2954 3203
2955 /* Players have 2 'arm's, so they could in theory equip 2 shields or
2956 * 2 weapons, but we don't want to let them do that. So if they are
2957 * trying to equip a weapon or shield, see if they already have one
2958 * in place and store that way.
2959 */
2960 if (op->type == WEAPON || op->type == SHIELD) {
2961 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
2962 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
2963 retval = CAN_APPLY_UNAPPLY;
2964 ws = tmp;
2965 }
2966 }
2967 }
2968
2969
2970 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3204 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
2971 if (op->body_info[i]) { 3205 {
3206 if (op->slot[i].info)
3207 {
2972 /* Item uses more slots than we have */ 3208 /* Item uses more slots than we have */
2973 if (FABS(op->body_info[i]) > who->body_info[i]) { 3209 if (who->slot[i].info + op->slot [i].info < 0)
3210 {
2974 /* Could return now for efficiently - rest of info below isn' 3211 /* Could return now for efficiency - rest of info below isn't
2975 * really needed. 3212 * really needed.
2976 */ 3213 */
2977 retval |= CAN_APPLY_NEVER; 3214 retval |= CAN_APPLY_NEVER;
2978 } else if ((who->body_used[i] + op->body_info[i]) < 0) { 3215 }
3216 else if (who->slot[i].used + op->slot[i].info < 0)
3217 {
2979 /* in this case, equipping this would use more free spots than 3218 /* in this case, equipping this would use more free spots than
2980 * we have. 3219 * we have.
2981 */ 3220 */
2982 object *tmp1;
2983 3221
2984
2985 /* if we have an applied weapon/shield, and unapply it would free 3222 /* if we have an applied weapon/shield, and unapply it would free
2986 * enough slots to equip the new item, then just set this can 3223 * enough slots to equip the new item, then just set "can
2987 * continue. We don't care about the logic below - if you have 3224 * apply unapply". We don't care about the logic below - if you have a
2988 * shield equipped and try to equip another shield, there is only 3225 * shield equipped and try to equip another shield, there is only
2989 * one choice. However, the check for the number of body locations 3226 * one choice. However, the check for the number of body locations
2990 * does take into the account cases where what is being applied 3227 * does take into the account cases where what is being applied
2991 * may be two handed for example. 3228 * may be two handed for example.
2992 */ 3229 */
2993 if (ws) { 3230 if (ws)
2994 if ((who->body_used[i] - ws->body_info[i] + op->body_info[i]) >=0) { 3231 if ((who->slot[i].used - ws->slot[i].info + op->slot[i].info) >= 0)
2995 retval |= CAN_APPLY_UNAPPLY; 3232 {
2996 continue; 3233 retval |= CAN_APPLY_UNAPPLY;
2997 } 3234 continue;
2998 } 3235 }
2999 3236
3000 tmp1 = get_item_from_body_location(who->inv, i); 3237 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3001 if (!tmp1) { 3238 if (!tmp1)
3239 {
3002#if 0 3240#if 0
3003 /* This is sort of an error, but happens a lot when old players 3241 /* This is sort of an error, but happens a lot when old players
3004 * join in with more stuff equipped than they are now allowed. 3242 * join in with more stuff equipped than they are now allowed.
3005 */ 3243 */
3006 LOG(llevError,"Can't find object using location %d on %s\n", 3244 LOG (llevError, "Can't find object using location %d on %s\n", i, who->name);
3007 i, who->name);
3008#endif 3245#endif
3009 retval |= CAN_APPLY_NEVER; 3246 retval |= CAN_APPLY_NEVER;
3010 } else { 3247 }
3248 else
3249 {
3011 /* need to unapply something. However, if this something 3250 /* need to unapply something. However, if this something
3012 * is different than we had found before, it means they need 3251 * is different than we had found before, it means they need
3013 * to apply multiple objects 3252 * to apply multiple objects
3014 */ 3253 */
3015 retval |= CAN_APPLY_UNAPPLY; 3254 retval |= CAN_APPLY_UNAPPLY;
3016 if (!tmp) tmp = tmp1; 3255
3017 else if (tmp != tmp1) { 3256 if (!tmp)
3018 retval |= CAN_APPLY_UNAPPLY_MULT; 3257 tmp = tmp1;
3019 } 3258 else if (tmp != tmp1)
3259 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3020 /* This object isn't using up all the slots, so there must 3261 /* This object isn't using up all the slots, so there must
3021 * be another. If so, and it the new item doesn't need all 3262 * be another. If so, and it the new item doesn't need all
3022 * the slots, the player then has a choice. 3263 * the slots, the player then has a choice.
3023 */ 3264 */
3024 if (((who->body_used[i] - tmp1->body_info[i]) != who->body_info[i]) && 3265 if ((who->slot[i].used - tmp1->slot[i].info != who->slot[i].info)
3025 (FABS(op->body_info[i]) < who->body_info[i])) 3266 && abs (op->slot[i].info) < who->slot[i].info)
3026 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3267 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3027 3268
3028 /* Does unequippint 'tmp1' free up enough slots for this to be 3269 /* Does unequippint 'tmp1' free up enough slots for this to be
3029 * equipped? If not, there must be something else to unapply. 3270 * equipped? If not, there must be something else to unapply.
3030 */ 3271 */
3031 if ((who->body_used[i] + op->body_info[i] - tmp1->body_info[i]) < 0) 3272 if (who->slot[i].used + op->slot[i].info < tmp1->slot[i].info)
3032 retval |= CAN_APPLY_UNAPPLY_MULT; 3273 retval |= CAN_APPLY_UNAPPLY_MULT;
3033 3274 }
3034 } 3275 } /* if not enough free slots */
3035 } /* if not enough free slots */ 3276 } /* if this object uses location i */
3036 } /* if this object uses location i */
3037 } /* for i -> num_body_locations loop */ 3277 } /* for i -> num_body_locations loop */
3038 3278
3039 /* Note that we don't check for FLAG_USE_ARMOUR - that should 3279 /* Note that we don't check for FLAG_USE_ARMOUR - that should
3040 * really be controlled by use of body locations. We do have 3280 * really be controlled by use of body locations. We do have
3041 * the weapon/shield checks, and the range checks for monsters, 3281 * the weapon/shield checks, and the range checks for monsters,
3042 * because you can't control those just by body location - bows, shields, 3282 * because you can't control those just by body location - bows, shields,
3043 * and weapons all use the same slot. Similar for horn/rod/wand - they 3283 * and weapons all use the same slot. Similar for horn/rod/wand - they
3044 * all use the same location. 3284 * all use the same location.
3045 */ 3285 */
3046 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3047 retval |= CAN_APPLY_RESTRICTION;
3048 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3049 retval |= CAN_APPLY_RESTRICTION;
3050
3051
3052 if (who->type != PLAYER) {
3053 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3054 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3055 retval |= CAN_APPLY_RESTRICTION;
3056 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3057 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3288
3058 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3059 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3060 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW)) 3291
3292 if (who->type != PLAYER)
3293 {
3294 if ((op->type == WAND || op->type == HORN || op->type == ROD) && !QUERY_FLAG (who, FLAG_USE_RANGE))
3061 retval |= CAN_APPLY_RESTRICTION; 3295 retval |= CAN_APPLY_RESTRICTION;
3296
3297 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3298 retval |= CAN_APPLY_RESTRICTION;
3299
3300 if (op->type == RING && !QUERY_FLAG (who, FLAG_USE_RING))
3301 retval |= CAN_APPLY_RESTRICTION;
3302
3303 if (op->type == BOW && !QUERY_FLAG (who, FLAG_USE_BOW))
3304 retval |= CAN_APPLY_RESTRICTION;
3062 } 3305 }
3306
3063 return retval; 3307 return retval;
3064} 3308}
3065
3066
3067 3309
3068/** 3310/**
3069 * who is the object using the object. It can be a monster. 3311 * who is the object using the object. It can be a monster.
3070 * op is the object they are using. op is an equipment type item, 3312 * op is the object they are using. op is an equipment type item,
3071 * eg, one which you put on and keep on for a while, and not something 3313 * eg, one which you put on and keep on for a while, and not something
3080 * AP_UNAPPLY=always unapply). 3322 * AP_UNAPPLY=always unapply).
3081 * 3323 *
3082 * Optional flags: 3324 * Optional flags:
3083 * AP_NO_MERGE: don't merge an unapplied object with other objects 3325 * AP_NO_MERGE: don't merge an unapplied object with other objects
3084 * AP_IGNORE_CURSE: unapply cursed items 3326 * AP_IGNORE_CURSE: unapply cursed items
3327 * AP_NO_READY: do not ready skills when applying skill tools
3085 * 3328 *
3086 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3329 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3087 * 3330 *
3088 * apply_special() doesn't check for unpaid items. 3331 * apply_special() doesn't check for unpaid items.
3089 */ 3332 */
3333
3334#define LACK_ITEM_POWER \
3335 " H<You lack enough unused item power to use this weapon, see the skills command.>"
3336
3337int
3090int apply_special (object *who, object *op, int aflags) 3338apply_special (object *who, object *op, int aflags)
3091{ 3339{
3092 int basic_flag = aflags & AP_BASIC_FLAGS; 3340 int basic_flag = aflags & AP_BASIC_FLAGS;
3093 object *tmp, *tmp2, *skop=NULL; 3341 object *tmp, *tmp2, *skop = NULL;
3094 int i;
3095 3342
3096 if(who==NULL) { 3343 if (who == NULL)
3344 {
3097 LOG(llevError,"apply_special() from object without environment.\n"); 3345 LOG (llevError, "apply_special() from object without environment.\n");
3098 return 1; 3346 return 1;
3099 } 3347 }
3100 3348
3101 if(op->env!=who) 3349 if (op->env != who)
3102 return 1; /* op is not in inventory */ 3350 return 1; /* op is not in inventory */
3103 3351
3104 /* trying to unequip op */ 3352 /* trying to unequip op */
3105 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3353 if (QUERY_FLAG (op, FLAG_APPLIED))
3354 {
3106 /* always apply, so no reason to unapply */ 3355 /* always apply, so no reason to unapply */
3107 if (basic_flag == AP_APPLY) return 0; 3356 if (basic_flag == AP_APPLY)
3357 return 0;
3108 3358
3109 if ( ! (aflags & AP_IGNORE_CURSE) 3359 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3110 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3360 {
3111 new_draw_info_format(NDI_UNIQUE, 0, who, 3361 who->failmsg (format ("No matter how hard you try, you just can't remove %s." CANNOT_REMOVE_CURSED, query_name (op)));
3112 "No matter how hard you try, you just can't\nremove %s.",
3113 query_name(op));
3114 return 1; 3362 return 1;
3115 } 3363 }
3364
3116 return unapply_special(who, op, aflags); 3365 return unapply_special (who, op, aflags);
3366 }
3367 else if (basic_flag == AP_UNAPPLY)
3368 return 0;
3369
3370 // if the item is combat/ranged, wield the relevant slot first
3371 // to resolve conflicts.
3372 if (player *pl = who->contr)
3373 switch (op->slottype ())
3374 {
3375 case slot_combat: who->change_weapon (pl->combat_ob); break;
3376 case slot_ranged: who->change_weapon (pl->ranged_ob); break;
3117 } 3377 }
3118 3378
3119 if (basic_flag == AP_UNAPPLY) return 0; 3379 splay (op);
3120 3380
3121 i = can_apply_object(who, op);
3122
3123 /* Can't just apply this object. Lets see what not and what to do */ 3381 /* Can't just apply this object. Lets see what not and what to do */
3124 if (i) { 3382 if (int i = can_apply_object (who, op))
3383 {
3125 if (i & CAN_APPLY_NEVER) { 3384 if (i & CAN_APPLY_NEVER)
3126 new_draw_info_format(NDI_UNIQUE, 0, who, "You don't have the body to use a %s\n", query_name(op)); 3385 {
3386 who->failmsg (format ("You don't have the body to use a %s. H<You can never apply this item.>", query_name (op)));
3127 return 1; 3387 return 1;
3388 }
3128 } else if (i & CAN_APPLY_RESTRICTION) { 3389 else if (i & CAN_APPLY_RESTRICTION)
3129 new_draw_info_format(NDI_UNIQUE, 0, who, "You have a prohibition against using a %s\n", query_name(op)); 3390 {
3391 who->failmsg (format (
3392 "You have a prohibition against using a %s. "
3393 "H<Your belief, profession or class prevents you from applying this item.>",
3394 query_name (op)
3395 ));
3130 return 1; 3396 return 1;
3131 } 3397 }
3398
3132 if (who->type != PLAYER) { 3399 if (who->type != PLAYER)
3400 {
3133 /* Some error, so don't try to equip something more */ 3401 /* Some error, so don't try to equip something more */
3134 if (unapply_for_ob(who, op, aflags)) return 1; 3402 if (unapply_for_ob (who, op, aflags))
3135 } else { 3403 return 1;
3136 if (who->contr->unapply == unapply_never || 3404 }
3137 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3405 else
3138 new_draw_info(NDI_UNIQUE, 0, who, "You need to unapply some item(s):"); 3406 {
3407 if (who->contr->unapply == unapply_never || (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice))
3408 {
3409 who->failmsg ("You need to unapply some of the following item(s) or change your applymode:");
3139 unapply_for_ob(who, op, AP_PRINT); 3410 unapply_for_ob (who, op, AP_PRINT);
3140 return 1; 3411 return 1;
3141 } 3412 }
3142 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE)) { 3413 else if (who->contr->unapply == unapply_always || !(i & CAN_APPLY_UNAPPLY_CHOICE))
3143 i = unapply_for_ob(who, op, aflags); 3414 if (unapply_for_ob (who, op, aflags))
3144 if (i) return 1; 3415 return 1;
3416 }
3145 } 3417 }
3146 } 3418
3147 }
3148 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3420 {
3149 skop=find_skill_by_name(who, op->skill); 3421 skop = find_skill_by_name (who, op->skill);
3150 if (!skop) { 3422
3151 new_draw_info_format(NDI_UNIQUE, 0, who, "You need the %s skill to use this item!", op->skill); 3423 if (!skop)
3424 {
3425 who->failmsg (format ("You need the %s skill to use this item!", &op->skill));
3152 return 1; 3426 return 1;
3153 } else { 3427 }
3428 else
3154 /* While experience will be credited properly, we want to change the 3429 /* While experience will be credited properly, we want to change the
3155 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3156 */ 3431 */
3157 change_skill(who, skop, 0); 3432 who->change_skill (skop);
3158 } 3433 }
3434
3435 if (!check_item_power (who, op->item_power))
3159 } 3436 {
3160 3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3161 if (who->type == PLAYER && op->item_power && 3438 return 1;
3162 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3163 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3164 return 1;
3165 } 3439 }
3166
3167 3440
3168 /* Ok. We are now at the state where we can apply the new object. 3441 /* Ok. We are now at the state where we can apply the new object.
3169 * Note that we don't have the checks for can_use_... 3442 * Note that we don't have the checks for can_use_...
3170 * below - that is already taken care of by can_apply_object. 3443 * below - that is already taken care of by can_apply_object.
3171 */ 3444 */
3172 3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3173 3446
3174 if(op->nrof > 1) 3447 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3175 tmp = get_split_ob(op,op->nrof - 1);
3176 else
3177 tmp = NULL;
3178
3179 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who))
3180 || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3181 return RESULT_INT (0); 3448 return RESULT_INT (0);
3182 3449
3183 switch(op->type) { 3450 switch (op->type)
3451 {
3184 case WEAPON: 3452 case WEAPON:
3185 if (!check_weapon_power(who, op->last_eat)) { 3453 //TODO: this obviously fails for players using a shorter prefix
3186 new_draw_info(NDI_UNIQUE, 0,who, 3454 // i.e. "R" can use Ragnarok's sword.
3187 "That weapon is too powerful for you to use."); 3455 if (op->level && !op->name.starts_with (who->name))
3188 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3456 {
3189 if(tmp!=NULL)
3190 (void) insert_ob_in_ob(tmp,who);
3191 return 1;
3192 }
3193 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3194 /* if the weapon does not have the name as the character, can't use it. */ 3457 /* if the weapon does not have the name as the character, can't use it. */
3195 /* (Ragnarok's sword attempted to be used by Foo: won't work) */ 3458 /* (Ragnarok's sword attempted to be used by Foo: won't work) */
3196 new_draw_info(NDI_UNIQUE, 0,who,"The weapon does not recognize you as its owner."); 3459 who->failmsg ("The weapon does not recognize you as its owner. H<Its name indicates that it belongs to somebody else.>");
3197 if(tmp!=NULL)
3198 (void) insert_ob_in_ob(tmp,who);
3199 return 1;
3200 }
3201 SET_FLAG(op, FLAG_APPLIED);
3202 3460
3203 if (skop) change_skill(who, skop, 1); 3461 if (tmp)
3204 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3205 SET_FLAG(who, FLAG_READY_WEAPON);
3206
3207 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3208
3209 (void) change_abil (who,op);
3210 break;
3211
3212 case ARMOUR:
3213 case HELMET:
3214 case SHIELD:
3215 case BOOTS:
3216 case GLOVES:
3217 case GIRDLE:
3218 case BRACERS:
3219 case CLOAK:
3220 case RING:
3221 case AMULET:
3222 SET_FLAG(op, FLAG_APPLIED);
3223 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3224 (void) change_abil (who,op);
3225 break;
3226 case LAMP:
3227 if (op->stats.food < 1) {
3228 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3229 " fuel!", op->name);
3230 return 1;
3231 }
3232 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3233 op->name);
3234 tmp2 = arch_to_object(op->other_arch);
3235 tmp2->stats.food = op->stats.food;
3236 SET_FLAG(tmp2, FLAG_APPLIED);
3237 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3238 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3239 insert_ob_in_ob(tmp2, who); 3462 insert_ob_in_ob (tmp, who);
3240 3463
3241 /* Remove the old lantern */ 3464 return 1;
3242 if (who->type == PLAYER) 3465 }
3243 esrv_del_item(who->contr, (tag_t)op->count);
3244 remove_ob(op);
3245 free_object(op);
3246 3466
3247 /* insert the portion that was split off */ 3467 if (!skop)
3248 if(tmp!=NULL) { 3468 {
3249 (void) insert_ob_in_ob(tmp,who); 3469 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3250 if(who->type==PLAYER) 3470 return 1;
3251 esrv_send_item(who, tmp); 3471 }
3252 }
3253 fix_player(who);
3254 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3255 if (who->type == PLAYER) {
3256 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3257 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3258 }
3259 }
3260 if(who->type==PLAYER)
3261 esrv_send_item(who, tmp2);
3262 return 0;
3263 break;
3264 3472
3265 /* this part is needed for skill-tools */
3266 case SKILL:
3267 case SKILL_TOOL:
3268 if (who->chosen_skill) {
3269 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3270 return 1;
3271 }
3272 if (who->type == PLAYER) {
3273 who->contr->shoottype = range_skill;
3274 who->contr->ranges[range_skill] = op;
3275 if ( ! op->invisible) {
3276 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3277 query_name (op));
3278 new_draw_info_format (NDI_UNIQUE, 0, who,
3279 "You can now use the skill: %s.",
3280 op->skill);
3281 } else {
3282 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3283 op->skill? op->skill:op->name);
3284 }
3285 }
3286 SET_FLAG (op, FLAG_APPLIED); 3473 SET_FLAG (op, FLAG_APPLIED);
3287 (void) change_abil (who, op); 3474 who->change_skill (skop);
3288 who->chosen_skill = op;
3289 SET_FLAG (who, FLAG_READY_SKILL);
3290 break;
3291
3292 case BOW:
3293 if (!check_weapon_power(who, op->last_eat)) {
3294 new_draw_info(NDI_UNIQUE, 0, who,
3295 "That item is too powerful for you to use.");
3296 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3297 if(tmp != NULL)
3298 (void)insert_ob_in_ob(tmp,who);
3299 return 1;
3300 }
3301 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3302 new_draw_info(NDI_UNIQUE, 0, who,
3303 "The weapon does not recognize you as its owner.");
3304 if(tmp != NULL)
3305 (void)insert_ob_in_ob(tmp,who);
3306 return 1;
3307 }
3308 /*FALLTHROUGH*/
3309 case WAND:
3310 case ROD:
3311 case HORN:
3312 /* check for skill, alter player status */
3313 SET_FLAG(op, FLAG_APPLIED);
3314 if (skop) change_skill(who, skop, 0);
3315 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3316 3475
3317 if(who->type==PLAYER) { 3476 if (who->contr)
3318 if (op->type == BOW) { 3477 who->change_weapon (who->contr->combat_ob = op);
3319 (void)change_abil(who, op); 3478
3320 new_draw_info_format (NDI_UNIQUE, 0, who, 3479 who->statusmsg (format ("You wield %s.", query_name (op)));
3321 "You will now fire %s with %s.", 3480
3322 op->race ? op->race : "nothing", query_name(op));
3323 who->contr->shoottype = range_bow;
3324 } else {
3325 who->contr->shoottype = range_misc;
3326 }
3327 } else {
3328 if (op->type == BOW)
3329 SET_FLAG (who, FLAG_READY_BOW);
3330 else
3331 SET_FLAG (who, FLAG_READY_RANGE); 3481 SET_FLAG (who, FLAG_READY_WEAPON);
3332 } 3482 change_abil (who, op);
3333 break;
3334
3335 case BUILDER:
3336 if ( who->contr->ranges[ range_builder ] )
3337 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3338 who->contr->shoottype = range_builder;
3339 who->contr->ranges[ range_builder ] = op;
3340 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3341 break; 3483 break;
3342 3484
3343 default: 3485 case ARMOUR:
3344 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3486 case HELMET:
3345 } /* end of switch op->type */ 3487 case SHIELD:
3488 case BOOTS:
3489 case GLOVES:
3490 case GIRDLE:
3491 case BRACERS:
3492 case CLOAK:
3493 case RING:
3494 case AMULET:
3495 SET_FLAG (op, FLAG_APPLIED);
3496 who->statusmsg (format ("You wear %s.", query_name (op)));
3497 change_abil (who, op);
3498 break;
3346 3499
3500 case SKILL_TOOL:
3501 // applying a skill tool also readies the skill
3502 SET_FLAG (op, FLAG_APPLIED);
3503
3504 if (!(aflags & AP_NO_READY))
3505 {
3506 skop = find_skill_by_name (who, op->skill);
3507 if (!skop->flag [FLAG_APPLIED])
3508 apply_special (who, skop, AP_APPLY);
3509 }
3510 break;
3511
3512 case SKILL:
3513 if (player *pl = who->contr)
3514 {
3515 if (IS_COMBAT_SKILL (op->subtype))
3516 {
3517 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3518 {
3519 for (object *item = who->inv; item; item = item->below)
3520 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3521 {
3522 if (item->skill == op->skill)
3523 {
3524 who->change_weapon (pl->combat_ob = item);
3525 goto found_weapon;
3526 }
3527 }
3528
3529 who->failmsg (format (
3530 "You need to apply a '%s' melee weapon before readying this skill. "
3531 "H<Some skills need an item, in this case a melee weapon, to function.>",
3532 &op->skill
3533 ));
3534 return 1;
3535
3536 found_weapon:;
3537 }
3538 else
3539 who->change_weapon (pl->combat_ob = op);
3540 }
3541 else if (IS_RANGED_SKILL (op->subtype))
3542 {
3543 if (skill_flags [op->subtype] & SF_NEED_ITEM)
3544 {
3545 for (object *item = who->inv; item; item = item->below)
3546 if (item->type == item->weapontype && item->flag [FLAG_APPLIED])
3547 {
3548 //TODO: bows should/must all have skill missile weapon right now
3549 who->change_weapon (pl->ranged_ob = item);
3550 goto found_bow;
3551 }
3552
3553 who->failmsg (
3554 "You need to apply a missile weapon before readying this skill. "
3555 "H<Some skills need an item, in this case a missile weapon, to function.>"
3556 );
3557 return 1;
3558
3559 found_bow:;
3560 }
3561 else
3562 who->change_weapon (pl->ranged_ob = op);
3563 }
3564
3565 if (!op->invisible)
3566 {
3567 who->statusmsg (format (
3568 "You ready %s."
3569 "You can now use the skill: %s.",
3570 query_name (op),
3571 &op->skill
3572 ));
3573 }
3574 else
3575 who->statusmsg (format ("Readied skill: %s.", op->skill ? &op->skill : &op->name));
3576 }
3577 else
3578 {
3579 SET_FLAG (op, FLAG_APPLIED);
3580 change_abil (who, op);
3581 who->chosen_skill = op;
3582 SET_FLAG (who, FLAG_READY_SKILL);
3583 }
3584
3585 break;
3586
3587 case BOW:
3588 if (op->level && !op->name.starts_with (who->name))
3589 {
3590 who->failmsg ("The weapon does not recognize you as its owner. "
3591 "H<Its name indicates that it belongs to somebody else.>");
3592 if (tmp)
3593 insert_ob_in_ob (tmp, who);
3594
3595 return 1;
3596 }
3597
3598 /*FALLTHROUGH*/
3599 case WAND:
3600 case ROD:
3601 case HORN:
3602 /* check for skill, alter player status */
3603
3604 if (!skop)
3605 {
3606 who->failmsg (format ("The %s is broken, please report this to the dungeon master!", query_name (op)));//TODO
3607 return 1;
3608 }
3609
3610 SET_FLAG (op, FLAG_APPLIED);
3611 who->change_skill (skop);
3612
3613 if (who->contr)
3614 {
3615 who->contr->ranged_ob = op;
3616
3617 who->statusmsg (format ("You ready %s.", query_name (op)));
3618
3619 if (op->type == BOW)
3620 {
3621 who->current_weapon = op;
3622 change_abil (who, op);
3623 who->statusmsg (format ("You will now fire %s with %s.", op->race ? &op->race : "nothing", query_name (op)));
3624 }
3625 }
3626 else
3627 {
3628 if (op->type == BOW)
3629 SET_FLAG (who, FLAG_READY_BOW);
3630 else
3631 SET_FLAG (who, FLAG_READY_RANGE);
3632 }
3633
3634 break;
3635
3636 case BUILDER:
3637 if (who->type == PLAYER)
3638 {
3639 //TODO: wtf does this do? shouldn't this be managed automatically (slots?)
3640 if (who->contr->ranged_ob && who->contr->ranged_ob->type == BUILDER)
3641 unapply_special (who, who->contr->ranged_ob, 0);
3642
3643 who->statusmsg (format ("You ready your %s.", query_name (op)));
3644
3645 who->contr->ranged_ob = op;
3646 }
3647 break;
3648
3649 default:
3650 who->statusmsg (format ("You apply %s.", query_name (op)));
3651 }
3652
3347 SET_FLAG(op, FLAG_APPLIED); 3653 SET_FLAG (op, FLAG_APPLIED);
3348 3654
3349 if(tmp!=NULL) 3655 if (tmp)
3350 tmp = insert_ob_in_ob(tmp,who); 3656 who->insert (tmp);
3351 3657
3352 fix_player(who); 3658 who->update_stats ();
3353 3659
3354 /* We exclude spell casting objects. The fire code will set the 3660 /* We exclude spell casting objects. The fire code will set the
3355 * been applied flag when they are used - until that point, 3661 * been applied flag when they are used - until that point,
3356 * you don't know anything about them. 3662 * you don't know anything about them.
3357 */ 3663 */
3358 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3664 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3359 op->type!=ROD)
3360 SET_FLAG(op,FLAG_BEEN_APPLIED); 3665 SET_FLAG (op, FLAG_BEEN_APPLIED);
3361 3666
3362 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3363 if (who->type == PLAYER) {
3364 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3365 SET_FLAG(op,FLAG_KNOWN_CURSED);
3366 }
3367 }
3368 if(who->type==PLAYER) { 3668 if (who->type == PLAYER)
3369 /* if multiple objects were applied, update both slots */ 3669 {
3370 if (tmp) 3670 who->failmsg (
3371 esrv_send_item(who, tmp); 3671 "Oops, it feels deadly cold! "
3372 esrv_send_item(who, op); 3672 "H<Maybe it wasn't such a bright idea to apply this cursed or damned item.>"
3673 );
3674 SET_FLAG (op, FLAG_KNOWN_CURSED);
3373 } 3675 }
3676
3677 if (object *pl = op->visible_to ())
3678 esrv_send_item (pl, op);
3679
3374 return 0; 3680 return 0;
3375}
3376
3377
3378int monster_apply_special (object *who, object *op, int aflags)
3379{
3380 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3381 return 1;
3382 return apply_special (who, op, aflags);
3383} 3681}
3384 3682
3385/** 3683/**
3386 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3387 * 3685 *
3388 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3389 */ 3687 */
3688int
3390int auto_apply (object *op) { 3689auto_apply (object *op)
3690{
3391 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3392 int i; 3692 int i;
3393 3693
3394 switch(op->type) {
3395 case SHOP_FLOOR:
3396 if (!HAS_RANDOM_ITEMS(op)) return 0;
3397 do {
3398 i=10; /* let's give it 10 tries */
3399 while((tmp=generate_treasure(op->randomitems,
3400 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3401 if(tmp==NULL)
3402 return 0;
3403 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3404 free_object(tmp);
3405 tmp = NULL;
3406 }
3407 } while(!tmp);
3408 tmp->x=op->x;
3409 tmp->y=op->y;
3410 SET_FLAG(tmp,FLAG_UNPAID);
3411 insert_ob_in_map(tmp,op->map,NULL,0);
3412 CLEAR_FLAG(op,FLAG_AUTO_APPLY); 3694 CLEAR_FLAG (op, FLAG_AUTO_APPLY);
3695
3696 switch (op->type)
3697 {
3698 case SHOP_FLOOR:
3699 if (!op->has_random_items ())
3700 return 0;
3701
3702 do
3703 {
3704 i = 10; /* let's give it 10 tries */
3705 while ((tmp = generate_treasure (op->randomitems,
3706 op->stats.exp
3707 ? (int) op->stats.exp
3708 : max (op->map->difficulty, 5)))
3709 == NULL && --i);
3710
3711 if (tmp == NULL)
3712 return 0;
3713
3714 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
3715 {
3716 tmp->destroy ();
3717 tmp = NULL;
3718 }
3719 }
3720 while (!tmp);
3721
3722 tmp->x = op->x;
3723 tmp->y = op->y;
3724 SET_FLAG (tmp, FLAG_UNPAID);
3725 insert_ob_in_map (tmp, op->map, NULL, 0);
3413 identify(tmp); 3726 identify (tmp);
3414 break; 3727 break;
3415 3728
3416 case TREASURE: 3729 case TREASURE:
3417 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3418 return 0; 3731 return 0;
3732
3419 while ((op->stats.hp--)>0) 3733 while (op->stats.hp-- > 0)
3420 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3734 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3421 op->stats.exp ? (int)op->stats.exp : 3735 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3422 op->map == NULL ? 14: op->map->difficulty,0);
3423 3736
3424 /* If we generated an object and put it in this object inventory, 3737 /* If we generated an object and put it in this object inventory,
3425 * move it to the parent object as the current object is about 3738 * move it to the parent object as the current object is about
3426 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3427 * that is put inside other objects. 3740 * that is put inside other objects.
3428 */ 3741 */
3429 for (tmp=op->inv; tmp; tmp=tmp2) { 3742 if (op->env)
3430 tmp2 = tmp->below; 3743 while (op->inv)
3431 remove_ob(tmp); 3744 op->env->insert (op->inv);
3432 if (op->env) insert_ob_in_ob(tmp, op->env); 3745
3433 else free_object(tmp); 3746 op->destroy ();
3747 break;
3434 } 3748 }
3435 remove_ob(op);
3436 free_object(op);
3437 break;
3438 }
3439 return tmp ? 1 : 0;
3440}
3441 3749
3750 return !!tmp;
3751}
3752
3442/** 3753/**
3443 * fix_auto_apply goes through the entire map (only the first time 3754 * fix_auto_apply goes through the entire map every time a map
3444 * when an original map is loaded) and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3445 * certain objects (most initialization of chests and creation of 3756 * certain objects (most initialization of chests and creation of
3446 * treasures and stuff). Calls auto_apply if appropriate. 3757 * treasures and stuff). Calls auto_apply if appropriate.
3447 */ 3758 */
3759void
3760maptile::fix_auto_apply ()
3761{
3762 if (!spaces)
3763 return;
3448 3764
3449void fix_auto_apply(mapstruct *m) { 3765 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3450 object *tmp,*above=NULL; 3766 for (object *tmp = ms->bot; tmp; )
3451 int x,y; 3767 {
3768 object *above = tmp->above;
3452 3769
3453 if(m==NULL) return; 3770 if (tmp->inv)
3454 3771 {
3455 for(x=0;x<MAP_WIDTH(m);x++)
3456 for(y=0;y<MAP_HEIGHT(m);y++)
3457 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3458 above=tmp->above;
3459
3460 if (tmp->inv) {
3461 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3462 3773
3463 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3464 invnext = invtmp->below; 3775 {
3776 invnext = invtmp->below;
3465 3777
3466 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3467 auto_apply(invtmp); 3779 auto_apply (invtmp);
3468 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3469 while ((invtmp->stats.hp--)>0) 3781 {
3470 create_treasure(invtmp->randomitems, invtmp, 0, 3782 while (invtmp->stats.hp-- > 0)
3471 m->difficulty,0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3472 invtmp->randomitems = NULL; 3784
3473 } 3785 invtmp->randomitems = NULL;
3474 else if (invtmp && invtmp->arch && 3786 }
3475 invtmp->type!=TREASURE && 3787 else if (invtmp && invtmp->arch
3476 invtmp->type != SPELL && 3788 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3477 invtmp->type != CLASS && 3789 {
3478 HAS_RANDOM_ITEMS(invtmp)) { 3790 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3479 create_treasure(invtmp->randomitems, invtmp, 0,
3480 m->difficulty,0);
3481 /* Need to clear this so that we never try to create 3791 /* Need to clear this so that we never try to create
3482 * treasure again for this object 3792 * treasure again for this object
3483 */ 3793 */
3484 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3485 } 3795 }
3486 } 3796 }
3797
3487 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3488 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3489 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3490 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3491 * MSW 2004-05-13 3802 * MSW 2004-05-13
3492 * 3803 *
3493 * And if it's a spellbook, it's better to set randomitems to NULL too, 3804 * And if it's a spellbook, it's better to set randomitems to NULL too,
3494 * else you get two spells in the book ^_- 3805 * else you get two spells in the book ^_-
3495 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3496 */ 3807 */
3497 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3498 tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || 3809 || tmp->type == HORN || tmp->type == FIREWALL || tmp->type == POTION || tmp->type == ALTAR || tmp->type == SPELLBOOK)
3499 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3500 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3811 }
3501 3812
3502 }
3503
3504 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3505 auto_apply(tmp); 3814 auto_apply (tmp);
3506 else if((tmp->type==TREASURE || (tmp->type==CONTAINER))&& HAS_RANDOM_ITEMS(tmp)) { 3815 else if ((tmp->type == TREASURE || (tmp->type == CONTAINER)) && tmp->has_random_items ())
3816 {
3507 while ((tmp->stats.hp--)>0) 3817 while ((tmp->stats.hp--) > 0)
3508 create_treasure(tmp->randomitems, tmp, 0, 3818 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3509 m->difficulty,0);
3510 tmp->randomitems = NULL; 3819 tmp->randomitems = NULL;
3511 } 3820 }
3512 else if(tmp->type==TIMED_GATE) { 3821 else if (tmp->type == TIMED_GATE)
3822 {
3513 object *head = tmp->head != NULL ? tmp->head : tmp; 3823 object *head = tmp->head != NULL ? tmp->head : tmp;
3824
3514 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3825 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3515 tmp->speed = 0; 3826 tmp->set_speed (0);
3516 update_ob_speed(tmp); 3827 }
3517 }
3518 }
3519 /* This function can be called everytime a map is loaded, even when 3828 /* This function can be called everytime a map is loaded, even when
3520 * swapping back in. As such, we don't want to create the treasure 3829 * swapping back in. As such, we don't want to create the treasure
3521 * over and ove again, so after we generate the treasure, blank out 3830 * over and ove again, so after we generate the treasure, blank out
3522 * randomitems so if it is swapped in again, it won't make anything. 3831 * randomitems so if it is swapped in again, it won't make anything.
3523 * This is a problem for the above objects, because they have counters 3832 * This is a problem for the above objects, because they have counters
3524 * which say how many times to make the treasure. 3833 * which say how many times to make the treasure.
3525 */ 3834 */
3526 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3835 else if (tmp && tmp->arch && tmp->type != PLAYER
3527 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3836 && tmp->type != TREASURE && tmp->type != SPELL
3528 HAS_RANDOM_ITEMS(tmp)) { 3837 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3838 {
3529 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3839 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3530 m->difficulty,0);
3531 tmp->randomitems = NULL; 3840 tmp->randomitems = NULL;
3532 } 3841 }
3842
3843 // close all containers
3844 else if (tmp->type == CONTAINER)
3845 tmp->flag [FLAG_APPLIED] = 0;
3846
3847 tmp = above;
3533 } 3848 }
3534 3849
3535 for(x=0;x<MAP_WIDTH(m);x++) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3536 for(y=0;y<MAP_HEIGHT(m);y++) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3537 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3538 if (tmp->above &&
3539 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3540 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3541} 3854}
3542 3855
3543/** 3856/**
3544 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3545 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3546 * that doesn't work with the new spell code. Since we know what 3859 * that doesn't work with the new spell code. Since we know what
3547 * the food changes, just grab a force and use that instead. 3860 * the food changes, just grab a force and use that instead.
3548 */ 3861 */
3549 3862void
3550void eat_special_food(object *who, object *food) { 3863eat_special_food (object *who, object *food)
3864{
3551 object *force; 3865 object *force;
3552 int i, did_one=0; 3866 int i, did_one = 0;
3553 sint8 k;
3554 3867
3555 force = get_archetype(FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3556 3871
3872 /* bigger morsel of food = longer effect time */
3873 int duration = TIME2TICK (food->stats.food);
3874
3875 if (force = who->force_find (key))
3876 {
3877 if (duration > fabs (force->speed_left / force->speed))
3878 {
3879 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));
3880 force->force_set_timer (duration);
3881 }
3882 else
3883 new_draw_info (NDI_UNIQUE, 0, who, "It had no additional effect.");
3884
3885 return;
3886 }
3887 else
3888 {
3889 force = who->force_add (key, duration);
3890 force->name = key;
3891
3892 /* check if the food affects a stat */
3557 for (i=0; i < NUM_STATS; i++) { 3893 for (i = 0; i < NUM_STATS; i++)
3558 k = get_attr_value(&food->stats, i); 3894 if (sint8 k = food->stats.stat (i))
3559 if (k) { 3895 {
3560 set_attr_value(&force->stats, i, k); 3896 force->stats.stat (i) = k;
3561 did_one = 1; 3897 did_one = 1;
3562 } 3898 }
3563 }
3564 3899
3565 /* check if we can protect the eater */ 3900 /* check if we can protect the eater */
3566 for (i=0; i<NROFATTACKS; i++) { 3901 for (i = 0; i < NROFATTACKS; i++)
3567 if (food->resist[i]>0) {
3568 force->resist[i] = food->resist[i] / 2;
3569 did_one = 1;
3570 }
3571 }
3572 if (did_one) {
3573 force->speed = 0.1;
3574 update_ob_speed(force);
3575 /* bigger morsel of food = longer effect time */
3576 force->stats.food = food->stats.food / 5;
3577 SET_FLAG(force, FLAG_IS_USED_UP);
3578 SET_FLAG(force, FLAG_APPLIED);
3579 change_abil(who, force);
3580 insert_ob_in_ob(force, who);
3581 } else {
3582 free_object(force);
3583 }
3584
3585 /* check for hp, sp change */
3586 if(food->stats.hp!=0) {
3587 if(QUERY_FLAG(food, FLAG_CURSED)) {
3588 strcpy(who->contr->killer,food->name);
3589 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3590 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3591 } else {
3592 if(food->stats.hp>0)
3593 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3594 else
3595 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3596 who->stats.hp += food->stats.hp;
3597 }
3598 }
3599 if(food->stats.sp!=0) {
3600 if(QUERY_FLAG(food, FLAG_CURSED)) {
3601 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3602 who->stats.sp -= food->stats.sp;
3603 if(who->stats.sp<0) who->stats.sp=0;
3604 } else {
3605 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3606 who->stats.sp += food->stats.sp;
3607 /* place limit on max sp from food? */
3608 }
3609 }
3610 fix_player(who);
3611}
3612
3613
3614/**
3615 * Designed primarily to light torches/lanterns/etc.
3616 * Also burns up burnable material too. First object in the inventory is
3617 * the selected object to "burn". -b.t.
3618 */
3619
3620void apply_lighter(object *who, object *lighter) {
3621 object *item;
3622 int is_player_env=0;
3623 uint32 nrof;
3624 tag_t count;
3625 char item_name[MAX_BUF];
3626
3627 item=find_marked_object(who);
3628 if(item) {
3629 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3630 /* Split multiple lighters if they're being used up. Otherwise *
3631 * one charge from each would be used up. --DAMN */
3632 if(lighter->nrof > 1) {
3633 object *oneLighter = get_object();
3634 copy_object(lighter, oneLighter);
3635 lighter->nrof -= 1;
3636 oneLighter->nrof = 1;
3637 oneLighter->stats.food--;
3638 esrv_send_item(who, lighter);
3639 oneLighter=insert_ob_in_ob(oneLighter, who);
3640 esrv_send_item(who, oneLighter);
3641 } else {
3642 lighter->stats.food--;
3643 }
3644
3645 } else if(lighter->last_eat) { /* no charges left in lighter */
3646 new_draw_info_format(NDI_UNIQUE, 0,who,
3647 "You attempt to light the %s with a used up %s.",
3648 item->name, lighter->name);
3649 return;
3650 } 3902 {
3651 /* Perhaps we should split what we are trying to light on fire? 3903 if (food->resist[i] > 0)
3652 * I can't see many times when you would want to light multiple
3653 * objects at once.
3654 */
3655 nrof=item->nrof;
3656 count=item->count;
3657 /* If the item is destroyed, we don't have a valid pointer to the
3658 * name object, so make a copy so the message we print out makes
3659 * some sense.
3660 */
3661 strcpy(item_name, item->name);
3662 if (who == is_player_inv(item)) is_player_env=1;
3663
3664 save_throw_object(item,AT_FIRE,who);
3665 /* Change to check count and not freed, since the object pointer
3666 * may have gotten recycled
3667 */
3668 if ((nrof != item->nrof ) || (count != item->count)) {
3669 new_draw_info_format(NDI_UNIQUE, 0,who,
3670 "You light the %s with the %s.",item_name,lighter->name);
3671 /* Need to update the player so that the players glow radius
3672 * gets changed.
3673 */
3674 if (is_player_env) fix_player(who);
3675 } else {
3676 new_draw_info_format(NDI_UNIQUE, 0,who,
3677 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3678 }
3679
3680 } else /* nothing to light */
3681 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3682
3683}
3684
3685/**
3686 * op made some mistake with a scroll, this takes care of punishment.
3687 * scroll_failure()- hacked directly from spell_failure
3688 */
3689void scroll_failure(object *op, int failure, int power)
3690{
3691 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3692
3693 if(failure<= -1&&failure > -15) {/* wonder */
3694 object *tmp;
3695
3696 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3697 tmp=get_archetype(SPELL_WONDER);
3698 cast_wonder(op, op, 0, tmp);
3699 free_object(tmp);
3700 } else if (failure <= -15&&failure > -35) {/* drain mana */
3701 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3702 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3703 if(op->stats.sp<0) op->stats.sp = 0;
3704 } else if (settings.spell_failure_effects == TRUE) {
3705 if (failure <= -35&&failure > -60) { /* confusion */
3706 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3707 confuse_player(op,op,power);
3708 } else if (failure <= -60&&failure> -70) {/* paralysis */
3709 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3710 "you!");
3711 paralyze_player(op,op,power);
3712 } else if (failure <= -70&&failure> -80) {/* blind */
3713 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3714 blind_player(op,op,power);
3715 } else if (failure <= -80) {/* blast the immediate area */
3716 object *tmp;
3717 tmp=get_archetype(LOOSE_MANA);
3718 cast_magic_storm(op,tmp, power);
3719 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3720 free_object(tmp);
3721 }
3722 }
3723}
3724
3725void apply_changes_to_player(object *pl, object *change) {
3726 int excess_stat=0; /* if the stat goes over the maximum
3727 for the race, put the excess stat some
3728 where else. */
3729
3730 switch (change->type) {
3731 case CLASS: {
3732 living *stats = &(pl->contr->orig_stats);
3733 living *ns = &(change->stats);
3734 object *walk;
3735 int flag_change_face=1;
3736
3737 /* the following code assigns stats up to the stat max
3738 * for the race, and if the stat max is exceeded,
3739 * tries to randomly reassign the excess stat
3740 */
3741 int i,j;
3742 for(i=0;i<NUM_STATS;i++) {
3743 sint8 stat=get_attr_value(stats,i);
3744 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3745 stat += get_attr_value(ns,i);
3746 if(stat > 20 + race_bonus) {
3747 excess_stat++;
3748 stat = 20+race_bonus;
3749 }
3750 set_attr_value(stats,i,stat);
3751 }
3752
3753 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3754 int i = rndm(0, 6);
3755 int stat=get_attr_value(stats,i);
3756 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3757 if(i==CHA) continue; /* exclude cha from this */
3758 if( stat < 20 + race_bonus) {
3759 change_attr_value(stats,i,1);
3760 excess_stat--;
3761 }
3762 }
3763
3764 /* insert the randomitems from the change's treasurelist into
3765 * the player ref: player.c
3766 */
3767 if(change->randomitems!=NULL)
3768 give_initial_items(pl,change->randomitems);
3769
3770
3771 /* set up the face, for some races. */
3772
3773 /* first, look for the force object banning
3774 * changing the face. Certain races never change face with class.
3775 */
3776 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3777 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3778
3779 if(flag_change_face) {
3780 pl->animation_id = GET_ANIM_ID(change);
3781 pl->face = change->face;
3782
3783 if(QUERY_FLAG(change,FLAG_ANIMATE))
3784 SET_FLAG(pl,FLAG_ANIMATE);
3785 else
3786 CLEAR_FLAG(pl,FLAG_ANIMATE);
3787 }
3788
3789 /* check the special case of can't use weapons */
3790 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3791 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3792
3793 break;
3794 }
3795 }
3796}
3797
3798/**
3799 * This handles items of type 'transformer'.
3800 * Basically those items, used with a marked item, transform both items into something
3801 * else.
3802 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3803 * Change information is contained in the 'slaying' field of the marked item.
3804 * The format is as follow: transformer:[number ]yield[;transformer:...].
3805 * This way an item can be transformed in many things, and/or many objects.
3806 * The 'slaying' field for transformer is used as verb for the action.
3807 */
3808void apply_item_transformer( object* pl, object* transformer )
3809 {
3810 object* marked;
3811 object* new_item;
3812 char* find;
3813 char* separator;
3814 int yield;
3815 char got[ MAX_BUF ];
3816 int len;
3817
3818 if ( !pl || !transformer )
3819 return;
3820 marked = find_marked_object( pl );
3821 if ( !marked )
3822 {
3823 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
3824 return;
3825 }
3826 if ( !marked->slaying )
3827 {
3828 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3829 return;
3830 }
3831 /* check whether they are compatible or not */
3832 find = strstr( marked->slaying, transformer->arch->name );
3833 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
3834 {
3835 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
3836 return;
3837 }
3838 find += strlen( transformer->arch->name ) + 1;
3839 /* Item can be used, now find how many and what it yields */
3840 if ( isdigit( *( find ) ) )
3841 {
3842 yield = atoi( find );
3843 if ( yield < 1 )
3844 { 3904 {
3845 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3905 force->resist[i] = food->resist[i];
3846 yield = 1; 3906 did_one = 1;
3847 } 3907 }
3848 } 3908 }
3849 else
3850 yield = 1;
3851 3909
3852 while ( isdigit( *find ) ) 3910 if (did_one)
3853 find++;
3854 while ( *find == ' ' )
3855 find++;
3856 memset( got, 0, MAX_BUF );
3857 if ( (separator = strchr( find, ';' ))!=NULL)
3858 {
3859 len = separator - find;
3860 } 3911 {
3861 else 3912 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));
3913
3914 /* make the force take effect and report effects to user */
3915 change_abil (who, force);
3862 { 3916 }
3863 len = strlen(find); 3917 else
3918 force->destroy ();
3919 }
3920
3921 /* check for hp, sp change */
3922 if (food->stats.hp != 0)
3923 {
3924 if (QUERY_FLAG (food, FLAG_CURSED))
3864 } 3925 {
3865 if ( len > MAX_BUF-1) 3926 who->contr->killer = food;
3866 len = MAX_BUF-1; 3927 hit_player (who, food->stats.hp, food, AT_POISON, 1);
3867 strcpy( got, find ); 3928 who->failmsg ("Eck!...that was poisonous!");
3868 got[len] = '\0';
3869
3870 /* Now create new item, remove used ones when required. */
3871 new_item = get_archetype( got );
3872 if ( !new_item )
3873 { 3929 }
3874 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3930 else
3875 return;
3876 } 3931 {
3877 new_item->nrof = yield; 3932 if (food->stats.hp > 0)
3878 new_draw_info_format( NDI_UNIQUE, 0, pl, "You %s the %s.", transformer->slaying, query_base_name( marked, 0 ) ); 3933 who->statusmsg ("You begin to feel better.");
3879 insert_ob_in_ob( new_item, pl ); 3934 else
3880 esrv_send_inventory( pl, pl ); 3935 who->failmsg ("Eck!...that was poisonous!");
3881 /* Eat up one item */ 3936
3882 decrease_ob_nr( marked, 1 ); 3937 who->stats.hp += food->stats.hp;
3883 /* Eat one transformer if needed */ 3938 }
3884 if ( transformer->stats.food ) 3939 }
3885 if ( --transformer->stats.food == 0 ) 3940
3886 decrease_ob_nr( transformer, 1 ); 3941 if (food->stats.sp != 0)
3887 } 3942 {
3943 if (QUERY_FLAG (food, FLAG_CURSED))
3944 {
3945 who->failmsg ("You are drained of mana!");
3946 who->stats.sp -= food->stats.sp;
3947 if (who->stats.sp < 0)
3948 who->stats.sp = 0;
3949 }
3950 else
3951 {
3952 who->statusmsg ("You feel a rush of magical energy!");
3953 who->stats.sp += food->stats.sp;
3954 /* place limit on max sp from food? */
3955 }
3956 }
3957
3958 who->update_stats ();
3959}
3960
3961void
3962apply_changes_to_player (object *pl, object *change)
3963{
3964 int excess_stat = 0; /* if the stat goes over the maximum
3965 for the race, put the excess stat some
3966 where else. */
3967
3968 switch (change->type)
3969 {
3970 case CLASS:
3971 {
3972 living *stats = &(pl->contr->orig_stats);
3973 living *ns = &(change->stats);
3974 object *walk;
3975 int flag_change_face = 1;
3976
3977 /* the following code assigns stats up to the stat max
3978 * for the race, and if the stat max is exceeded,
3979 * tries to randomly reassign the excess stat
3980 */
3981 int i, j;
3982
3983 for (i = 0; i < NUM_STATS; i++)
3984 {
3985 int race_bonus = pl->arch->stats.stat (i);
3986 sint8 stat = stats->stat (i) + ns->stat (i);
3987
3988 if (stat > 20 + race_bonus)
3989 {
3990 excess_stat++;
3991 stat = 20 + race_bonus;
3992 }
3993
3994 stats->stat (i) = stat;
3995 }
3996
3997 for (j = 0; excess_stat > 0 && j < 100; j++)
3998 { /* try 100 times to assign excess stats */
3999 int i = rndm (0, 6);
4000
4001 if (i == CHA)
4002 continue; /* exclude cha from this */
4003
4004 int stat = stats->stat (i);
4005 int race_bonus = pl->arch->stats.stat (i);
4006 if (stat < 20 + race_bonus)
4007 {
4008 change_attr_value (stats, i, 1);
4009 excess_stat--;
4010 }
4011 }
4012
4013 /* insert the randomitems from the change's treasurelist into
4014 * the player ref: player.c
4015 */
4016 if (change->randomitems)
4017 give_initial_items (pl, change->randomitems);
4018
4019 /* set up the face, for some races. */
4020
4021 /* first, look for the force object banning
4022 * changing the face. Certain races never change face with class.
4023 */
4024 for (walk = pl->inv; walk; walk = walk->below)
4025 if (walk->name == shstr_NOCLASSFACECHANGE)
4026 flag_change_face = 0;
4027
4028 if (flag_change_face)
4029 {
4030 pl->face = change->face;
4031 pl->animation_id = change->animation_id;
4032 pl->flag [FLAG_ANIMATE] = change->flag [FLAG_ANIMATE];
4033 }
4034
4035 /* check the special case of can't use weapons */
4036 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON); */
4037 if (change->name == shstr_monk)
4038 CLEAR_FLAG (pl, FLAG_USE_WEAPON);
4039
4040 break;
4041 }
4042 }
4043}
4044

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