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Comparing deliantra/server/server/apply.C (file contents):
Revision 1.5 by elmex, Tue Aug 15 17:35:51 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 1.5 2006/08/15 17:35:51 elmex 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/* Can transport hold object op?
45 * This is a pretty trivial function,
46 * but in the future, possible transport may have more restrictions
47 * or weight reduction like containers
48 */
49int transport_can_hold(const object *transport, const object *op, int nrof)
50{
51 if ((op->weight *nrof + transport->carrying) > transport->weight_limit)
52 return 0;
53 else
54 return 1;
55}
56
57
58/*
59 * Player is trying to use a transport. This returns same values as
60 * manual_apply() does. This function basically checks to see if
61 * the player can use the transport, and if so, sets up the appropriate
62 * pointers.
63 */
64int apply_transport(object *pl, object *transport, int aflag) {
65
66 /* Only players can use transports right now */
67 if (pl->type != PLAYER) return 0;
68
69 /* If player is currently on a transport but not this transport, they need
70 * to exit first. Perhaps transport to transport transfers should be
71 * allowed.
72 */
73 if (pl->contr->transport && pl->contr->transport != transport) {
74 new_draw_info_format(NDI_UNIQUE, 0, pl,
75 "You must exit %s before you can board %s.",
76 query_name(pl->contr->transport),
77 query_name(transport));
78 return 1;
79 }
80
81 /* player is currently on a transport. This must mean he
82 * wants to exit.
83 */
84 if (pl->contr->transport) {
85 object *old_transport = pl->contr->transport, *inv;
86
87 /* Should we print a message if the player only wants to
88 * apply?
89 */
90 if (aflag & AP_APPLY) return 1;
91 new_draw_info_format(NDI_UNIQUE, 0, pl,
92 "You disembark from %s.",
93 query_name(old_transport));
94 remove_ob(pl);
95 pl->map = old_transport->map;
96 pl->x = old_transport->x;
97 pl->y = old_transport->y;
98 if (pl->contr == old_transport->contr)
99 old_transport->contr = NULL;
100
101 pl->contr->transport = NULL;
102 insert_ob_in_map(pl, pl->map, pl, 0);
103 sum_weight(old_transport);
104
105 /* Possible for more than one player to be using a transport.
106 * if that is the case, we don't want to reset the face, as the
107 * transport is still occupied.
108 */
109 for (inv=old_transport->inv; inv; inv=inv->below)
110 if (inv->type == PLAYER) break;
111 if (!inv) {
112 old_transport->face = old_transport->arch->clone.face;
113 old_transport->animation_id = old_transport->arch->clone.animation_id;
114 }
115 return 1;
116 }
117 else {
118 /* player is trying to board a transport */
119 int pc=0, p_limit;
120 object *inv;
121 const char *kv;
122
123 if (aflag & AP_UNAPPLY) return 1;
124
125 /* Can this transport hold the weight of this player? */
126 if (!transport_can_hold(transport, pl, 1)) {
127 new_draw_info_format(NDI_UNIQUE, 0, pl,
128 "The %s is unable to hold your weight!",
129 query_name(transport));
130 return 1;
131 }
132
133 /* Does this transport have space for more players? */
134 for (inv=transport->inv; inv; inv=inv->below) {
135 if (inv->type == PLAYER) pc++;
136 }
137 kv = get_ob_key_value(transport, "passenger_limit");
138 if (!kv) p_limit=1;
139 else p_limit = atoi(kv);
140 if (pc >= p_limit) {
141 new_draw_info_format(NDI_UNIQUE, 0, pl,
142 "The %s does not have space for any more people",
143 query_name(transport));
144 return 1;
145 }
146
147 /* Everything checks out OK - player can get on the transport */
148 pl->contr->transport = transport;
149 if (!transport->contr) transport->contr = pl->contr;
150 remove_ob(pl);
151 insert_ob_in_ob(pl, transport);
152 sum_weight(transport);
153 pl->map = transport->map;
154 pl->x = transport->x;
155 pl->y = transport->y;
156
157 /* Might need to update face, animation info */
158 if (!pc) {
159 const char *str;
160
161 str = get_ob_key_value(transport, "face_full");
162 if (str)
163 transport->face = &new_faces[FindFace(str,
164 transport->face->number)];
165 str = get_ob_key_value(transport, "anim_full");
166 if (str)
167 transport->animation_id = find_animation(str);
168 }
169
170 /* Does speed of this object change based on weight? */
171 kv = get_ob_key_value(transport, "weight_speed_ratio");
172 if (kv) {
173 int wsr = atoi(kv);
174 float base_speed;
175
176 kv = get_ob_key_value(transport, "base_speed");
177 if (kv) base_speed = atof(kv);
178 else base_speed = transport->arch->clone.speed;
179
180 transport->speed = base_speed - (base_speed * transport->carrying *
181 wsr) / (transport->weight_limit * 100);
182
183 /* Put some limits on min/max speeds */
184 if (transport->speed < 0.10) transport->speed = 0.10;
185 if (transport->speed > 1.0) transport->speed = 1.0;
186 }
187 } /* else if player is boarding the transport */
188
189 return 1;
190}
191
192
193
194/** 38/**
195 * 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.
196 * 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.
197 */ 41 */
42int
198int should_director_abort(object *op, object *victim) 43should_director_abort (object *op, object *victim)
199{ 44{
200 int arch_flag, name_flag, race_flag; 45 int arch_flag, name_flag, race_flag;
46
201 /* 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.
202 * 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,
203 * 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,
204 * 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
205 * it. Examples: 51 * it. Examples:
206 * subtype 1: only arch 52 * subtype 1: only arch
207 * subtype 3: arch or name 53 * subtype 3: arch or name
208 * subtype 5: arch or race 54 * subtype 5: arch or race
209 * subtype 7: all three 55 * subtype 7: all three
210 */ 56 */
211 if (op->subtype) 57 if (op->subtype)
212 { 58 {
213 arch_flag = (op->subtype & 1); 59 arch_flag = op->subtype & 1;
214 name_flag = (op->subtype & 2); 60 name_flag = op->subtype & 2;
215 race_flag = (op->subtype & 4); 61 race_flag = op->subtype & 4;
216 } else { 62 }
63 else
64 {
217 arch_flag = 1; 65 arch_flag = 1;
218 name_flag = 1; 66 name_flag = 1;
219 race_flag = 1; 67 race_flag = 1;
220 } 68 }
69
221 /* 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,
222 * name or race that matches. 71 * name or race that matches.
223 */ 72 */
224 if ( (op->race) && 73 if ((op->race) &&
225 ((!(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)) &&
226 ((!(victim->name && name_flag) || strcmp(op->race, victim->name))) && 75 ((!(victim->name && name_flag) || op->race != victim->name)) &&
227 ((!(victim->race && race_flag) || strcmp(op->race, victim->race))) ) { 76 ((!(victim->race && race_flag) || op->race != victim->race)))
228 return 1; 77 return 1;
229 } 78
230 /* If the director has slaying set, only affect objects where none 79 /* If the director has slaying set, only affect objects where none
231 * of arch, name, or race match. 80 * of arch, name, or race match.
232 */ 81 */
233 if ( (op->slaying) && (
234 ((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))) ||
235 ((victim->name && name_flag && !strcmp(op->slaying, victim->name))) || 83 ((victim->name && name_flag && op->slaying == victim->name)) ||
236 ((victim->race && race_flag && !strcmp(op->slaying, victim->race)))) ) { 84 ((victim->race && race_flag && op->slaying == victim->race)))
237 return 1; 85 return 1;
238 } 86
239 return 0; 87 return 0;
240} 88}
241 89
242/** 90/**
243 * 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.
244 * 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.
245 * Return value: 1 if money was destroyed, 0 if not. 93 * Return value: 1 if money was destroyed, 0 if not.
246 */ 94 */
95static int
247static int apply_id_altar (object *money, object *altar, object *pl) 96apply_id_altar (object *money, object *altar, object *pl)
248{ 97{
249 object *id, *marked; 98 dynbuf_text &buf = msg_dynbuf; buf.clear ();
250 int success=0;
251 99
252 if (pl == NULL || pl->type != PLAYER) 100 if (!pl || pl->type != PLAYER)
253 return 0; 101 return 0;
254 102
255 /* 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
256 * identifying' from being printed out more than it needs to be. 104 * identifying' from being printed out more than it needs to be.
257 */ 105 */
258 if ( ! check_altar_sacrifice (altar, money) || money->type != MONEY) 106 if (!check_altar_sacrifice (altar, money, pl) || money->type != MONEY)
259 return 0; 107 return 0;
260 108
261 marked = find_marked_object (pl);
262 /* 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
263 * identified. IF it doesn't, then go through the player inventory. 110 * identified. If it doesn't, then go through the player inventory.
264 */ 111 */
265 if (marked && ! QUERY_FLAG (marked, FLAG_IDENTIFIED) 112 if (object *marked = find_marked_object (pl))
266 && need_identify (marked)) 113 if (!QUERY_FLAG (marked, FLAG_IDENTIFIED) && need_identify (marked))
267 { 114 {
268 if (operate_altar (altar, &money)) { 115 if (operate_altar (altar, &money, pl))
116 {
269 identify (marked); 117 identify (marked);
270 new_draw_info_format(NDI_UNIQUE, 0, pl, 118
271 "You have %s.", long_desc(marked, pl)); 119 buf.printf ("You have %s.\r", long_desc (marked, pl));
272 if (marked->msg) { 120 if (marked->msg)
273 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 121 buf << "The item has a story:\r" << marked->msg << "\n\n";
274 new_draw_info(NDI_UNIQUE, 0,pl, marked->msg); 122
275 } 123 return !money;
276 return money == NULL; 124 }
277 }
278 } 125 }
279 126
280 for (id=pl->inv; id; id=id->below) { 127 for (object *id = pl->inv; id; id = id->below)
128 {
281 if (!QUERY_FLAG(id, FLAG_IDENTIFIED) && !id->invisible && 129 if (!QUERY_FLAG (id, FLAG_IDENTIFIED) && !id->invisible && need_identify (id))
282 need_identify(id)) { 130 {
283 if (operate_altar(altar,&money)) { 131 if (operate_altar (altar, &money, pl))
284 identify(id); 132 {
285 new_draw_info_format(NDI_UNIQUE, 0, pl, 133 identify (id);
286 "You have %s.", long_desc(id, pl)); 134
135 buf.printf ("You have %s.\r", long_desc (id, pl));
287 if (id->msg) { 136 if (id->msg)
288 new_draw_info(NDI_UNIQUE, 0,pl, "The item has a story:"); 137 buf << "The item has a story:\r" << id->msg << "\n\n";
289 new_draw_info(NDI_UNIQUE, 0,pl, id->msg); 138
290 }
291 success=1;
292 /* If no more money, might as well quit now */ 139 /* If no more money, might as well quit now */
293 if (money == NULL || ! check_altar_sacrifice (altar,money)) 140 if (!money || !check_altar_sacrifice (altar, money))
294 break; 141 break;
295 } 142 }
296 else { 143 else
144 {
297 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");
298 break; 146 break;
299 } 147 }
300 } 148 }
301 } 149 }
302 if (!success) new_draw_info(NDI_UNIQUE, 0,pl,"You have nothing that needs identifying"); 150
303 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;
304} 157}
305 158
306/** 159/**
307 * 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
308 * matching item. 161 * matching item.
309 **/ 162 **/
163void
310static void handle_apply_yield(object* tmp) 164handle_apply_yield (object *tmp)
311{ 165{
312 const char* yield; 166 if (shstr_tmp yield = tmp->kv (shstr_on_use_yield))
313 167 archetype::get (yield)->insert_at (tmp, tmp, INS_BELOW_ORIGINATOR);
314 yield = get_ob_key_value(tmp,"on_use_yield");
315 if (yield != NULL)
316 {
317 object* drop = get_archetype(yield);
318 if (tmp->env)
319 {
320 drop = insert_ob_in_ob(drop,tmp->env);
321 if (tmp->env->type == PLAYER)
322 esrv_send_item(tmp->env,drop);
323 }
324 else
325 {
326 drop->x = tmp->x;
327 drop->y = tmp->y;
328 insert_ob_in_map(drop,tmp->map,tmp,INS_BELOW_ORIGINATOR);
329 }
330 }
331} 168}
332 169
333/** 170/**
334 * Handles applying a potion. 171 * Handles applying a potion.
335 */ 172 */
173int
336int apply_potion (object * op, object * tmp) 174apply_potion (object *op, object *tmp)
337{ 175{
338 int got_one = 0, i; 176 int got_one = 0, i;
339 object *force = 0, *floor = 0; 177 object *force = 0;
340 178
341 floor = get_map_ob (op->map, op->x, op->y); 179 object *floor = GET_MAP_OB (op->map, op->x, op->y);
342 180
343 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)
344 { 182 {
345 if (op->type == PLAYER)
346 new_draw_info (NDI_UNIQUE, 0, op,
347 "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!");
348 ); 184
349 CLEAR_FLAG (tmp, FLAG_APPLIED); 185 CLEAR_FLAG (tmp, FLAG_APPLIED);
350 return 0; 186 return 0;
351 } 187 }
352 188
353 if (op->type == PLAYER) 189 if (op->type == PLAYER)
354 {
355 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED)) 190 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
356 identify (tmp); 191 identify (tmp);
357 }
358 192
359 handle_apply_yield (tmp); 193 handle_apply_yield (tmp);
360 194
361 /* Potion of restoration - only for players */ 195 /* Potion of restoration - only for players */
362 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE)) 196 if (op->type == PLAYER && (tmp->attacktype & AT_DEPLETE))
364 object *depl; 198 object *depl;
365 archetype *at; 199 archetype *at;
366 200
367 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 201 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
368 { 202 {
369 drain_stat (op); 203 op->drain_stat ();
370 fix_player (op); 204 op->update_stats ();
371 decrease_ob (tmp); 205 tmp->decrease ();
372 return 1; 206 return 1;
373 } 207 }
374 if ((at = find_archetype (ARCH_DEPLETION)) == NULL) 208
209 if (!(at = archetype::find (shstr_depletion)))
375 { 210 {
376 LOG (llevError, "Could not find archetype depletion\n"); 211 LOG (llevError, "Could not find archetype depletion\n");
377 return 0; 212 return 0;
378 } 213 }
214
379 depl = present_arch_in_ob (at, op); 215 depl = present_arch_in_ob (at, op);
216
380 if (depl != NULL) 217 if (depl)
381 { 218 {
382 for (i = 0; i < NUM_STATS; i++) 219 for (i = 0; i < NUM_STATS; i++)
383 if (get_attr_value (&depl->stats, i)) 220 if (depl->stats.stat (i))
384 { 221 op->statusmsg (restore_msg[i]);
385 new_draw_info (NDI_UNIQUE, 0, op, restore_msg[i]); 222
386 } 223 depl->destroy ();
387 remove_ob (depl); 224 op->update_stats ();
388 free_object (depl);
389 fix_player (op);
390 } 225 }
391 else 226 else
392 new_draw_info (NDI_UNIQUE, 0, op, "You potion had no effect."); 227 op->statusmsg ("Your potion had no effect.");
393 228
394 decrease_ob (tmp); 229 tmp->decrease ();
395 return 1; 230 return 1;
396 } 231 }
397 232
398 /* improvement potion - only for players */ 233 /* improvement potion - only for players */
399 if (op->type == PLAYER && tmp->attacktype & AT_GODPOWER) 234 if (op->type == PLAYER && (tmp->attacktype & AT_GODPOWER))
400 { 235 {
401
402 for (i = 1; i < MIN (11, op->level); i++) 236 for (i = 1; i < min (11, op->level); i++)
403 { 237 {
404 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 238 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
405 { 239 {
406 if (op->contr->levhp[i] != 1) 240 if (op->contr->levhp[i] != 1)
407 { 241 {
408 op->contr->levhp[i] = 1; 242 op->contr->levhp[i] = 1;
409 break; 243 break;
410 } 244 }
245
411 if (op->contr->levsp[i] != 1) 246 if (op->contr->levsp[i] != 1)
412 { 247 {
413 op->contr->levsp[i] = 1; 248 op->contr->levsp[i] = 1;
414 break; 249 break;
415 } 250 }
251
416 if (op->contr->levgrace[i] != 1) 252 if (op->contr->levgrace[i] != 1)
417 { 253 {
418 op->contr->levgrace[i] = 1; 254 op->contr->levgrace[i] = 1;
419 break; 255 break;
420 } 256 }
424 if (op->contr->levhp[i] < 9) 260 if (op->contr->levhp[i] < 9)
425 { 261 {
426 op->contr->levhp[i] = 9; 262 op->contr->levhp[i] = 9;
427 break; 263 break;
428 } 264 }
265
429 if (op->contr->levsp[i] < 6) 266 if (op->contr->levsp[i] < 6)
430 { 267 {
431 op->contr->levsp[i] = 6; 268 op->contr->levsp[i] = 6;
432 break; 269 break;
433 } 270 }
271
434 if (op->contr->levgrace[i] < 3) 272 if (op->contr->levgrace[i] < 3)
435 { 273 {
436 op->contr->levgrace[i] = 3; 274 op->contr->levgrace[i] = 3;
437 break; 275 break;
438 } 276 }
439 } 277 }
440 } 278 }
279
441 /* Just makes checking easier */ 280 /* Just makes checking easier */
442 if (i < MIN (11, op->level)) 281 if (i < min (11, op->level))
443 got_one = 1; 282 got_one = 1;
283
444 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED)) 284 if (!QUERY_FLAG (tmp, FLAG_CURSED) && !QUERY_FLAG (tmp, FLAG_DAMNED))
445 { 285 {
446 if (got_one) 286 if (got_one)
447 { 287 {
448 fix_player (op); 288 op->update_stats ();
449 new_draw_info (NDI_UNIQUE, 0, op,
450 "The Gods smile upon you and remake you"); 289 op->statusmsg ("The Gods smile upon you and remake you "
451 new_draw_info (NDI_UNIQUE, 0, op,
452 "a little more in their image."); 290 "a little more in their image. "
453 new_draw_info (NDI_UNIQUE, 0, op,
454 "You feel a little more perfect."); 291 "You feel a little more perfect.", NDI_GREEN);
455 } 292 }
456 else 293 else
457 new_draw_info (NDI_UNIQUE, 0, op,
458 "The potion had no effect - you are already perfect"); 294 op->statusmsg ("The potion had no effect - you are already perfect.");
459 } 295 }
460 else 296 else
461 { /* cursed potion */ 297 { /* cursed potion */
462 if (got_one) 298 if (got_one)
463 { 299 {
464 fix_player (op); 300 op->update_stats ();
465 new_draw_info (NDI_UNIQUE, 0, op,
466 "The Gods are angry and punish you."); 301 op->failmsg ("The Gods are angry and punish you.");
467 } 302 }
468 else 303 else
469 new_draw_info (NDI_UNIQUE, 0, op, 304 op->statusmsg ("You are fortunate that you are so pathetic.", NDI_DK_ORANGE);
470 "You are fortunate that you are so pathetic.");
471 } 305 }
306
472 decrease_ob (tmp); 307 tmp->decrease ();
473 return 1; 308 return 1;
474 } 309 }
475 310
476 311
477 /* A potion that casts a spell. Healing, restore spellpoint (power potion) 312 /* A potion that casts a spell. Healing, restore spellpoint (power potion)
481 */ 316 */
482 if (tmp->inv) 317 if (tmp->inv)
483 { 318 {
484 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 319 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
485 { 320 {
486 object *fball; 321 op->failmsg ("Yech! Your lungs are on fire!");
487 322 create_exploding_ball_at (op, op->level);
488 new_draw_info (NDI_UNIQUE, 0, op, "Yech! Your lungs are on fire!");
489 /* Explodes a fireball centered at player */
490 fball = get_archetype (EXPLODING_FIREBALL);
491 fball->dam_modifier =
492 random_roll (1, op->level, op, PREFER_LOW) / 5 + 1;
493 fball->stats.maxhp =
494 random_roll (1, op->level, op, PREFER_LOW) / 10 + 2;
495 fball->x = op->x;
496 fball->y = op->y;
497 insert_ob_in_map (fball, op->map, NULL, 0);
498 } 323 }
499 else 324 else
500 cast_spell (op, tmp, op->facing, tmp->inv, NULL); 325 cast_spell (op, tmp, op->facing, tmp->inv, NULL);
501 326
502 decrease_ob (tmp); 327 tmp->decrease ();
328
503 /* if youre dead, no point in doing this... */ 329 /* if youre dead, no point in doing this... */
504 if (!QUERY_FLAG (op, FLAG_REMOVED)) 330 if (!QUERY_FLAG (op, FLAG_REMOVED))
505 fix_player (op); 331 op->update_stats ();
332
506 return 1; 333 return 1;
507 } 334 }
508 335
509 /* Deal with protection potions */ 336 /* Deal with protection potions */
510 force = NULL; 337 force = NULL;
512 { 339 {
513 if (tmp->resist[i]) 340 if (tmp->resist[i])
514 { 341 {
515 if (!force) 342 if (!force)
516 force = get_archetype (FORCE_NAME); 343 force = get_archetype (FORCE_NAME);
344
517 memcpy (force->resist, tmp->resist, sizeof (tmp->resist)); 345 memcpy (force->resist, tmp->resist, sizeof (tmp->resist));
518 force->type = POTION_EFFECT; 346 force->type = POTION_EFFECT;
519 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 */
520 } 348 }
521 } 349 }
350
522 /* This is a protection potion */ 351 /* This is a protection potion */
523 if (force) 352 if (force)
524 { 353 {
525 /* cursed items last longer */ 354 /* cursed items last longer */
526 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 355 if (QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED))
528 force->stats.food *= 10; 357 force->stats.food *= 10;
529 for (i = 0; i < NROFATTACKS; i++) 358 for (i = 0; i < NROFATTACKS; i++)
530 if (force->resist[i] > 0) 359 if (force->resist[i] > 0)
531 force->resist[i] = -force->resist[i]; /* prot => vuln */ 360 force->resist[i] = -force->resist[i]; /* prot => vuln */
532 } 361 }
362
533 force->speed_left = -1; 363 force->speed_left = -1;
534 force = insert_ob_in_ob (force, op); 364 force = insert_ob_in_ob (force, op);
535 CLEAR_FLAG (tmp, FLAG_APPLIED); 365 CLEAR_FLAG (tmp, FLAG_APPLIED);
536 SET_FLAG (force, FLAG_APPLIED); 366 SET_FLAG (force, FLAG_APPLIED);
537 change_abil (op, force); 367 change_abil (op, force);
538 decrease_ob (tmp); 368 tmp->decrease ();
539 return 1; 369 return 1;
540 } 370 }
541 371
542 /* Only thing left are the stat potions */ 372 /* Only thing left are the stat potions */
543 if (op->type == PLAYER) 373 if (op->type == PLAYER)
544 { /* only for players */ 374 { /* only for players */
545 if ((QUERY_FLAG (tmp, FLAG_CURSED) || QUERY_FLAG (tmp, FLAG_DAMNED)) 375 if ((QUERY_FLAG (tmp, FLAG_CURSED)
376 || QUERY_FLAG (tmp, FLAG_DAMNED))
546 && tmp->value != 0) 377 && tmp->value != 0)
547 CLEAR_FLAG (tmp, FLAG_APPLIED); 378 CLEAR_FLAG (tmp, FLAG_APPLIED);
548 else 379 else
549 SET_FLAG (tmp, FLAG_APPLIED); 380 SET_FLAG (tmp, FLAG_APPLIED);
381
550 if (!change_abil (op, tmp)) 382 if (!change_abil (op, tmp))
551 new_draw_info (NDI_UNIQUE, 0, op, "Nothing happened."); 383 op->statusmsg ("Nothing happened.");
552 } 384 }
553 385
554 /* CLEAR_FLAG is so that if the character has other potions 386 /* CLEAR_FLAG is so that if the character has other potions
555 * that were grouped with the one consumed, his 387 * that were grouped with the one consumed, his
556 * stat will not be raised by them. fix_player just clears 388 * stat will not be raised by them. fix_player just clears
557 * up all the stats. 389 * up all the stats.
558 */ 390 */
559 CLEAR_FLAG (tmp, FLAG_APPLIED); 391 CLEAR_FLAG (tmp, FLAG_APPLIED);
560 fix_player (op); 392 op->update_stats ();
561 decrease_ob (tmp); 393 tmp->decrease ();
562 return 1; 394 return 1;
563} 395}
564 396
565/**************************************************************************** 397/****************************************************************************
566 * Weapon improvement code follows 398 * Weapon improvement code follows
567 ****************************************************************************/ 399 ****************************************************************************/
568 400
569/** 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/**
570 * This returns the sum of nrof of item (arch name). 417 * This returns the sum of nrof of item (arch name).
571 */ 418 */
572static int check_item(object *op, const char *item) 419static int
420check_item (object *op, shstr_cmp item)
573{ 421{
574 int count=0; 422 int count = 0;
575 423
424 if (!item)
425 return 0;
576 426
577 if (item==NULL) return 0; 427 for (op = op->below; op; op = op->below)
578 op=op->below; 428 if (op->arch->archname == item)
579 while(op!=NULL) {
580 if (strcmp(op->arch->name,item)==0){
581 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED) 429 if (!QUERY_FLAG (op, FLAG_CURSED) && !QUERY_FLAG (op, FLAG_DAMNED)
582 /* Loophole bug? -FD- */ && !QUERY_FLAG (op, FLAG_UNPAID) ) 430 && /* Loophole bug? -FD- */ !QUERY_FLAG (op, FLAG_UNPAID))
583 { 431 count += op->number_of ();
584 if (op->nrof == 0)/* this is necessary for artifact sacrifices --FD-- */ 432
585 count++;
586 else
587 count += op->nrof;
588 }
589 }
590 op=op->below;
591 }
592 return count; 433 return count;
593} 434}
594 435
595/** 436/**
596 * This removes 'nrof' of what item->slaying says to remove. 437 * This removes 'nrof' of what item->slaying says to remove.
597 * op is typically the player, which is only 438 * op is typically the player, which is only
598 * really used to determine what space to look at. 439 * really used to determine what space to look at.
599 * Modified to only eat 'nrof' of objects. 440 * Modified to only eat 'nrof' of objects.
600 */ 441 */
601static void eat_item(object *op,const char *item, uint32 nrof) 442static void
443eat_item (object *op, shstr_cmp item, uint32 nrof)
602{ 444{
603 object *prev; 445 object *prev;
604 446
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
605 prev = op; 468 prev = op;
606 op=op->below; 469 op = op->below;
607
608 while(op!=NULL) {
609 if (strcmp(op->arch->name,item)==0) {
610 if (op->nrof >= nrof) {
611 decrease_ob_nr(op,nrof);
612 return;
613 } else {
614 decrease_ob_nr(op,op->nrof);
615 nrof -= op->nrof;
616 } 470 }
617 op=prev;
618 }
619 prev = op;
620 op=op->below;
621 }
622}
623
624/**
625 * This checks to see of the player (who) is sufficient level to use a weapon
626 * with improvs improvements (typically last_eat). We take an int here
627 * instead of the object so that the improvement code can pass along the
628 * increased value to see if the object is usuable.
629 * we return 1 (true) if the player can use the weapon.
630 */
631static int check_weapon_power(const object *who, int improvs)
632{
633/* Old code is below (commented out). Basically, since weapons are the only
634 * object players really have any control to improve, it's a bit harsh to
635 * require high level in some combat skill, so we just use overall level.
636 */
637#if 1
638 if (((who->level/5)+5) >= improvs) return 1;
639 else return 0;
640
641#else
642 int level=0;
643
644 /* The skill system hands out wc and dam bonuses to fighters
645 * more generously than the old system (see fix_player). Thus
646 * we need to curtail the power of player enchanted weapons.
647 * I changed this to 1 improvement per "fighter" level/5 -b.t.
648 * Note: Nothing should break by allowing this ratio to be different or
649 * using normal level - it is just a matter of play balance.
650 */
651 if(who->type==PLAYER) {
652 object *wc_obj=NULL;
653
654 for(wc_obj=who->inv;wc_obj;wc_obj=wc_obj->below)
655 if (wc_obj->type == SKILL && IS_COMBAT_SKILL(wc_obj->subtype) && wc_obj->level > level)
656 level = wc_obj->level;
657
658 if (!level ) {
659 LOG(llevError,"Error: Player: %s lacks wc experience object\n",who->name);
660 level = who->level;
661 }
662 }
663 else
664 level=who->level;
665
666 return (improvs <= ((level/5)+5));
667#endif
668} 471}
669 472
670/** 473/**
671 * 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.
672 * 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.
673 */ 476 */
477static int
674static int check_sacrifice(object *op, const object *improver) 478check_sacrifice (object *op, const object *improver)
675{ 479{
676 int count=0; 480 int count = 0;
677 481
678 if (improver->slaying!=NULL) { 482 if (improver->slaying)
483 {
679 count = check_item(op,improver->slaying); 484 count = check_item (op, improver->slaying);
680 if (count<1) { 485 if (count < 1)
681 char buf[200]; 486 {
682 sprintf(buf,"The gods want more %ss",improver->slaying); 487 op->failmsg (format ("The gods want more %ss", &improver->slaying));
683 new_draw_info(NDI_UNIQUE,0,op,buf);
684 return 0; 488 return 0;
685 } 489 }
686 } 490 }
687 else 491 else
688 count=1; 492 count = 1;
689 493
690 return count; 494 return count;
691} 495}
692 496
693/** 497/**
694 * Actually improves the weapon, and tells user. 498 * Actually improves the weapon, and tells user.
695 */ 499 */
696int improve_weapon_stat(object *op,object *improver,object *weapon, 500static int
697 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)
698{ 502{
699
700 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
701 *stat += sacrifice_count; 503 stat += sacrifice_count;
702 weapon->last_eat++; 504 weapon->last_eat++;
703 new_draw_info_format(NDI_UNIQUE,0,op, 505 improver->decrease ();
704 "Weapon's bonus to %s improved by %d",statname,sacrifice_count);
705 decrease_ob(improver);
706 506
707 /* So it updates the players stats and the window */ 507 /* So it updates the players stats and the window */
708 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
709 return 1; 516 return 1;
710} 517}
711 518
712/* Types of improvements, hidden in the sp field. */ 519/* Types of improvements, hidden in the sp field. */
713#define IMPROVE_PREPARE 1 520#define IMPROVE_PREPARE 1
714#define IMPROVE_DAMAGE 2 521#define IMPROVE_DAMAGE 2
715#define IMPROVE_WEIGHT 3 522#define IMPROVE_WEIGHT 3
716#define IMPROVE_ENCHANT 4 523#define IMPROVE_ENCHANT 4
717#define IMPROVE_STR 5 524#define IMPROVE_STR 5
718#define IMPROVE_DEX 6 525#define IMPROVE_DEX 6
719#define IMPROVE_CON 7 526#define IMPROVE_CON 7
720#define IMPROVE_WIS 8 527#define IMPROVE_WIS 8
721#define IMPROVE_CHA 9 528#define IMPROVE_CHA 9
722#define IMPROVE_INT 10 529#define IMPROVE_INT 10
723#define IMPROVE_POW 11 530#define IMPROVE_POW 11
724
725 531
726/** 532/**
727 * This does the prepare weapon scroll. 533 * This does the prepare weapon scroll.
728 * Checks for sacrifice, and so on. 534 * Checks for sacrifice, and so on.
729 */ 535 */
730 536static int
731int prepare_weapon(object *op, object *improver, object *weapon) 537prepare_weapon (object *op, object *improver, object *weapon)
732{ 538{
733 int sacrifice_count,i; 539 int sacrifice_count, i;
734 char buf[MAX_BUF]; 540 char buf[MAX_BUF];
735 541
736 if (weapon->level!=0) { 542 if (weapon->level != 0)
737 new_draw_info(NDI_UNIQUE,0,op,"Weapon already prepared."); 543 {
544 op->failmsg ("Weapon is already prepared!");
738 return 0; 545 return 0;
739 } 546 }
547
740 for (i=0; i<NROFATTACKS; i++) 548 for (i = 0; i < NROFATTACKS; i++)
741 if (weapon->resist[i]) break; 549 if (weapon->resist[i])
550 break;
742 551
743 /* If we break out, i will be less than nrofattacks, preventing 552 /* If we break out, i will be less than nrofattacks, preventing
744 * improvement of items that already have protections. 553 * improvement of items that already have protections.
745 */ 554 */
746 if (i<NROFATTACKS || 555 if (i < NROFATTACKS || weapon->stats.hp || /* regeneration */
747 weapon->stats.hp || /* regeneration */
748 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */ 556 (weapon->stats.sp && weapon->type == WEAPON) || /* sp regeneration */
749 weapon->stats.exp || /* speed */ 557 weapon->stats.exp || /* speed */
750 weapon->stats.ac) /* AC - only taifu's I think */ 558 weapon->stats.ac) /* AC - only taifu's I think */
751 { 559 {
752 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.>");
753 return 0; 563 return 0;
754 } 564 }
565
755 sacrifice_count=check_sacrifice(op,improver); 566 sacrifice_count = check_sacrifice (op, improver);
756 if (sacrifice_count<=0) 567 if (sacrifice_count <= 0)
757 return 0; 568 return 0;
569
758 weapon->level=isqrt(sacrifice_count); 570 weapon->level = isqrt (sacrifice_count);
759 new_draw_info(NDI_UNIQUE,0,op,"Your sacrifice was accepted.");
760 eat_item(op, improver->slaying, sacrifice_count); 571 eat_item (op, improver->slaying, sacrifice_count);
761 572
762 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.",
763 weapon->name,weapon->level); 576 &weapon->name, weapon->level
577 ));
764 578
765 sprintf(buf,"%s's %s",op->name,weapon->name); 579 sprintf (buf, "%s's %s", &op->name, &weapon->name);
766 FREE_AND_COPY(weapon->name, buf); 580 weapon->name = weapon->name_pl = buf;
767 FREE_AND_COPY(weapon->name_pl, buf);
768 weapon->nrof=0; /* prevents preparing n weapons in the same 581 weapon->nrof = 0; /* prevents preparing n weapons in the same
769 slot at once! */ 582 slot at once! */
770 decrease_ob(improver); 583 improver->decrease ();
771 weapon->last_eat=0; 584 weapon->last_eat = 0;
772 return 1; 585 return 1;
773} 586}
774
775 587
776/** 588/**
777 * 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.
778 * This is the new improve weapon code. 590 * This is the new improve weapon code.
779 * 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.
782 * 594 *
783 * 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
784 * 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 ??
785 * level == max improve last_eat == current improve 597 * level == max improve last_eat == current improve
786 */ 598 */
599static int
787int improve_weapon(object *op,object *improver,object *weapon) 600improve_weapon (object *op, object *improver, object *weapon)
788{ 601{
789 int sacrifice_count, sacrifice_needed=0; 602 int sacrifice_count, sacrifice_needed = 0;
790 603
791 if(improver->stats.sp==IMPROVE_PREPARE) { 604 if (improver->stats.sp == IMPROVE_PREPARE)
792 return prepare_weapon(op, improver, weapon); 605 return prepare_weapon (op, improver, weapon);
793 } 606
794 if (weapon->level==0) { 607 if (weapon->level == 0)
795 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.>");
796 return 0; 612 return 0;
797 } 613 }
798 if (weapon->level==weapon->last_eat && weapon->item_power >=100) { 614
799 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.");
800 return 0; 619 return 0;
801 } 620 }
621
802 if (QUERY_FLAG(weapon, FLAG_APPLIED) && 622 if (QUERY_FLAG (weapon, FLAG_APPLIED)
803 !check_weapon_power(op, weapon->last_eat+1)) { 623 && !check_item_power (op, weapon->item_power + 1))
804 new_draw_info(NDI_UNIQUE, 0,op,"Improving the weapon will make it too"); 624 {
805 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 "
806 new_draw_info(NDI_UNIQUE, 0,op,"really want to improve it."); 626 "powerful for you to use. Unready it if you "
807 return 0; 627 "really want to improve it.");
628 return 0;
808 } 629 }
630
809 /* 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
810 * 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,
811 * 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
812 * weapon can be improved. 634 * weapon can be improved.
813 */ 635 */
814 if (improver->stats.sp==IMPROVE_DAMAGE) { 636 if (improver->stats.sp == IMPROVE_DAMAGE)
637 {
815 weapon->stats.dam += 5; 638 weapon->stats.dam += 5;
816 weapon->weight += 5000; /* 5 KG's */ 639 weapon->weight += 5000; /* 5 KG's */
817 new_draw_info_format(NDI_UNIQUE, 0, op,
818 "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));
819 weapon->last_eat++; 641 weapon->last_eat++;
820 642
821 weapon->item_power++; 643 weapon->item_power++;
822 decrease_ob(improver); 644 improver->decrease ();
823 return 1; 645 return 1;
824 } 646 }
647
825 if (improver->stats.sp == IMPROVE_WEIGHT) { 648 if (improver->stats.sp == IMPROVE_WEIGHT)
649 {
826 /* Reduce weight by 20% */ 650 /* Reduce weight by 20% */
827 weapon->weight = (weapon->weight * 8)/10; 651 weapon->weight = (weapon->weight * 8) / 10;
828 if (weapon->weight < 1) weapon->weight = 1; 652 if (weapon->weight < 1)
829 new_draw_info_format(NDI_UNIQUE, 0, op, 653 weapon->weight = 1;
830 "Weapon weight reduced to %6.1f kg", 654
831 (float)weapon->weight/1000.0); 655 op->statusmsg (format ("Weapon weight reduced to %6.1fkg.", (float) weapon->weight / 1000.0));
832 weapon->last_eat++; 656 weapon->last_eat++;
833 weapon->item_power++; 657 weapon->item_power++;
834 decrease_ob(improver); 658 improver->decrease ();
835 return 1; 659 return 1;
836 } 660 }
661
837 if (improver->stats.sp == IMPROVE_ENCHANT) { 662 if (improver->stats.sp == IMPROVE_ENCHANT)
663 {
838 weapon->magic++; 664 weapon->magic++;
839 weapon->last_eat++; 665 weapon->last_eat++;
840 new_draw_info_format(NDI_UNIQUE, 0, op 666 op->statusmsg (format ("Weapon magic increased to %d.", weapon->magic));
841 ,"Weapon magic increased to %d",weapon->magic); 667 improver->decrease ();
842 decrease_ob(improver);
843 weapon->item_power++; 668 weapon->item_power++;
844 return 1; 669 return 1;
845 } 670 }
846 671
847 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex+ 672 sacrifice_needed = weapon->stats.Str + weapon->stats.Int + weapon->stats.Dex +
848 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + 673 weapon->stats.Pow + weapon->stats.Con + weapon->stats.Cha + weapon->stats.Wis;
849 weapon->stats.Wis;
850 674
851 if (sacrifice_needed<1) 675 if (sacrifice_needed < 1)
852 sacrifice_needed =1; 676 sacrifice_needed = 1;
853 sacrifice_needed *=2; 677 sacrifice_needed *= 2;
854 678
855 sacrifice_count = check_sacrifice(op,improver); 679 sacrifice_count = check_sacrifice (op, improver);
856 if (sacrifice_count < sacrifice_needed) { 680 if (sacrifice_count < sacrifice_needed)
857 new_draw_info_format(NDI_UNIQUE, 0, op, 681 {
858 "You need at least %d %s", sacrifice_needed, improver->slaying); 682 op->failmsg (format ("You need at least %d %s.", sacrifice_needed, &improver->slaying));
859 return 0; 683 return 0;
860 } 684 }
685
861 eat_item(op,improver->slaying, sacrifice_needed); 686 eat_item (op, improver->slaying, sacrifice_needed);
862 weapon->item_power++; 687 weapon->item_power++;
863 688
864 switch (improver->stats.sp) { 689 switch (improver->stats.sp)
865 case IMPROVE_STR: 690 {
866 return improve_weapon_stat(op,improver,weapon, 691 case IMPROVE_STR: return improve_weapon_stat (op, improver, weapon, weapon->stats.Str, 1, "strength");
867 (signed char *) &(weapon->stats.Str), 692 case IMPROVE_DEX: return improve_weapon_stat (op, improver, weapon, weapon->stats.Dex, 1, "dexterity");
868 1, "strength"); 693 case IMPROVE_CON: return improve_weapon_stat (op, improver, weapon, weapon->stats.Con, 1, "constitution");
869 case IMPROVE_DEX: 694 case IMPROVE_WIS: return improve_weapon_stat (op, improver, weapon, weapon->stats.Wis, 1, "wisdom");
870 return improve_weapon_stat(op,improver,weapon, 695 case IMPROVE_CHA: return improve_weapon_stat (op, improver, weapon, weapon->stats.Cha, 1, "charisma");
871 (signed char *) &(weapon->stats.Dex), 696 case IMPROVE_INT: return improve_weapon_stat (op, improver, weapon, weapon->stats.Int, 1, "intelligence");
872 1, "dexterity"); 697 case IMPROVE_POW: return improve_weapon_stat (op, improver, weapon, weapon->stats.Pow, 1, "power");
873 case IMPROVE_CON:
874 return improve_weapon_stat(op,improver,weapon,
875 (signed char *) &(weapon->stats.Con),
876 1, "constitution");
877 case IMPROVE_WIS:
878 return improve_weapon_stat(op,improver,weapon,
879 (signed char *) &(weapon->stats.Wis),
880 1, "wisdom");
881 case IMPROVE_CHA:
882 return improve_weapon_stat(op,improver,weapon,
883 (signed char *) &(weapon->stats.Cha),
884 1, "charisma");
885 case IMPROVE_INT:
886 return improve_weapon_stat(op,improver,weapon,
887 (signed char *) &(weapon->stats.Int),
888 1, "intelligence");
889 case IMPROVE_POW:
890 return improve_weapon_stat(op,improver,weapon,
891 (signed char *) &(weapon->stats.Pow),
892 1, "power");
893 default: 698 default:
894 new_draw_info(NDI_UNIQUE, 0,op,"Unknown improvement type."); 699 op->failmsg ("Unknown improvement type.");
895 } 700 }
701
896 LOG(llevError,"improve_weapon: Got to end of function\n"); 702 LOG (llevError, "improve_weapon: Got to end of function\n");
897 return 0; 703 return 0;
898} 704}
899 705
900/** 706/**
901 * Handles the applying of improve/prepare/enchant weapon scroll. 707 * Handles the applying of improve/prepare/enchant weapon scroll.
902 * 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, ...),
903 * then calls improve_weapon to do the dirty work. 709 * then calls improve_weapon to do the dirty work.
904 */ 710 */
711static int
905int check_improve_weapon (object *op, object *tmp) 712check_improve_weapon (object *op, object *tmp)
906{ 713{
907 object *otmp; 714 object *otmp;
908 715
909 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!");
910 return 0; 722 return 0;
911 if (!QUERY_FLAG(op, FLAG_WIZCAST) && (get_map_flags(op->map, NULL, op->x, op->y, NULL, NULL) & P_NO_MAGIC)) {
912 new_draw_info(NDI_UNIQUE, 0,op,"Something blocks the magic of the scroll.");
913 return 0;
914 } 723 }
724
915 otmp=find_marked_object(op); 725 otmp = find_marked_object (op);
726
916 if(!otmp) { 727 if (!otmp)
917 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.>");
918 return 0; 730 return 0;
919 } 731 }
732
920 if (otmp->type != WEAPON && otmp->type != BOW) { 733 if (otmp->type != WEAPON && otmp->type != BOW)
921 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!");
922 return 0; 736 return 0;
923 } 737 }
924 new_draw_info(NDI_UNIQUE, 0,op,"Applied weapon builder."); 738
739 op->statusmsg ("Applied weapon builder.");
740
925 improve_weapon(op,tmp,otmp); 741 improve_weapon (op, tmp, otmp);
926 esrv_send_item(op, otmp); 742 esrv_send_item (op, otmp);
927 return 1; 743 return 1;
928} 744}
929 745
930/** 746/**
931 * This code deals with the armour improvment scrolls. 747 * This code deals with the armour improvment scrolls.
932 * Change limits on improvement - let players go up to 748 * Change limits on improvement - let players go up to
947 * the armour value of the piece of equipment exceed either 763 * the armour value of the piece of equipment exceed either
948 * the users level or 90) 764 * the users level or 90)
949 * Modified by MSW for partial resistance. Only support 765 * Modified by MSW for partial resistance. Only support
950 * changing of physical area right now. 766 * changing of physical area right now.
951 */ 767 */
768static int
952int improve_armour(object *op, object *improver, object *armour) 769improve_armour (object *op, object *improver, object *armour)
953{ 770{
954 object *tmp; 771 object *tmp;
955 772
956 if (armour->magic >= settings.armor_max_enchant) { 773 if (armour->magic >= settings.armor_max_enchant)
957 new_draw_info(NDI_UNIQUE, 0,op,"This armour can not be enchanted any further.");
958 return 0;
959 } 774 {
775 op->failmsg ("This armour can not be enchanted any further!");
776 return 0;
777 }
778
960 /* 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,
961 * 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.
962 * 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
963 * of gnarg and what not?) 782 * of gnarg and what not?)
964 */ 783 */
965 if (armour->title) { 784 if (armour->title)
966 new_draw_info(NDI_UNIQUE, 0, op, "This armour will not accept further enchantment.");
967 return 0;
968 } 785 {
969 786 op->failmsg ("This armour will not accept further enchantment.");
787 return 0;
788 }
789
970 /* Split objects if needed. Can't insert tmp until the 790 /* Split objects if needed. Can't insert tmp until the
971 * end of this function - otherwise it will just re-merge. 791 * end of this function - otherwise it will just re-merge.
972 */ 792 */
973 if(armour->nrof > 1) 793 tmp = armour->nrof > 1 ? armour->split (armour->nrof - 1) : 0;
974 tmp = get_split_ob(armour,armour->nrof - 1);
975 else
976 tmp = NULL;
977 794
978 armour->magic++; 795 armour->magic++;
979 796
980 if ( !settings.armor_speed_linear ) 797 if (!settings.armor_speed_linear)
981 { 798 {
982 int base = 100; 799 int base = 100;
983 int pow = 0; 800 int pow = 0;
801
984 while ( pow < armour->magic ) 802 while (pow < armour->magic)
985 { 803 {
986 base = base - ( base * settings.armor_speed_improvement ) / 100; 804 base = base - (base * settings.armor_speed_improvement) / 100;
987 pow++; 805 pow++;
988 } 806 }
989 807
990 ARMOUR_SPEED( armour ) = ( ARMOUR_SPEED( &armour->arch->clone ) * base ) / 100; 808 ARMOUR_SPEED (armour) = (ARMOUR_SPEED (armour->arch) * base) / 100;
991 } 809 }
992 else 810 else
993 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;
994 812
995 if ( !settings.armor_weight_linear ) 813 if (!settings.armor_weight_linear)
996 { 814 {
997 int base = 100; 815 int base = 100;
998 int pow = 0; 816 int pow = 0;
817
999 while ( pow < armour->magic ) 818 while (pow < armour->magic)
1000 { 819 {
1001 base = base - ( base * settings.armor_weight_reduction ) / 100; 820 base = base - (base * settings.armor_weight_reduction) / 100;
1002 pow++; 821 pow++;
1003 } 822 }
1004 823
1005 armour->weight = ( armour->arch->clone.weight * base ) / 100; 824 armour->weight = (armour->arch->weight * base) / 100;
1006 } 825 }
1007 else 826 else
1008 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;
1009 828
1010 if ( armour->weight <= 0 ) 829 if (armour->weight <= 0)
1011 { 830 {
1012 LOG( llevInfo, "Warning: enchanted armours can have negative weight\n." ); 831 LOG (llevInfo, "Warning: enchanted armours can have negative weight\n.");
1013 armour->weight = 1; 832 armour->weight = 1;
1014 } 833 }
1015 834
1016 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);
1017 836
1018 if (op->type == PLAYER) { 837 if (op->type == PLAYER)
838 {
1019 esrv_send_item(op, armour); 839 esrv_send_item (op, armour);
840
1020 if(QUERY_FLAG(armour, FLAG_APPLIED)) 841 if (QUERY_FLAG (armour, FLAG_APPLIED))
1021 fix_player(op); 842 op->update_stats ();
1022 } 843 }
1023 decrease_ob(improver); 844
845 improver->decrease ();
846
1024 if (tmp) { 847 if (tmp)
1025 insert_ob_in_ob(tmp, op); 848 op->insert (tmp);
1026 esrv_send_item(op, tmp); 849
1027 }
1028 return 1; 850 return 1;
1029} 851}
1030
1031 852
1032/* 853/*
1033 * 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
1034 * what the converter wants, -1 if the converter is broken. 855 * what the converter wants, -1 if the converter is broken.
1035 */ 856 *
1036#define CONV_FROM(xyz) xyz->slaying
1037#define CONV_TO(xyz) xyz->other_arch
1038#define CONV_NR(xyz) xyz->stats.sp
1039#define CONV_NEED(xyz) xyz->stats.food
1040
1041/* Takes one items and makes another. 857 * Takes one type of items and makes another.
1042 * converter is the object that is doing the conversion. 858 * converter is the object that is doing the conversion.
1043 * 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
1044 * what the converter wants, this will not do anything. 860 * what the converter wants, this will not do anything.
1045 */ 861 */
862int
1046int convert_item(object *item, object *converter) { 863convert_item (object *item, object *converter)
1047 int nr=0; 864{
1048 object *tmp; 865 sint64 nr = 0, price_in;
1049 int is_in_shop;
1050 uint32 price_in;
1051 866
1052 for(tmp = get_map_ob(converter->map, converter->x, converter->y); 867 if (item->flag [FLAG_UNPAID])
1053 tmp != NULL; 868 return 0;
1054 tmp = tmp->above) {
1055 if(tmp->type == SHOP_FLOOR)
1056 break;
1057 }
1058 is_in_shop = (tmp != NULL);
1059 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
1060 /* 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,
1061 * 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
1062 * 3 gp and player drops a platinum, tough luck) 877 * 3 gp and player drops a platinum, tough luck)
1063 */ 878 */
1064 if (!strcmp(CONV_FROM(converter),"money")) { 879 if (conv_from == shstr_money)
1065 int cost; 880 {
1066
1067 if(item->type!=MONEY) 881 if (item->type != MONEY)
1068 return 0; 882 return 0;
1069 883
1070 nr=(item->nrof*item->value)/CONV_NEED(converter); 884 nr = sint64 (item->nrof) * item->value / need;
1071 if (!nr) return 0; 885 if (!nr)
1072 cost=nr*CONV_NEED(converter)/item->value; 886 return 0;
1073 /* take into account rounding errors */
1074 if (nr*CONV_NEED(converter)%item->value) cost++;
1075 decrease_ob_nr(item, cost);
1076 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
1077 price_in = cost*item->value; 894 price_in = cost * item->value;
895 }
896 else
1078 } 897 {
1079 else { 898 if (item->type == PLAYER
1080 if(item->type==PLAYER||CONV_FROM(converter)!=item->arch->name|| 899 || conv_from != item->arch->archname
1081 (CONV_NEED(converter)&&CONV_NEED(converter)>item->nrof)) 900 || (need && need > (uint16) item->nrof))
1082 return 0; 901 return 0;
1083 902
1084 if(CONV_NEED(converter)) { 903 converter->play_sound (sound_find ("convert_item"));
1085 nr=item->nrof/CONV_NEED(converter); 904
1086 decrease_ob_nr(item,nr*CONV_NEED(converter)); 905 if (need)
1087 price_in = nr*CONV_NEED(converter)*item->value; 906 {
1088 } else { 907 nr = sint64 (item->nrof) / need;
908 item->decrease (nr * need);
909 price_in = nr * need * item->value;
910 }
911 else
912 {
1089 price_in = item->value; 913 price_in = item->value;
1090 remove_ob(item); 914 item->destroy ();
1091 free_object(item); 915 }
1092 } 916 }
917
918 if (converter->inv)
1093 } 919 {
1094
1095 if (converter->inv != NULL) {
1096 object *ob; 920 object *ob;
1097 int i; 921 int i;
1098 object *ob_to_copy; 922 object *ob_to_copy;
1099 923
1100 /* select random object from inventory to copy */ 924 /* select random object from inventory to copy */
1101 ob_to_copy = converter->inv; 925 ob_to_copy = converter->inv;
1102 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++)
1103 if (rndm(0, i) == 0) { 927 if (rndm (0, i) == 0)
1104 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);
1105 } 933 }
1106 } 934 else
1107 item = object_create_clone(ob_to_copy); 935 {
1108 CLEAR_FLAG(item, FLAG_IS_A_TEMPLATE); 936 if (!conv_to)
1109 unflag_inv(item, FLAG_IS_A_TEMPLATE); 937 {
1110 } else { 938 LOG (llevError, "move_creator: Converter doesn't have other arch set: %s (%s, %d, %d)\n",
1111 if (converter->other_arch == NULL) { 939 &converter->name, &converter->map->path, converter->x, converter->y);
1112 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);
1113 return -1; 940 return -1;
1114 } 941 }
1115 942
1116 item = object_create_arch(converter->other_arch); 943 item = object_create_arch (conv_to);
1117 fix_generated_item(item, converter, 0, 0, GT_MINIMAL); 944 fix_generated_item (item, converter, 0, 0, GT_MINIMAL);
1118 } 945 }
1119 946
1120 if(CONV_NR(converter)) 947 if (give)
1121 item->nrof=CONV_NR(converter); 948 item->nrof = give;
949
1122 if(nr) 950 if (nr)
1123 item->nrof*=nr; 951 item->nrof *= nr;
1124 if(is_in_shop) 952
953 if (converter->flag [FLAG_PRECIOUS])
1125 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 }
1126 else if(price_in < item->nrof*item->value) { 964 else if (price_in < sint64 (item->nrof) * item->value)
965 {
1127 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",
1128 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);
1129 item->nrof*item->value, item->name);
1130 /** 968 /**
1131 * 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
1132 * propably had something in mind when doing this 970 * hopefully had something in mind when doing this.
1133 */ 971 */
1134 } 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
1135 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);
1136 return 1; 980 return 1;
1137} 981}
1138 982
1139/** 983/**
1140 * Handle apply on containers. 984 * Handle apply on containers.
1141 * By Eneq(@csd.uu.se). 985 * By Eneq(@csd.uu.se).
1142 * 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]
1143 * added the alchemical cauldron to the code -b.t. 987 * added the alchemical cauldron to the code -b.t.
1144 */ 988 */
1145 989static int
1146int apply_container (object *op, object *sack) 990apply_container (object *op, object *sack)
1147{ 991{
1148 char buf[MAX_BUF]; 992 if (op->type != PLAYER || !op->contr->ns)
1149 object *tmp; 993 return 0; /* This might change */
1150 994
1151 if(op->type!=PLAYER)
1152 return 0; /* This might change */
1153
1154 if (sack==NULL || sack->type != CONTAINER) { 995 if (!sack || sack->type != CONTAINER)
996 {
1155 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]");
1156 return 0; 998 return 0;
1157 } 999 }
1158 op->contr->last_used = NULL; 1000
1159 op->contr->last_used_id = 0; 1001 op->contr->last_used = 0;
1160 1002
1161 if (sack->env!=op) { 1003 if (sack->env && sack->env != op)
1162 if (sack->other_arch == NULL || sack->env != NULL) {
1163 new_draw_info(NDI_UNIQUE, 0,op,"You must get it first.");
1164 return 1;
1165 }
1166 /* It's on the ground, the problems begin */
1167 if (op->container != sack) {
1168 /* it's closed OR some player has opened it */
1169 if (QUERY_FLAG(sack, FLAG_APPLIED)) {
1170 for(tmp=get_map_ob(sack->map, sack->x, sack->y);
1171 tmp && tmp->container != sack; tmp=tmp->above);
1172 if (tmp) {
1173 /* some other player have opened it */
1174 new_draw_info_format(NDI_UNIQUE, 0, op,
1175 "%s is already occupied.", query_name(sack));
1176 return 1;
1177 }
1178 }
1179 }
1180 if ( QUERY_FLAG(sack, FLAG_APPLIED)) {
1181 if (op->container == NULL) {
1182 tmp = arch_to_object (sack->other_arch);
1183 /* not good, but insert_ob_in_ob() is too smart */
1184 CLEAR_FLAG (tmp, FLAG_REMOVED);
1185 tmp->x= tmp->y = tmp->ox = tmp->oy = 0;
1186 tmp->map = NULL;
1187 tmp->env = sack;
1188 if (sack->inv)
1189 sack->inv->above = tmp;
1190 tmp->below = sack->inv;
1191 tmp->above = NULL;
1192 sack->inv = tmp;
1193 sack->move_off = MOVE_ALL; /* trying force closing it */
1194 } else {
1195 sack->move_off = 0;
1196 tmp = sack->inv;
1197 if (tmp && tmp->type == CLOSE_CON) {
1198 remove_ob(tmp);
1199 free_object (tmp);
1200 }
1201 }
1202 }
1203 } 1004 {
1204 1005 op->failmsg ("You must put it onto the floor or into your inventory first.");
1205 if (QUERY_FLAG (sack, FLAG_APPLIED)) {
1206 if (op->container) {
1207 if (op->container != sack) {
1208 tmp = op->container;
1209 apply_container (op, tmp);
1210 sprintf (buf, "You close %s and open ", query_name(tmp));
1211 op->container = sack;
1212 strcat (buf, query_name(sack));
1213 strcat (buf, ".");
1214 } else {
1215 CLEAR_FLAG (sack, FLAG_APPLIED);
1216 op->container = NULL;
1217 sprintf (buf, "You close %s.", query_name(sack));
1218 }
1219 } else {
1220 CLEAR_FLAG (sack, FLAG_APPLIED);
1221 sprintf (buf, "You open %s.", query_name(sack));
1222 SET_FLAG (sack, FLAG_APPLIED);
1223 op->container = sack;
1224 }
1225 } else { /* not applied */
1226 if (sack->slaying) { /* it's locked */
1227 tmp = find_key(op, op, sack);
1228 if (tmp) {
1229 sprintf (buf, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1230 SET_FLAG (sack, FLAG_APPLIED);
1231 if (sack->env == NULL) { /* if it's on ground,open it also */
1232 new_draw_info (NDI_UNIQUE,0,op, buf);
1233 apply_container (op, sack);
1234 return 1; 1006 return 1;
1235 } 1007 }
1236 } else { 1008
1237 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
1238 query_name(sack)); 1010 if (sack->flag [FLAG_APPLIED])
1239 }
1240 } else {
1241 sprintf (buf, "You readied %s.", query_name(sack));
1242 SET_FLAG (sack, FLAG_APPLIED);
1243 if (sack->env == NULL) { /* if it's on ground,open it also */
1244 new_draw_info (NDI_UNIQUE, 0, op, buf);
1245 apply_container (op, sack);
1246 return 1;
1247 }
1248 }
1249 } 1011 {
1250 new_draw_info (NDI_UNIQUE, 0, op, buf); 1012 if (op->container_ () == sack)
1251 if (op->contr) op->contr->socket.update_look=1; 1013 {
1252 return 1; 1014 // open on ground or inv, so close
1253} 1015 op->close_container ();
1254
1255/**
1256 * Eneq(@csd.uu.se): Handle apply on containers. This is for containers
1257 * the player has in their inventory, eg, sacks, luggages, etc.
1258 *
1259 * Moved to own function and added many features [Tero.Haatanen@lut.fi]
1260 * This version is for client/server mode.
1261 * op is the player, sack is the container the player is opening or closing.
1262 * return 1 if an object is apllied somehow or another, 0 if error/no apply
1263 *
1264 * Reminder - there are three states for any container - closed (non applied),
1265 * applied (not open, but objects that match get tossed into it), and open
1266 * (applied flag set, and op->container points to the open container)
1267 */
1268
1269int esrv_apply_container (object *op, object *sack)
1270{
1271 object *tmp=op->container;
1272 if(op->type!=PLAYER)
1273 return 0; /* This might change */
1274
1275 if (sack==NULL || sack->type != CONTAINER) {
1276 LOG (llevError,
1277 "esrv_apply_container: %s is not container!\n",sack?sack->name:"NULL");
1278 return 0;
1279 }
1280
1281 /* If we have a currently open container, then it needs to be closed in all cases
1282 * if we are opening this one up. We then fall through if appropriate for
1283 * openening the new container.
1284 */
1285
1286 if (op->container && QUERY_FLAG(sack, FLAG_APPLIED)) {
1287 if (op->container->env != op) { /* if container is on the ground */
1288 op->container->move_off = 0;
1289 }
1290 /* Lauwenmark: Handle for plugin close event */
1291 if (execute_event(tmp, EVENT_CLOSE,op,NULL,NULL,SCRIPT_FIX_ALL)!=0)
1292 return 1; 1016 return 1;
1293
1294 new_draw_info_format(NDI_UNIQUE, 0, op, "You close %s.",
1295 query_name(op->container));
1296 CLEAR_FLAG(op->container, FLAG_APPLIED);
1297 op->container=NULL;
1298 esrv_update_item (UPD_FLAGS, op, tmp);
1299 if (tmp == sack) return 1;
1300 }
1301
1302
1303 /* If the player is trying to open it (which he must be doing if we got here),
1304 * and it is locked, check to see if player has the equipment to open it.
1305 */
1306
1307 if (sack->slaying) { /* it's locked */
1308 tmp=find_key(op, op, sack);
1309 if (tmp) {
1310 new_draw_info_format(NDI_UNIQUE, 0, op, "You unlock %s with %s.", query_name(sack), query_name(tmp));
1311 } else {
1312 new_draw_info_format(NDI_UNIQUE, 0, op, "You don't have the key to unlock %s.",
1313 query_name(sack));
1314 return 0;
1315 } 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)
1316 } 1028 {
1317 1029 // it is in our env, so activate it, do not open yet
1318 /* By the time we get here, we have made sure any other container has been closed and 1030 op->close_container ();
1319 * if this is a locked container, the player they key to open it. 1031 sack->flag [FLAG_APPLIED] = 1;
1320 */
1321
1322 /* There are really two cases - the sack is either on the ground, or the sack is
1323 * part of the players inventory. If on the ground, we assume that the player is
1324 * opening it, since if it was being closed, that would have been taken care of above.
1325 */
1326
1327
1328 if (sack->env != op) {
1329 /* Hypothetical case - the player is trying to open a sack that belong to someone
1330 * else. This normally should not happen, but a misbehaving client/player could
1331 * try to do it, so lets handle it gracefully.
1332 */
1333 if (sack->env) {
1334 new_draw_info_format(NDI_UNIQUE, 0, op, "You can't open %s",
1335 query_name(sack));
1336 return 0;
1337 }
1338 /* set these so when the player walks off, we can unapply the sack */
1339 sack->move_off = MOVE_ALL; /* trying force closing it */
1340
1341 CLEAR_FLAG (sack, FLAG_APPLIED);
1342 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1343 SET_FLAG (sack, FLAG_APPLIED);
1344 op->container = sack;
1345 esrv_update_item (UPD_FLAGS, op, sack);
1346 esrv_send_inventory (op, sack);
1347
1348 } else { /* sack is in players inventory */
1349 if (QUERY_FLAG (sack, FLAG_APPLIED)) { /* readied sack becoming open */
1350 CLEAR_FLAG (sack, FLAG_APPLIED);
1351 new_draw_info_format(NDI_UNIQUE, 0, op, "You open %s.", query_name(sack));
1352 SET_FLAG (sack, FLAG_APPLIED);
1353 op->container = sack;
1354 esrv_update_item (UPD_FLAGS, op, sack); 1032 esrv_update_item (UPD_FLAGS, op, sack);
1355 esrv_send_inventory (op, sack); 1033 op->statusmsg (format ("You ready %s.", query_name (sack)));
1356 }
1357 else {
1358 CLEAR_FLAG (sack, FLAG_APPLIED);
1359 new_draw_info_format(NDI_UNIQUE, 0, op, "You readied %s.", query_name(sack));
1360 SET_FLAG (sack, FLAG_APPLIED);
1361 esrv_update_item (UPD_FLAGS, op, sack);
1362 }
1363 }
1364 return 1; 1034 return 1;
1365} 1035 }
1366 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}
1367 1053
1368/** 1054/**
1369 * Handles dropping things on altar. 1055 * Handles dropping things on altar.
1370 * Returns true if sacrifice was accepted. 1056 * Returns true if sacrifice was accepted.
1371 */ 1057 */
1058static int
1372static int apply_altar (object *altar, object *sacrifice, object *originator) 1059apply_altar (object *altar, object *sacrifice, object *originator)
1373{ 1060{
1374 /* Only players can make sacrifices on spell casting altars. */ 1061 /* Only players can make sacrifices on spell casting altars. */
1375 if (altar->inv && ( ! originator || originator->type != PLAYER)) 1062 if (altar->inv && (!originator || originator->type != PLAYER))
1376 return 0; 1063 return 0;
1377 1064
1378 if (operate_altar (altar, &sacrifice)) { 1065 if (operate_altar (altar, &sacrifice, originator))
1066 {
1379 /* Simple check. Unfortunately, it means you can't cast magic bullet 1067 /* Simple check. Unfortunately, it means you can't cast magic bullet
1380 * 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
1381 * is up to map designers to use them properly. 1069 * is up to map designers to use them properly.
1382 */ 1070 */
1383 if (altar->inv && altar->inv->type==SPELL) { 1071 if (altar->inv && altar->inv->type == SPELL)
1384 new_draw_info_format (NDI_BLACK, 0, originator, "The altar casts %s.", 1072 {
1385 altar->inv->name); 1073 originator->statusmsg (format ("The altar casts %s.", &altar->inv->name));
1386 cast_spell (originator, altar, 0, altar->inv, NULL); 1074 cast_spell (originator, altar, 0, altar->inv, NULL);
1387 /* If it is connected, push the button. Fixes some problems with 1075 /* If it is connected, push the button. Fixes some problems with
1388 * old maps. 1076 * old maps.
1389 */ 1077 */
1078
1390/* push_button (altar);*/ 1079/* push_button (altar);*/
1391 } else { 1080 }
1081 else
1082 {
1392 altar->value = 1; /* works only once */ 1083 altar->value = 1; /* works only once */
1393 push_button (altar); 1084 push_button (altar, originator);
1394 } 1085 }
1395 return sacrifice == NULL; 1086
1396 } else { 1087 return !sacrifice;
1088 }
1089 else
1397 return 0; 1090 return 0;
1398 }
1399} 1091}
1400
1401 1092
1402/** 1093/**
1403 * Handles 'movement' of shop mats. 1094 * Handles 'movement' of shop mats.
1404 * Returns 1 if 'op' was destroyed, 0 if not. 1095 * Returns 1 if 'op' was destroyed, 0 if not.
1405 * Largely re-written to not use nearly as many gotos, plus 1096 * Largely re-written to not use nearly as many gotos, plus
1406 * some of this code just looked plain out of date. 1097 * some of this code just looked plain out of date.
1407 * MSW 2001-08-29 1098 * MSW 2001-08-29
1408 */ 1099 */
1100int
1409int apply_shop_mat (object *shop_mat, object *op) 1101apply_shop_mat (object *shop_mat, object *op)
1410{ 1102{
1411 int rv = 0; 1103 int rv = 0;
1412 double opinion; 1104 double opinion;
1413 object *tmp, *next; 1105 object *tmp, *next;
1414 1106
1415 SET_FLAG (op,FLAG_NO_APPLY); /* prevent loops */ 1107 SET_FLAG (op, FLAG_NO_APPLY); /* prevent loops */
1416 1108
1417 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 {
1418 /* Remove all the unpaid objects that may be carried here. 1122 /* Remove all the unpaid objects that may be carried here.
1419 * This could be pets or monsters that are somehow in 1123 * This could be pets or monsters that are somehow in
1420 * the shop. 1124 * the shop.
1421 */ 1125 */
1422 for (tmp=op->inv; tmp; tmp=next) { 1126 for (tmp = op->inv; tmp; tmp = next)
1127 {
1423 next = tmp->below; 1128 next = tmp->below;
1129
1424 if (QUERY_FLAG(tmp, FLAG_UNPAID)) { 1130 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1131 {
1425 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);
1426 1133
1427 remove_ob(tmp); 1134 if (i >= 0)
1428 if (i==-1) i=0; 1135 tmp->move (i);
1429 tmp->map = op->map; 1136 }
1430 tmp->x = op->x + freearr_x[i]; 1137 }
1431 tmp->y = op->y + freearr_y[i];
1432 insert_ob_in_map(tmp, op->map, op, 0);
1433 }
1434 }
1435 1138
1436 /* Don't teleport things like spell effects */ 1139 /* Don't teleport things like spell effects */
1437 if (QUERY_FLAG(op, FLAG_NO_PICK)) return 0; 1140 if (QUERY_FLAG (op, FLAG_NO_PICK))
1141 return 0;
1438 1142
1439 /* unpaid objects, or non living objects, can't transfer by 1143 /* unpaid objects, or non living objects, can't transfer by
1440 * shop mats. Instead, put it on a nearby space. 1144 * shop mats. Instead, put it on a nearby space.
1441 */ 1145 */
1442 if (QUERY_FLAG(op, FLAG_UNPAID) || !QUERY_FLAG(op, FLAG_ALIVE)) { 1146 if (QUERY_FLAG (op, FLAG_UNPAID) || !QUERY_FLAG (op, FLAG_ALIVE))
1443 1147 {
1444 /* 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 */
1445 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
1446 if (i != -1) { 1200 if (i == -1)
1447 rv = transfer_ob (op, op->x + freearr_x[i], op->y + freearr_y[i], 0,
1448 shop_mat);
1449 }
1450 return 0;
1451 }
1452 /* Removed code that checked for multipart objects - it appears that
1453 * the teleport function should be able to handle this just fine.
1454 */
1455 rv = teleport (shop_mat, SHOP_MAT, op);
1456 }
1457 /* immediate block below is only used for players */
1458 else if (can_pay(op)) {
1459 get_payment (op, op->inv);
1460 rv = teleport (shop_mat, SHOP_MAT, op);
1461 if (shop_mat->msg) {
1462 new_draw_info (NDI_UNIQUE, 0, op, shop_mat->msg);
1463 }
1464 /* This check below is a bit simplistic - generally it should be correct,
1465 * but there is never a guarantee that the bottom space on the map is
1466 * actually the shop floor.
1467 */
1468 else if ( ! rv && (tmp = get_map_ob (op->map, op->x, op->y)) != NULL
1469 && tmp->type != SHOP_FLOOR) {
1470 opinion = shopkeeper_approval(op->map, op);
1471 if ( opinion > 0.9)
1472 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper gives you a friendly wave.");
1473 else if ( opinion > 0.75)
1474 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper waves to you.");
1475 else if ( opinion > 0.5)
1476 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper ignores you.");
1477 else
1478 new_draw_info (NDI_UNIQUE, 0, op, "The shopkeeper glares at you with contempt.");
1479 }
1480 }
1481 else {
1482 /* if we get here, a player tried to leave a shop but was not able
1483 * to afford the items he has. We try to move the player so that
1484 * they are not on the mat anymore
1485 */
1486
1487 int i = find_free_spot (op, op->map, op->x, op->y, 1, 9);
1488 if(i == -1) {
1489 LOG (llevError, "Internal shop-mat problem.\n"); 1201 LOG (llevError, "Internal shop-mat problem.\n");
1490 } else { 1202 else
1491 remove_ob (op); 1203 {
1204 op->remove ();
1492 op->x += freearr_x[i]; 1205 op->x += freearr_x[i];
1493 op->y += freearr_y[i]; 1206 op->y += freearr_y[i];
1494 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;
1495 esrv_map_scroll(&op->contr->socket, freearr_x[i],freearr_y[i]); 1208 }
1496 op->contr->socket.update_look=1;
1497 op->contr->socket.look_position=0;
1498 }
1499 } 1209 }
1210
1500 CLEAR_FLAG (op, FLAG_NO_APPLY); 1211 CLEAR_FLAG (op, FLAG_NO_APPLY);
1501 return rv; 1212 return rv;
1502} 1213}
1503 1214
1504/** 1215/**
1505 * Handles applying a sign. 1216 * Handles applying a sign.
1506 */ 1217 */
1218static void
1507static void apply_sign (object *op, object *sign, int autoapply) 1219apply_sign (object *op, object *sign, int autoapply)
1508{ 1220{
1509 readable_message_type* msgType; 1221 if (!op->is_player())
1510 char newbuf[HUGE_BUF];
1511 if (sign->msg == NULL) {
1512 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is written on it.");
1513 return;
1514 }
1515
1516 if (sign->stats.food) {
1517 if (sign->last_eat >= sign->stats.food) {
1518 if (!sign->move_on)
1519 new_draw_info (NDI_UNIQUE, 0, op, "You cannot read it anymore.");
1520 return; 1222 return;
1521 }
1522 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
1523 if (!QUERY_FLAG(op, FLAG_WIZPASS)) 1249 if (!QUERY_FLAG (op, FLAG_WIZPASS))
1524 sign->last_eat++; 1250 sign->last_eat++;
1525 } 1251 }
1526 1252
1527 /* 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?
1528 * 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
1529 * 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
1530 * to us). 1256 * to us).
1531 */ 1257 */
1532 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)
1533 new_draw_info (NDI_UNIQUE, 0, op, 1259 {
1534 "You are unable to read while blind."); 1260 op->failmsg ("You are unable to read while blind!");
1535 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));
1536 } 1273 }
1537 msgType=get_readable_message_type(sign);
1538 snprintf(newbuf,sizeof(newbuf),"%hhu %s", autoapply?1:0,sign->msg);
1539 draw_ext_info(NDI_UNIQUE | NDI_NAVY, 0, op, msgType->message_type, msgType->message_subtype, newbuf, sign->msg);
1540} 1274}
1541 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}
1542 1307
1543/** 1308/**
1544 * 'victim' moves onto 'trap' 1309 * 'victim' moves onto 'trap'
1545 * 'victim' leaves 'trap' 1310 * 'victim' leaves 'trap'
1546 * 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.
1547 * 1312 *
1548 * originator: Player, monster or other object that caused 'victim' to move 1313 * originator: Player, monster or other object that caused 'victim' to move
1549 * 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.
1550 * However, some types of traps require an originator to function. 1315 * However, some types of traps require an originator to function.
1551 */ 1316 */
1317void
1552void move_apply (object *trap, object *victim, object *originator) 1318move_apply (object *trap, object *victim, object *originator)
1553{ 1319{
1554 static int recursion_depth = 0; 1320 static int recursion_depth = 0;
1555 1321
1556 /* Only exits affect DMs. */ 1322 /* Only exits affect DMs. */
1557 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)
1558 return; 1324 return;
1559 1325
1560 /* move_apply() is the most likely candidate for causing unwanted and 1326 /* move_apply() is the most likely candidate for causing unwanted and
1561 * possibly unlimited recursion. 1327 * possibly unlimited recursion.
1562 */ 1328 */
1563 /* The following was changed because it was causing perfeclty correct 1329 /* The following was changed because it was causing perfectly correct
1564 * maps to fail. 1) it's not an error to recurse: 1330 * maps to fail. 1) it's not an error to recurse:
1565 * rune detonates, summoning monster. monster lands on nearby rune. 1331 * rune detonates, summoning monster. monster lands on nearby rune.
1566 * nearby rune detonates. This sort of recursion is expected and 1332 * nearby rune detonates. This sort of recursion is expected and
1567 * proper. This code was causing needless crashes. 1333 * proper. This code was causing needless crashes.
1568 */ 1334 */
1569 if (recursion_depth >= 500) { 1335 if (recursion_depth >= 500)
1336 {
1570 LOG (llevDebug, "WARNING: move_apply(): aborting recursion " 1337 LOG (llevDebug, "WARNING: move_apply(): aborting recursion "
1571 "[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);
1572 trap->arch->name, trap->name, victim->arch->name, victim->name); 1339 return;
1573 return;
1574 } 1340 }
1341
1575 recursion_depth++; 1342 recursion_depth++;
1576 if (trap->head) trap=trap->head; 1343 if (trap->head)
1344 trap = trap->head;
1577 1345
1578 /* Lauwenmark: Handle for plugin trigger event */ 1346 if (!INVOKE_OBJECT (MOVE_TRIGGER, trap, ARG_OBJECT (victim), ARG_OBJECT (originator)))
1579 if (execute_event(trap, EVENT_TRIGGER,originator,victim,NULL,SCRIPT_FIX_ALL)!=0)
1580 goto leave;
1581
1582 switch (trap->type) { 1347 switch (trap->type)
1348 {
1583 case PLAYERMOVER: 1349 case PLAYERMOVER:
1584 if (trap->attacktype && (trap->level || victim->type!=PLAYER) && 1350 if (trap->attacktype && (trap->level || victim->type != PLAYER) && !should_director_abort (trap, victim))
1585 !should_director_abort(trap, victim)) { 1351 {
1586 if (!trap->stats.maxsp) trap->stats.maxsp=2; 1352 if (!trap->stats.maxsp)
1353 trap->stats.maxsp = 2;
1587 1354
1588 /* 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
1589 * should be divided by trap->speed 1356 * should be divided by trap->speed
1590 */ 1357 */
1591 victim->speed_left = -FABS(trap->stats.maxsp*victim->speed/trap->speed); 1358 victim->speed_left = -trap->stats.maxsp * victim->speed / trap->speed;
1592 1359
1593 /* 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
1594 * above with some objects have zero speed, and thus the player 1361 * above with some objects have zero speed, and thus the player
1595 * getting permanently paralyzed. 1362 * getting permanently paralyzed.
1596 */ 1363 */
1597 if (victim->speed_left<-50.0) victim->speed_left=-50.0; 1364 if (victim->speed_left < -50.f)
1365 victim->speed_left = -50.f;
1598 /* 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); */
1599 } 1367 }
1600 goto leave; 1368 break;
1601 1369
1602 case SPINNER: 1370 case SPINNER:
1603 if(victim->direction) { 1371 if (victim->direction)
1372 {
1604 victim->direction=absdir(victim->direction-trap->stats.sp); 1373 victim->direction = absdir (victim->direction - trap->stats.sp);
1605 update_turn_face(victim); 1374 update_turn_face (victim);
1606 } 1375 }
1607 goto leave; 1376 break;
1608 1377
1609 case DIRECTOR: 1378 case DIRECTOR:
1610 if(victim->direction && !should_director_abort(trap, victim)) { 1379 if (victim->direction && !should_director_abort (trap, victim))
1380 {
1611 victim->direction=trap->stats.sp; 1381 victim->direction = trap->stats.sp;
1612 update_turn_face(victim); 1382 update_turn_face (victim);
1613 } 1383 }
1614 goto leave; 1384 break;
1615 1385
1616 case BUTTON: 1386 case BUTTON:
1617 case PEDESTAL: 1387 case PEDESTAL:
1618 update_button(trap); 1388 case T_MATCH:
1619 goto leave; 1389 update_button (trap, originator);
1390 break;
1620 1391
1621 case ALTAR: 1392 case ALTAR:
1622 /* sacrifice victim on trap */ 1393 /* sacrifice victim on trap */
1623 apply_altar (trap, victim, originator); 1394 apply_altar (trap, victim, originator);
1624 goto leave; 1395 break;
1625 1396
1626 case THROWN_OBJ: 1397 case THROWN_OBJ:
1627 if (trap->inv == NULL) 1398 if (trap->inv == NULL)
1628 goto leave; 1399 break;
1629 /* fallthrough */ 1400 /* fallthrough */
1630 1401
1631 case ARROW: 1402 case ARROW:
1632
1633 /* 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 ,
1634 * 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.
1635 * 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
1636 * 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
1637 * action, we avoid hits here 1407 * action, we avoid hits here
1638 */ 1408 */
1639 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)
1640 hit_with_arrow (trap, victim); 1411 hit_with_arrow (trap, victim);
1641 goto leave; 1412 break;
1642 1413
1643 case SPELL_EFFECT: 1414 case SPELL_EFFECT:
1644 apply_spell_effect(trap, victim); 1415 apply_spell_effect (trap, victim);
1645 goto leave; 1416 break;
1646 1417
1647 case TRAPDOOR: 1418 case TRAPDOOR:
1648 { 1419 {
1649 int max, sound_was_played; 1420 int max, sound_was_played;
1650 object *ab, *ab_next; 1421 object *ab, *ab_next;
1422
1651 if(!trap->value) { 1423 if (!trap->value)
1652 int tot; 1424 {
1653 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)
1654 if ((ab->move_type && trap->move_on) || ab->move_type==0) 1428 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1655 tot += (ab->nrof ? ab->nrof : 1) * ab->weight + ab->carrying; 1429 tot += ab->head_ ()->total_weight ();
1656 1430
1657 if(!(trap->value=(tot>trap->weight)?1:0)) 1431 if (!(trap->value = (tot > trap->weight) ? 1 : 0))
1658 goto leave; 1432 break;
1659 1433
1660 SET_ANIMATION(trap, trap->value); 1434 SET_ANIMATION (trap, trap->value);
1661 update_object(trap,UP_OBJ_FACE); 1435 update_object (trap, UP_OBJ_FACE);
1662 } 1436 }
1663 1437
1664 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 {
1665 /* 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,
1666 * ab->above would be bogus 1441 * ab->above would be bogus
1667 */ 1442 */
1668 ab_next = ab->above; 1443 ab_next = ab->above;
1669 1444
1670 if ((ab->move_type && trap->move_on) || ab->move_type==0) { 1445 if ((ab->move_type && trap->move_on) || ab->move_type == 0)
1671 if ( ! sound_was_played) { 1446 {
1672 play_sound_map(trap->map, trap->x, trap->y, SOUND_FALL_HOLE); 1447 if (!sound_was_played)
1673 sound_was_played = 1; 1448 {
1674 } 1449 trap->play_sound (trap->sound ? trap->sound : sound_find ("fall_hole"));
1675 new_draw_info(NDI_UNIQUE, 0,ab,"You fall into a trapdoor!"); 1450 sound_was_played = 1;
1676 transfer_ob(ab,(int)EXIT_X(trap),(int)EXIT_Y(trap),0,ab); 1451 }
1677 }
1678 }
1679 goto leave;
1680 }
1681 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 }
1682 1459
1683 case CONVERTER: 1460 case CONVERTER:
1684 if (convert_item (victim, trap) < 0) { 1461 if (convert_item (victim, trap) < 0)
1685 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 }
1686 1466
1687 new_draw_info_format(NDI_UNIQUE, 0, originator, "The %s seems to be broken!", query_name(trap)); 1467 break;
1688 1468
1689 op = get_archetype("burnout");
1690 if (op != NULL) {
1691 op->x = trap->x;
1692 op->y = trap->y;
1693 insert_ob_in_map(op, trap->map, trap, 0);
1694 }
1695 }
1696 goto leave;
1697
1698 case TRIGGER_BUTTON: 1469 case TRIGGER_BUTTON:
1699 case TRIGGER_PEDESTAL: 1470 case TRIGGER_PEDESTAL:
1700 case TRIGGER_ALTAR: 1471 case TRIGGER_ALTAR:
1701 check_trigger (trap, victim); 1472 check_trigger (trap, victim, originator);
1702 goto leave; 1473 break;
1703 1474
1704 case DEEP_SWAMP: 1475 case DEEP_SWAMP:
1705 walk_on_deep_swamp (trap, victim); 1476 walk_on_deep_swamp (trap, victim);
1706 goto leave; 1477 break;
1707 1478
1708 case CHECK_INV: 1479 case CHECK_INV:
1709 check_inv (victim, trap); 1480 check_inv (victim, trap);
1710 goto leave; 1481 break;
1711 1482
1712 case HOLE: 1483 case HOLE:
1713 /* Hole not open? */ 1484 move_apply_hole (trap, victim);
1714 if(trap->stats.wc > 0) 1485 break;
1715 goto leave;
1716 1486
1717 /* Is this a multipart monster and not the head? If so, return. 1487 case EXIT:
1718 * Processing will happen if the head runs into the pit
1719 */
1720 if (victim->head)
1721 goto leave;
1722
1723 play_sound_map (victim->map, victim->x, victim->y, SOUND_FALL_HOLE);
1724 new_draw_info (NDI_UNIQUE, 0, victim, "You fall through the hole!\n");
1725 transfer_ob (victim, EXIT_X (trap), EXIT_Y (trap), 1, victim);
1726 goto leave;
1727
1728 case EXIT:
1729 if (victim->type == PLAYER && EXIT_PATH (trap)) { 1488 if (victim->type == PLAYER && EXIT_PATH (trap))
1489 {
1730 /* Basically, don't show exits leading to random maps the 1490 /* Basically, don't show exits leading to random maps the
1731 * players output. 1491 * players output.
1732 */ 1492 */
1733 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)
1734 new_draw_info (NDI_NAVY, 0, victim, trap->msg); 1494 victim->statusmsg (trap->msg, NDI_NAVY);
1735 enter_exit (victim, trap);
1736 }
1737 goto leave;
1738 1495
1496 trap->play_sound (trap->sound);
1497 victim->enter_exit (trap);
1498 }
1499 break;
1500
1739 case ENCOUNTER: 1501 case ENCOUNTER:
1740 /* may be some leftovers on this */ 1502 /* may be some leftovers on this */
1741 goto leave; 1503 break;
1742 1504
1743 case SHOP_MAT: 1505 case SHOP_MAT:
1744 apply_shop_mat (trap, victim); 1506 apply_shop_mat (trap, victim);
1745 goto leave; 1507 break;
1746 1508
1747 /* Drop a certain amount of gold, and have one item identified */ 1509 /* Drop a certain amount of gold, and have one item identified */
1748 case IDENTIFY_ALTAR: 1510 case IDENTIFY_ALTAR:
1749 apply_id_altar (victim, trap, originator); 1511 apply_id_altar (victim, trap, originator);
1750 goto leave; 1512 break;
1751 1513
1752 case SIGN: 1514 case SIGN:
1753 if (victim->type != PLAYER && trap->stats.food > 0) 1515 if (victim->type != PLAYER && trap->stats.food > 0)
1754 goto leave; /* monsters musn't apply magic_mouths with counters */ 1516 break; /* monsters musn't apply magic_mouths with counters */
1755 1517
1756 apply_sign (victim, trap, 1); 1518 apply_sign (victim, trap, 1);
1757 goto leave; 1519 break;
1758 1520
1759 case CONTAINER: 1521 case CONTAINER:
1760 if (victim->type==PLAYER)
1761 (void) esrv_apply_container (victim, trap);
1762 else
1763 (void) apply_container (victim, trap); 1522 apply_container (victim, trap);
1764 goto leave; 1523 break;
1765 1524
1766 case RUNE: 1525 case RUNE:
1767 case TRAP: 1526 case TRAP:
1768 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE)) { 1527 if (trap->level && QUERY_FLAG (victim, FLAG_ALIVE))
1769 spring_trap(trap, victim); 1528 spring_trap (trap, victim);
1770 } 1529 break;
1771 goto leave;
1772 1530
1773 default: 1531 default:
1774 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 "
1775 "handled in move_apply()\n", trap->name, trap->arch->name, 1533 "handled in move_apply()\n", &trap->name, &trap->arch->archname, trap->type);
1776 trap->type); 1534 break;
1777 goto leave;
1778 } 1535 }
1779 1536
1780 leave:
1781 recursion_depth--; 1537 recursion_depth--;
1782} 1538}
1783 1539
1784/** 1540/**
1785 * Handles reading a regular (ie not containing a spell) book. 1541 * Handles reading a regular (ie not containing a spell) book.
1786 */ 1542 */
1543static void
1787static void apply_book (object *op, object *tmp) 1544apply_book (object *op, object *tmp)
1788{ 1545{
1789 int lev_diff; 1546 int lev_diff;
1790 object *skill_ob; 1547 object *skill_ob;
1791 1548
1792 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1549 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1793 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!");
1794 return; 1552 return;
1795 } 1553 }
1796 if(tmp->msg==NULL) { 1554
1797 new_draw_info_format(NDI_UNIQUE, 0, op, 1555 if (!tmp->msg)
1798 "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));
1799 return; 1558 return;
1800 } 1559 }
1801 1560
1802 /* need a literacy skill to read stuff! */ 1561 /* need a literacy skill to read stuff! */
1803 skill_ob = find_skill_by_name(op, tmp->skill); 1562 skill_ob = find_skill_by_name (op, tmp->skill);
1804 if ( ! skill_ob) { 1563 if (!skill_ob)
1805 new_draw_info(NDI_UNIQUE, 0,op,
1806 "You are unable to decipher the strange symbols.");
1807 return;
1808 } 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
1809 lev_diff = tmp->level - (skill_ob->level + 5); 1569 lev_diff = tmp->level - (skill_ob->level + 5);
1810 if ( ! QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0) { 1570 if (!QUERY_FLAG (op, FLAG_WIZ) && lev_diff > 0)
1811 if (lev_diff < 2)
1812 new_draw_info(NDI_UNIQUE, 0,op,"This book is just barely beyond your comprehension.");
1813 else if (lev_diff < 3)
1814 new_draw_info(NDI_UNIQUE, 0,op,"This book is slightly beyond your comprehension.");
1815 else if (lev_diff < 5)
1816 new_draw_info(NDI_UNIQUE, 0,op,"This book is beyond your comprehension.");
1817 else if (lev_diff < 8)
1818 new_draw_info(NDI_UNIQUE, 0,op,"This book is quite a bit beyond your comprehension.");
1819 else if (lev_diff < 15)
1820 new_draw_info(NDI_UNIQUE, 0,op,"This book is way beyond your comprehension.");
1821 else
1822 new_draw_info(NDI_UNIQUE, 0,op,"This book is totally beyond your comprehension.");
1823 return;
1824 } 1571 {
1825 1572 op->failmsg (lev_diff < 2 ? "This book is just barely beyond your comprehension."
1826 1573 : lev_diff < 3 ? "This book is slightly beyond your comprehension."
1827 /* Lauwenmark: Handle for plugin book event */ 1574 : lev_diff < 5 ? "This book is beyond your comprehension."
1828 /*printf("Book apply: %s\n", tmp->name); 1575 : lev_diff < 8 ? "This book is quite a bit beyond your comprehension."
1829 execute_event(tmp, EVENT_APPLY,op,NULL,SCRIPT_FIX_ALL); 1576 : lev_diff < 15 ? "This book is way beyond your comprehension."
1830 printf("Book applied: %s\n", tmp->name);*/ 1577 : "This book is totally beyond your comprehension.");
1831 /*if ((evt = find_event(tmp, EVENT_APPLY)) != NULL) 1578 return;
1832 { 1579 }
1833 CFParm CFP; 1580
1834 int k, l, m; 1581 // we currently don't use the message types for anything.
1835 uint32 n;
1836 new_draw_info_format (NDI_UNIQUE, 0, op,
1837 "You open the %s and start reading.", tmp->name);
1838 k = EVENT_APPLY;
1839 l = SCRIPT_FIX_ALL;
1840 m = 0;
1841 n = 0;
1842 CFP.Value[0] = &k;
1843 CFP.Value[1] = op;
1844 CFP.Value[2] = tmp;
1845 CFP.Value[3] = NULL;
1846 CFP.Value[4] = NULL;
1847 CFP.Value[5] = &n;
1848 CFP.Value[6] = &m;
1849 CFP.Value[7] = &m;
1850 CFP.Value[8] = &l;
1851 CFP.Value[9] = (void*)evt->hook;
1852 CFP.Value[10]= (void*)evt->options;
1853 if (findPlugin(evt->plugin)>=0)
1854 ((PlugList[findPlugin(evt->plugin)].eventfunc) (&CFP));
1855 }
1856 else*/{
1857 readable_message_type* msgType = get_readable_message_type(tmp); 1582 // readable_message_type *msgType = get_readable_message_type (tmp);
1858 draw_ext_info_format(NDI_UNIQUE | NDI_NAVY, 0, op,
1859 msgType->message_type, msgType->message_subtype,
1860 "You open the %s and start reading.\n%s",
1861 "%s\n%s",
1862 long_desc(tmp,op), tmp->msg);
1863 }
1864 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
1865 /* gain xp from reading */ 1590 /* gain xp from reading */
1866 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 */
1867 int exp_gain=calc_skill_exp(op,tmp, skill_ob); 1593 int exp_gain = calc_skill_exp (op, tmp, skill_ob);
1594
1868 if(!QUERY_FLAG(tmp,FLAG_IDENTIFIED)) { 1595 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
1596 {
1869 /*exp_gain *= 2; because they just identified it too */ 1597 /*exp_gain *= 2; because they just identified it too */
1870 SET_FLAG(tmp,FLAG_IDENTIFIED); 1598 SET_FLAG (tmp, FLAG_IDENTIFIED);
1871 /* If in a container, update how it looks */ 1599
1600 if (object *pl = tmp->visible_to ())
1872 if(tmp->env) esrv_update_item(UPD_FLAGS|UPD_NAME, op,tmp); 1601 esrv_update_item (UPD_FLAGS | UPD_NAME, pl, tmp);
1873 else op->contr->socket.update_look=1;
1874 } 1602 }
1603
1875 change_exp(op,exp_gain, skill_ob->skill, 0); 1604 change_exp (op, exp_gain, skill_ob->skill, 0);
1876 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 }
1877 } 1659 }
1878} 1660}
1879 1661
1880/** 1662/**
1881 * Handles the applying of a skill scroll, calling learn_skill straight. 1663 * Handles the applying of a skill scroll, calling learn_skill straight.
1882 * 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
1883 */ 1665 */
1666static void
1884static void apply_skillscroll (object *op, object *tmp) 1667apply_skillscroll (object *op, object *tmp)
1885{ 1668{
1886 switch ((int) learn_skill (op, tmp)) { 1669 switch (learn_skill (op, tmp))
1887 case 0: 1670 {
1888 new_draw_info(NDI_UNIQUE, 0,op,"You already possess the knowledge "); 1671 case 0:
1889 new_draw_info_format(NDI_UNIQUE, 0,op,"held within the %s.\n",query_name(tmp)); 1672 op->play_sound (sound_find ("generic_fail"));
1890 return; 1673 op->failmsg (format ("You already possess the knowledge held within the %s.", query_name (tmp)));
1674 break;
1891 1675
1892 case 1: 1676 case 1:
1893 new_draw_info_format(NDI_UNIQUE, 0,op,"You succeed in learning %s", 1677 tmp->decrease ();
1894 tmp->skill); 1678 op->play_sound (sound_find ("skill_learn"));
1895 new_draw_info_format(NDI_UNIQUE, 0, op, 1679 op->statusmsg (format ("You succeed in learning %s", &tmp->skill));
1896 "Type 'bind ready_skill %s",tmp->skill); 1680 break;
1897 new_draw_info(NDI_UNIQUE, 0,op,"to store the skill in a key.");
1898 decrease_ob(tmp);
1899 return;
1900 1681
1901 default: 1682 default:
1902 new_draw_info_format(NDI_UNIQUE,0,op, 1683 tmp->decrease ();
1684 op->play_sound (sound_find ("generic_fail"));
1903 "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)));
1904 decrease_ob(tmp); 1686 break;
1905 return;
1906 } 1687 }
1907} 1688}
1908 1689
1909/** 1690/**
1910 * Actually makes op learn spell. 1691 * Actually makes op learn spell.
1911 * Informs player of what happens. 1692 * Informs player of what happens.
1912 */ 1693 */
1694void
1913void do_learn_spell (object *op, object *spell, int special_prayer) 1695do_learn_spell (object *op, object *spell, int special_prayer)
1914{ 1696{
1915 object *tmp; 1697 object *tmp;
1916 1698
1917 if (op->type != PLAYER) { 1699 if (op->type != PLAYER)
1700 {
1918 LOG (llevError, "BUG: do_learn_spell(): not a player\n"); 1701 LOG (llevError, "BUG: do_learn_spell(): not a player\n");
1919 return; 1702 return;
1920 } 1703 }
1921 1704
1922 /* Upgrade special prayers to normal prayers */ 1705 /* Upgrade special prayers to normal prayers */
1923 if ((tmp=check_spell_known (op, spell->name))!=NULL) { 1706 if ((tmp = check_spell_known (op, spell->name)) != NULL)
1707 {
1924 if (special_prayer && !QUERY_FLAG(tmp, FLAG_STARTEQUIP)) { 1708 if (special_prayer && !QUERY_FLAG (tmp, FLAG_STARTEQUIP))
1709 {
1925 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");
1926 return; 1711 return;
1927 } 1712 }
1928 return; 1713 return;
1929 } 1714 }
1930 1715
1931 play_sound_player_only (op->contr, SOUND_LEARN_SPELL, 0, 0); 1716 op->contr->play_sound (sound_find ("learn_spell"));
1932 tmp = get_object(); 1717
1933 copy_object(spell, tmp); 1718 tmp = spell->clone ();
1934 insert_ob_in_ob(tmp, op); 1719 insert_ob_in_ob (tmp, op);
1935 1720
1936 if (special_prayer) { 1721 if (special_prayer)
1937 SET_FLAG(tmp, FLAG_STARTEQUIP); 1722 SET_FLAG (tmp, FLAG_STARTEQUIP);
1938 }
1939 1723
1940 new_draw_info_format (NDI_UNIQUE, 0, op,
1941 "Type 'bind cast %s", spell->name);
1942 new_draw_info (NDI_UNIQUE, 0, op, "to store the spell in a key.");
1943 esrv_add_spells(op->contr, tmp); 1724 esrv_add_spells (op->contr, tmp);
1944} 1725}
1945 1726
1946/** 1727/**
1947 * Erases spell from player's inventory. 1728 * Erases spell from player's inventory.
1948 */ 1729 */
1730void
1949void do_forget_spell (object *op, const char *spell) 1731do_forget_spell (object *op, const char *spell)
1950{ 1732{
1951 object *spob; 1733 object *spob;
1952 1734
1953 if (op->type != PLAYER) { 1735 if (op->type != PLAYER)
1736 {
1954 LOG (llevError, "BUG: do_forget_spell(): not a player\n"); 1737 LOG (llevError, "BUG: do_forget_spell(): not a player\n");
1955 return; 1738 return;
1956 } 1739 }
1957 if ( (spob=check_spell_known (op, spell)) == NULL) { 1740 if ((spob = check_spell_known (op, spell)) == NULL)
1741 {
1958 LOG (llevError, "BUG: do_forget_spell(): spell not known\n"); 1742 LOG (llevError, "BUG: do_forget_spell(): spell not known\n");
1959 return; 1743 return;
1960 }
1961 1744 }
1962 new_draw_info_format (NDI_UNIQUE|NDI_NAVY, 0, op, 1745
1963 "You lose knowledge of %s.", spell); 1746 op->failmsg (format ("You lose knowledge of %s.", spell));
1964 player_unready_range_ob(op->contr, spob); 1747 player_unready_range_ob (op->contr, spob);
1965 esrv_remove_spell(op->contr, spob); 1748 esrv_remove_spell (op->contr, spob);
1966 remove_ob(spob); 1749 spob->destroy ();
1967 free_object(spob);
1968} 1750}
1969 1751
1970/** 1752/**
1971 * Handles player applying a spellbook. 1753 * Handles player applying a spellbook.
1972 * 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,
1973 * stuff like that. Random learning failure too. 1755 * stuff like that. Random learning failure too.
1974 */ 1756 */
1757static void
1975static void apply_spellbook (object *op, object *tmp) 1758apply_spellbook (object *op, object *tmp)
1976{ 1759{
1977 object *skop, *spell, *spell_skill; 1760 object *skop, *spell, *spell_skill;
1978 1761
1979 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1762 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
1980 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to read while blind.");
1981 return;
1982 } 1763 {
1764 op->failmsg ("You are unable to read while blind.");
1765 return;
1766 }
1983 1767
1984 /* artifact_spellbooks have 'slaying' field point to a spell name, 1768 /* artifact_spellbooks have 'slaying' field point to a spell name,
1985 * instead of having their spell stored in stats.sp. These are 1769 * instead of having their spell stored in stats.sp. These are
1986 * legacy spellbooks 1770 * legacy spellbooks
1987 */ 1771 */
1988 1772 if (tmp->slaying)
1989 if(tmp->slaying != NULL) { 1773 {
1990 spell=arch_to_object(find_archetype_by_object_name(tmp->slaying)); 1774 spell = find_archetype_by_object_name (tmp->slaying)->instance ();
1991 if (!spell) { 1775
1992 new_draw_info_format(NDI_UNIQUE, 0, op, 1776 if (!spell)
1777 {
1993 "The book's formula for %s is incomplete", tmp->slaying); 1778 op->failmsg (format ("The book's formula for %s is incomplete.", &tmp->slaying));
1994 return; 1779 return;
1995 } 1780 }
1996 else 1781 else
1997 insert_ob_in_ob(spell, tmp); 1782 insert_ob_in_ob (spell, tmp);
1998 free_string(tmp->slaying); 1783
1999 tmp->slaying=NULL; 1784 tmp->slaying = 0;
2000 } 1785 }
2001 1786
2002 skop = find_skill_by_name(op, tmp->skill); 1787 skop = find_skill_by_name (op, tmp->skill);
2003 1788
2004 /* 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
2005 * lower than the spell will make learning the spell more difficult */ 1790 * lower than the spell will make learning the spell more difficult */
2006 if ( !skop) { 1791 if (!skop)
2007 new_draw_info(NDI_UNIQUE, 0,op,"You can't read! Your attempt fails.");
2008 return;
2009 } 1792 {
1793 op->failmsg (format ("You can't read! Your attempt fails. H<You lack the %s skill.>", &tmp->skill));
1794 return;
1795 }
2010 1796
2011 spell = tmp->inv; 1797 spell = tmp->inv;
1798
2012 if (!spell) { 1799 if (!spell)
1800 {
2013 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);
2014 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!");
2015 return; 1803 return;
2016 }
2017 if (spell->level > (skop->level+10)) {
2018 new_draw_info(NDI_UNIQUE, 0,op,"You are unable to decipher the strange symbols.");
2019 return;
2020 } 1804 }
2021 1805
2022 new_draw_info_format(NDI_UNIQUE, 0, op, 1806 int learn_level = sqrtf (spell->level) * 1.5f;
2023 "The spellbook contains the %s level spell %s.", 1807 if (skop->level < learn_level)
2024 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 }
2025 1813
1814 op->statusmsg (format ("The spellbook contains the %s level spell %s.", get_levelnumber (spell->level), &spell->name));
1815
2026 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) { 1816 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2027 identify(tmp); 1817 identify (tmp);
2028 if (tmp->env)
2029 esrv_update_item(UPD_FLAGS|UPD_NAME,op,tmp);
2030 else
2031 op->contr->socket.update_look=1;
2032 }
2033 1818
2034 /* 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
2035 * 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
2036 * 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
2037 * they would have a special prayer mark. 1822 * they would have a special prayer mark.
2038 */ 1823 */
2039 if (check_spell_known (op, spell->name)) { 1824 if (check_spell_known (op, spell->name))
2040 new_draw_info(NDI_UNIQUE, 0,op,"You already know that spell.\n");
2041 return;
2042 } 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 }
2043 1829
2044 if (spell->skill) { 1830 if (spell->skill)
1831 {
2045 spell_skill = find_skill_by_name(op, spell->skill); 1832 spell_skill = find_skill_by_name (op, spell->skill);
1833
2046 if (!spell_skill) { 1834 if (!spell_skill)
2047 new_draw_info_format(NDI_UNIQUE, 0, op, 1835 {
2048 "You lack the skill %s to use this spell", 1836 op->failmsg (format ("You lack the skill %s to use this spell.", &spell->skill));
2049 spell->skill);
2050 return; 1837 return;
2051 } 1838 }
1839
2052 if (spell_skill->level < spell->level) { 1840 if (spell_skill->level < spell->level)
2053 new_draw_info_format(NDI_UNIQUE, 0, op, 1841 {
2054 "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));
2055 spell->level, spell->skill);
2056 return; 1843 return;
2057 } 1844 }
2058 } 1845 }
2059 1846
2060 /* Logic as follows 1847 /* Logic as follows
2061 * 1848 *
2062 * 1- MU spells use Int to learn, Cleric spells use Wisdom 1849 * 1- MU spells use Int to learn, Cleric spells use Wisdom
2063 * 1850 *
2064 * 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
2065 * a spell. 1852 * a spell.
2066 * 1853 *
2067 * 3 -Automatically fail to learn if you read while confused 1854 * 3 -Automatically fail to learn if you read while confused
2068 * 1855 *
2069 * 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
2070 * literacy rate very useful! -b.t. 1857 * literacy rate very useful! -b.t.
2071 */ 1858 */
2072 if(QUERY_FLAG(op,FLAG_CONFUSED)) { 1859 if (QUERY_FLAG (op, FLAG_CONFUSED))
2073 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!");
2074 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 }
2075 } else if(QUERY_FLAG(tmp,FLAG_STARTEQUIP) || 1864 else if (QUERY_FLAG (tmp, FLAG_STARTEQUIP) ||
2076 (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])
2077 learn_spell[spell->stats.grace ? op->stats.Wis : op->stats.Int]) { 1866 {
2078 1867 op->statusmsg ("You succeed in learning the spell!", NDI_GREEN);
2079 new_draw_info(NDI_UNIQUE, 0,op,"You succeed in learning the spell!");
2080 do_learn_spell (op, spell, 0); 1868 do_learn_spell (op, spell, 0);
2081 1869
2082 /* xp gain to literacy for spell learning */ 1870 /* xp gain to literacy for spell learning */
2083 if ( ! QUERY_FLAG (tmp, FLAG_STARTEQUIP)) 1871 if (!QUERY_FLAG (tmp, FLAG_STARTEQUIP))
2084 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);
2085 } else { 1873 }
2086 play_sound_player_only(op->contr, SOUND_FUMBLE_SPELL,0,0); 1874 else
2087 new_draw_info(NDI_UNIQUE, 0,op,"You fail to learn the spell.\n");
2088 } 1875 {
2089 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 ();
2090} 1881}
2091 1882
2092/** 1883/**
2093 * Handles applying a spell scroll. 1884 * Handles applying a spell scroll.
2094 */ 1885 */
1886void
2095void apply_scroll (object *op, object *tmp, int dir) 1887apply_scroll (object *op, object *tmp, int dir)
2096{ 1888{
2097 object *skop; 1889 object *skop;
2098 1890
2099 if(QUERY_FLAG(op, FLAG_BLIND)&&!QUERY_FLAG(op,FLAG_WIZ)) { 1891 if (QUERY_FLAG (op, FLAG_BLIND) && !QUERY_FLAG (op, FLAG_WIZ))
2100 new_draw_info(NDI_UNIQUE, 0,op, "You are unable to read while blind.");
2101 return;
2102 } 1892 {
1893 op->failmsg ("You are unable to read while blind.");
1894 return;
1895 }
2103 1896
2104 if (!tmp->inv || tmp->inv->type != SPELL) { 1897 if (!tmp->inv || tmp->inv->type != SPELL)
2105 new_draw_info (NDI_UNIQUE, 0, op, 1898 {
2106 "The scroll just doesn't make sense!"); 1899 op->failmsg ("The scroll just doesn't make sense! H<...and never will make sense.>");
2107 return; 1900 return;
2108 } 1901 }
2109 1902
2110 if(op->type==PLAYER) { 1903 if (op->type == PLAYER)
1904 {
2111 /* players need a literacy skill to read stuff! */ 1905 /* players need a literacy skill to read stuff! */
2112 int exp_gain=0; 1906 int exp_gain = 0;
2113 1907
2114 /* hard code literacy - tmp->skill points to where the exp 1908 /* hard code literacy - tmp->skill points to where the exp
2115 * should go for anything killed by the spell. 1909 * should go for anything killed by the spell.
2116 */ 1910 */
2117 skop = find_skill_by_name(op, skill_names[SK_LITERACY]); 1911 skop = find_skill_by_name (op, skill_names[SK_LITERACY]);
2118 1912
2119 if ( ! skop) { 1913 if (!skop)
2120 new_draw_info(NDI_UNIQUE, 0,op, 1914 {
2121 "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]));
2122 return; 1916 return;
2123 } 1917 }
2124 1918
2125 if((exp_gain = calc_skill_exp(op,tmp, skop))) 1919 if ((exp_gain = calc_skill_exp (op, tmp, skop)))
2126 change_exp(op,exp_gain, skop->skill, 0); 1920 change_exp (op, exp_gain, skop->skill, 0);
2127 } 1921 }
2128 1922
2129 if (!QUERY_FLAG(tmp, FLAG_IDENTIFIED)) 1923 if (!QUERY_FLAG (tmp, FLAG_IDENTIFIED))
2130 identify(tmp); 1924 identify (tmp);
2131 1925
2132 new_draw_info_format(NDI_BLACK, 0, op,
2133 "The scroll of %s turns to dust.", tmp->inv->name); 1926 op->statusmsg (format ("The scroll of %s turns to dust.", &tmp->inv->name));
2134 1927
2135
2136 cast_spell(op,tmp,dir,tmp->inv, NULL); 1928 cast_spell (op, tmp, dir, tmp->inv, NULL);
2137 decrease_ob(tmp); 1929 tmp->decrease ();
2138} 1930}
2139 1931
2140/** 1932/**
2141 * Applies a treasure object - by default, chest. op 1933 * Applies a treasure object - by default, chest. op
2142 * is the person doing the applying, tmp is the treasure 1934 * is the person doing the applying, tmp is the treasure
2143 * chest. 1935 * chest.
2144 */ 1936 */
1937static void
2145static void apply_treasure (object *op, object *tmp) 1938apply_treasure (object *op, object *tmp)
2146{ 1939{
2147 object *treas;
2148 tag_t tmp_tag = tmp->count, op_tag = op->count;
2149
2150
2151 /* 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
2152 * 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
2153 * 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
2154 * 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
2155 * treasure 1944 * treasure
2156 */ 1945 */
1946 object *treas = tmp->inv;
2157 1947
1948 if (!treas)
1949 {
1950 op->statusmsg ("The chest was empty.");
1951 tmp->decrease ();
1952 return;
1953 }
1954
1955 while (tmp->inv)
1956 {
2158 treas = tmp->inv; 1957 treas = tmp->inv;
2159 if(treas==NULL) { 1958 treas->remove ();
2160 new_draw_info(NDI_UNIQUE, 0,op,"The chest was empty.");
2161 decrease_ob(tmp);
2162 return;
2163 }
2164 while (tmp->inv) {
2165 treas = tmp->inv;
2166 1959
2167 remove_ob(treas);
2168 new_draw_info_format(NDI_UNIQUE, 0, op, "You find %s in the chest.",
2169 query_name(treas));
2170
2171 treas->x=op->x; 1960 treas->x = op->x;
2172 treas->y=op->y; 1961 treas->y = op->y;
2173 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);
2174 1963
2175 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))
2176 && QUERY_FLAG (op, FLAG_ALIVE))
2177 spring_trap (treas, op); 1965 spring_trap (treas, op);
1966
2178 /* If either player or container was destroyed, no need to do 1967 /* If either player or container was destroyed, no need to do
2179 * further processing. I think this should be enclused with 1968 * further processing. I think this should be enclused with
2180 * spring trap above, as I don't think there is otherwise 1969 * spring trap above, as I don't think there is otherwise
2181 * any way for the treasure chest or player to get killed 1970 * any way for the treasure chest or player to get killed.
2182 */
2183 if (was_destroyed (op, op_tag) || was_destroyed (tmp, tmp_tag))
2184 break;
2185 }
2186
2187 if ( ! was_destroyed (tmp, tmp_tag) && tmp->inv == NULL)
2188 decrease_ob (tmp);
2189
2190}
2191
2192/**
2193 * op eats food.
2194 * If player, takes care of messages and dragon special food.
2195 */
2196static void apply_food (object *op, object *tmp)
2197{
2198 int capacity_remaining;
2199
2200 if(op->type!=PLAYER)
2201 op->stats.hp=op->stats.maxhp;
2202 else {
2203 /* check if this is a dragon (player), eating some flesh */
2204 if (tmp->type==FLESH && is_dragon_pl(op) && dragon_eat_flesh(op, tmp))
2205 ;
2206 else {
2207 /* usual case - no dragon meal: */
2208 if(op->stats.food+tmp->stats.food>999) {
2209 if(tmp->type==FOOD || tmp->type==FLESH)
2210 new_draw_info(NDI_UNIQUE, 0,op,"You feel full, but what a waste of food!");
2211 else
2212 new_draw_info(NDI_UNIQUE, 0,op,"Most of the drink goes down your face not your throat!");
2213 }
2214 1971 */
2215 if(!QUERY_FLAG(tmp, FLAG_CURSED)) { 1972 if (op->destroyed () || tmp->destroyed ())
2216 char buf[MAX_BUF]; 1973 break;
2217
2218 if (!is_dragon_pl(op)) {
2219 /* eating message for normal players*/
2220 if(tmp->type==DRINK)
2221 sprintf(buf,"Ahhh...that %s tasted good.",tmp->name);
2222 else
2223 sprintf(buf,"The %s tasted %s",tmp->name,
2224 tmp->type==FLESH?"terrible!":"good.");
2225 }
2226 else {
2227 /* eating message for dragon players*/
2228 sprintf(buf,"The %s tasted terrible!",tmp->name);
2229 }
2230
2231 new_draw_info(NDI_UNIQUE, 0,op,buf);
2232 capacity_remaining = 999 - op->stats.food;
2233 op->stats.food+=tmp->stats.food;
2234 if(capacity_remaining < tmp->stats.food)
2235 op->stats.hp += capacity_remaining / 50;
2236 else
2237 op->stats.hp+=tmp->stats.food/50;
2238 if(op->stats.hp>op->stats.maxhp)
2239 op->stats.hp=op->stats.maxhp;
2240 if (op->stats.food > 999)
2241 op->stats.food = 999;
2242 }
2243
2244 /* special food hack -b.t. */
2245 if(tmp->title || QUERY_FLAG(tmp,FLAG_CURSED))
2246 eat_special_food(op,tmp);
2247 } 1974 }
2248 } 1975
2249 handle_apply_yield(tmp); 1976 if (!tmp->destroyed () && !tmp->inv)
2250 decrease_ob(tmp); 1977 tmp->decrease (true);
2251} 1978}
2252 1979
2253/** 1980/**
2254 * A dragon is eating some flesh. If the flesh contains resistances, 1981 * A dragon is eating some flesh. If the flesh contains resistances,
2255 * 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.
2258 * object *op the object (dragon player) eating the flesh 1985 * object *op the object (dragon player) eating the flesh
2259 * object *meal the flesh item, getting chewed in dragon's mouth 1986 * object *meal the flesh item, getting chewed in dragon's mouth
2260 * return: 1987 * return:
2261 * int 1 if eating successful, 0 if it doesn't work 1988 * int 1 if eating successful, 0 if it doesn't work
2262 */ 1989 */
1990static int
2263int dragon_eat_flesh(object *op, object *meal) { 1991dragon_eat_flesh (object *op, object *meal)
1992{
2264 object *skin = NULL; /* pointer to dragon skin force*/ 1993 object *skin = NULL; /* pointer to dragon skin force */
2265 object *abil = NULL; /* pointer to dragon ability force*/ 1994 object *abil = NULL; /* pointer to dragon ability force */
2266 object *tmp = NULL; /* tmp. object */ 1995 object *tmp = NULL; /* tmp. object */
2267 1996
2268 char buf[MAX_BUF]; /* tmp. string buffer */
2269 double chance; /* improvement-chance of one resistance type */ 1997 double chance; /* improvement-chance of one resistance type */
2270 double totalchance=1; /* total chance of gaining one resistance */ 1998 double totalchance = 1; /* total chance of gaining one resistance */
2271 double bonus=0; /* level bonus (improvement is easier at lowlevel) */ 1999 double bonus = 0; /* level bonus (improvement is easier at lowlevel) */
2272 double mbonus=0; /* monster bonus */ 2000 double mbonus = 0; /* monster bonus */
2273 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */ 2001 int atnr_winner[NROFATTACKS]; /* winning candidates for resistance improvement */
2274 int winners=0; /* number of winners */ 2002 int winners = 0; /* number of winners */
2275 int i; /* index */ 2003 int i; /* index */
2276 2004
2277 /* let's make sure and doublecheck the parameters */ 2005 /* let's make sure and doublecheck the parameters */
2278 if (meal->type!=FLESH || !is_dragon_pl(op)) 2006 if (meal->type != FLESH || !op->is_dragon ())
2279 return 0; 2007 return 0;
2280 2008
2281 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces 2009 /* now grab the 'dragon_skin'- and 'dragon_ability'-forces
2282 from the player's inventory */ 2010 from the player's inventory */
2283 for (tmp=op->inv; tmp!=NULL; tmp=tmp->below) { 2011 for (tmp = op->inv; tmp; tmp = tmp->below)
2284 if (tmp->type == FORCE) { 2012 if (tmp->type == FORCE)
2285 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 2013 if (tmp->arch->archname == shstr_dragon_skin_force)
2286 skin = tmp; 2014 skin = tmp;
2287 else if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 2015 else if (tmp->arch->archname == shstr_dragon_ability_force)
2288 abil = tmp; 2016 abil = tmp;
2289 } 2017
2290 }
2291
2292 /* 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
2293 which is not to be considered a dragon -> bail out */ 2019 which is not to be considered a dragon -> bail out */
2294 if (skin == NULL || abil == NULL) return 0; 2020 if (skin == NULL || abil == NULL)
2295 2021 return 0;
2022
2296 /* now start by filling stomache and health, according to food-value */ 2023 /* now start by filling stomache and health, according to food-value */
2297 if((999 - op->stats.food) < meal->stats.food) 2024 if ((999 - op->stats.food) < meal->stats.food)
2298 op->stats.hp += (999 - op->stats.food) / 50; 2025 op->stats.hp += (999 - op->stats.food) / 50;
2299 else 2026 else
2300 op->stats.hp += meal->stats.food/50; 2027 op->stats.hp += meal->stats.food / 50;
2028
2301 if(op->stats.hp>op->stats.maxhp) 2029 if (op->stats.hp > op->stats.maxhp)
2302 op->stats.hp=op->stats.maxhp; 2030 op->stats.hp = op->stats.maxhp;
2303 2031
2304 op->stats.food = MIN(999, op->stats.food + meal->stats.food); 2032 op->stats.food = min (999, op->stats.food + meal->stats.food);
2305 2033
2306 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level);*/ 2034 /*LOG(llevDebug, "-> player: %d, flesh: %d\n", op->level, meal->level); */
2307 2035
2308 /* on to the interesting part: chances for adding resistance */ 2036 /* on to the interesting part: chances for adding resistance */
2309 for (i=0; i<NROFATTACKS; i++) { 2037 for (i = 0; i < NROFATTACKS; i++)
2038 {
2310 if (meal->resist[i] > 0 && atnr_is_dragon_enabled(i)) { 2039 if (meal->resist[i] > 0 && atnr_is_dragon_enabled (i))
2040 {
2311 /* got positive resistance, now calculate improvement chance (0-100) */ 2041 /* got positive resistance, now calculate improvement chance (0-100) */
2312 2042
2313 /* this bonus makes resistance increase easier at lower levels */ 2043 /* this bonus makes resistance increase easier at lower levels */
2314 bonus = (settings.max_level - op->level) * 30. / ((double)settings.max_level); 2044 bonus = (settings.max_level - op->level) * 30. / ((double) settings.max_level);
2315 if (i == abil->stats.exp) 2045 if (i == abil->stats.exp)
2316 bonus += 5; /* additional bonus for resistance of ability-focus */ 2046 bonus += 5; /* additional bonus for resistance of ability-focus */
2317 2047
2318 /* monster bonus increases with level, because high-level 2048 /* monster bonus increases with level, because high-level
2319 flesh is too rare */ 2049 flesh is too rare */
2320 mbonus = op->level * 20. / ((double)settings.max_level); 2050 mbonus = op->level * 20. / ((double) settings.max_level);
2321 2051
2322 chance = (((double)MIN(op->level+bonus, meal->level+bonus+mbonus))*100. / 2052 chance = (((double)min (op->level + bonus, meal->level + bonus + mbonus)) * 100. /
2323 ((double)settings.max_level)) - skin->resist[i]; 2053 ((double)settings.max_level)) - skin->resist[i];
2324 2054
2325 if (chance >= 0.) 2055 if (chance >= 0.)
2326 chance += 1.; 2056 chance += 1.;
2327 else 2057 else
2328 chance = (chance < -12) ? 0. : 1./pow(2., -chance); 2058 chance = (chance < -12) ? 0. : 1. / pow (2., -chance);
2329 2059
2330 /* chance is proportional to amount of resistance (max. 50) */ 2060 /* chance is proportional to amount of resistance (max. 50) */
2331 chance *= ((double)(MIN(meal->resist[i], 50)))/50.; 2061 chance *= ((double)(min (meal->resist[i], 50))) / 50.;
2332 2062
2333 /* doubled chance for resistance of ability-focus */ 2063 /* doubled chance for resistance of ability-focus */
2334 if (i == abil->stats.exp) 2064 if (i == abil->stats.exp)
2335 chance = MIN(100., chance*2.); 2065 chance = min (100., chance * 2.);
2336 2066
2337 /* 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!) */
2338 if (RANDOM()%10000 < (int)(chance*100)) { 2068 if (rndm (10000) < (unsigned int)(chance * 100))
2069 {
2339 atnr_winner[winners] = i; 2070 atnr_winner[winners] = i;
2340 winners++; 2071 winners++;
2341 } 2072 }
2342 2073
2343 if (chance >= 0.01 ) totalchance *= 1 - chance/100; 2074 if (chance >= 0.01)
2344 2075 totalchance *= 1 - chance / 100;
2076
2345 /*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); */
2346 } 2078 }
2347 } 2079 }
2348 2080
2349 /* inverse totalchance as until now we have the failure-chance */ 2081 /* inverse totalchance as until now we have the failure-chance */
2350 totalchance = 100 - totalchance*100; 2082 totalchance = 100 - totalchance * 100;
2083
2351 /* print message according to totalchance */ 2084 /* print message according to totalchance */
2085 const char *buf;
2352 if (totalchance > 50.) 2086 if (totalchance > 50.)
2353 sprintf(buf, "Hmm! The %s tasted delicious!", meal->name); 2087 buf = format ("Hmm! The %s tasted delicious!", &meal->name);
2354 else if (totalchance > 10.) 2088 else if (totalchance > 10.)
2355 sprintf(buf, "The %s tasted very good.", meal->name); 2089 buf = format ("The %s tasted very good.", &meal->name);
2356 else if (totalchance > 1.) 2090 else if (totalchance > 1.)
2357 sprintf(buf, "The %s tasted good.", meal->name); 2091 buf = format ("The %s tasted good.", &meal->name);
2358 else if (totalchance > 0.1) 2092 else if (totalchance > 0.1)
2359 sprintf(buf, "The %s tasted bland.", meal->name); 2093 buf = format ("The %s tasted bland.", &meal->name);
2360 else if (totalchance >= 0.01) 2094 else if (totalchance >= 0.01)
2361 sprintf(buf, "The %s had a boring taste.", meal->name); 2095 buf = format ("The %s had a boring taste.", &meal->name);
2362 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))
2363 sprintf(buf, "The %s tasted strange.", meal->name); 2097 buf = format ("The %s tasted strange.", &meal->name);
2364 else 2098 else
2365 sprintf(buf, "The %s had no taste.", meal->name); 2099 buf = format ("The %s had no taste.", &meal->name);
2366 new_draw_info(NDI_UNIQUE, 0, op, buf); 2100
2367 2101 op->statusmsg (buf);
2102
2368 /* now choose a winner if we have any */ 2103 /* now choose a winner if we have any */
2369 i = -1; 2104 i = -1;
2370 if (winners>0) 2105 if (winners > 0)
2371 i = atnr_winner[RANDOM()%winners]; 2106 i = atnr_winner [rndm (winners)];
2372 2107
2373 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95) { 2108 if (i >= 0 && i < NROFATTACKS && skin->resist[i] < 95)
2109 {
2374 /* resistance increased! */ 2110 /* resistance increased! */
2375 skin->resist[i]++; 2111 skin->resist[i]++;
2376 fix_player(op); 2112 op->update_stats ();
2113
2114 op->statusmsg (format ("Your skin is now more resistant to %s!", change_resist_msg[i]));
2377 2115 }
2378 sprintf(buf, "Your skin is now more resistant to %s!", change_resist_msg[i]); 2116
2379 new_draw_info(NDI_UNIQUE|NDI_RED, 0, op, buf);
2380 }
2381
2382 /* if this flesh contains a new ability focus, we mark it 2117 /* if this flesh contains a new ability focus, we mark it
2383 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 */
2384 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)
2385 && meal->last_eat != abil->last_eat) { 2120 {
2386 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> */
2387 2122
2388 if (meal->last_eat != abil->stats.exp) { 2123 if (meal->last_eat != abil->stats.exp)
2124 op->statusmsg (format (
2389 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.",
2390 change_resist_msg[meal->last_eat]); 2127 change_resist_msg[meal->last_eat],
2391 new_draw_info(NDI_UNIQUE, 0, op, buf); 2128 abil->level + 1
2392 sprintf(buf, "The change will happen at level %d", abil->level + 1); 2129 ));
2393 new_draw_info(NDI_UNIQUE, 0, op, buf);
2394 }
2395 else { 2130 else
2396 sprintf(buf, "Your metabolism will continue to focus on %s.", 2131 {
2397 change_resist_msg[meal->last_eat]); 2132 op->statusmsg (format ("Your metabolism will continue to focus on %s.", change_resist_msg[meal->last_eat]));
2398 new_draw_info(NDI_UNIQUE, 0, op, buf);
2399 abil->last_eat = 0; 2133 abil->last_eat = 0;
2400 } 2134 }
2401 } 2135 }
2136
2402 return 1; 2137 return 1;
2403} 2138}
2404 2139
2405static 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)
2406{ 2146{
2407#ifndef COZY_SERVER 2147 int capacity_remaining;
2408 if(!pl->contr->name_changed||!pl->stats.exp) { 2148
2409 new_draw_info(NDI_UNIQUE, 0,pl,"You don't deserve to save your character yet."); 2149 if (op->type != PLAYER)
2410 return; 2150 op->stats.hp = op->stats.maxhp;
2411 } 2151 else
2412#endif
2413 /* Need to call terminate_all_pets() before we remove the player ob */
2414 terminate_all_pets(pl);
2415 remove_ob(pl);
2416 pl->direction=0;
2417 new_draw_info_format(NDI_UNIQUE | NDI_ALL | NDI_DK_ORANGE, 5, pl,
2418 "%s leaves the game.",pl->name);
2419 2152 {
2420 /* update respawn position */ 2153 /* check if this is a dragon (player), eating some flesh */
2421 strcpy(pl->contr->savebed_map, pl->map->path); 2154 if (tmp->type == FLESH && op->is_dragon () && dragon_eat_flesh (op, tmp))
2422 pl->contr->bed_x = pl->x; 2155 ;
2423 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 }
2424 2210 }
2425 strcpy(pl->contr->killer,"left"); 2211
2426 check_score(pl); /* Always check score */ 2212 handle_apply_yield (tmp);
2427 (void)save_player(pl,0); 2213 tmp->decrease ();
2428 pl->map->players--;
2429#if MAP_MAXTIMEOUT
2430 MAP_SWAP_TIME(pl->map) = MAP_TIMEOUT(pl->map);
2431#endif
2432 play_again(pl);
2433 pl->speed = 0;
2434 update_ob_speed(pl);
2435} 2214}
2436 2215
2437/** 2216/**
2438 * Handles applying an improve armor scroll. 2217 * Handles applying an improve armor scroll.
2439 * Does some sanity checks, then calls improve_armour. 2218 * Does some sanity checks, then calls improve_armour.
2440 */ 2219 */
2220static void
2441static void apply_armour_improver (object *op, object *tmp) 2221apply_armour_improver (object *op, object *tmp)
2442{ 2222{
2443 object *armor; 2223 object *armor;
2444 2224
2445 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))
2446 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))
2447 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)
2448 } 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
2449 armor=find_marked_object(op); 2547 marked = find_marked_object (pl);
2450 if ( ! armor) { 2548
2451 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)));
2452 return; 2552 return;
2453 } 2553 }
2454 if (armor->type != ARMOUR 2554
2455 && armor->type != CLOAK 2555 if (!marked->slaying)
2456 && armor->type != BOOTS && armor->type != GLOVES
2457 && armor->type != BRACERS && armor->type != SHIELD
2458 && armor->type != HELMET)
2459 { 2556 {
2460 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)));
2461 return; 2558 return;
2462 } 2559 }
2463 2560
2464 new_draw_info(NDI_UNIQUE, 0,op,"Applying armour enchantment."); 2561 /* check whether they are compatible or not */
2465 improve_armour(op,tmp,armor); 2562 find = strstr (&marked->slaying, transformer->arch->archname);
2466} 2563 if (!find || (*(find + strlen (transformer->arch->archname)) != ':'))
2467
2468
2469extern void apply_poison (object *op, object *tmp)
2470{
2471 if (op->type == PLAYER) {
2472 play_sound_player_only(op->contr, SOUND_DRINK_POISON,0,0);
2473 new_draw_info(NDI_UNIQUE, 0,op,"Yech! That tasted poisonous!");
2474 strcpy(op->contr->killer,"poisonous booze");
2475 }
2476 if (tmp->stats.hp > 0) {
2477 LOG(llevDebug,"Trying to poison player/monster for %d hp\n",
2478 tmp->stats.hp);
2479 hit_player(op, tmp->stats.hp, tmp, AT_POISON, 1);
2480 }
2481 op->stats.food-=op->stats.food/4;
2482 handle_apply_yield(tmp);
2483 decrease_ob(tmp);
2484}
2485
2486/**
2487 * This fonction return true if the exit is not a 2 ways one or it is 2 ways, valid exit.
2488 * A valid 2 way exit means:
2489 * -You can come back (there is another exit at the other side)
2490 * -You are
2491 * ° the owner of the exit
2492 * ° or in the same party as the owner
2493 *
2494 * Note: a owner in a 2 way exit is saved as the owner's name
2495 * in the field exit->name cause the field exit->owner doesn't
2496 * survive in the swapping (in fact the whole exit doesn't survive).
2497 */
2498int is_legal_2ways_exit (object* op, object *exit)
2499 {
2500 object * tmp;
2501 object * exit_owner;
2502 player * pp;
2503 mapstruct * exitmap;
2504 if (exit->stats.exp!=1) return 1; /*This is not a 2 way, so it is legal*/
2505 if (!has_been_loaded(EXIT_PATH(exit)) && exit->race) return 0; /* This is a reset town portal */
2506 /* To know if an exit has a correspondant, we look at
2507 * all the exits in destination and try to find one with same path as
2508 * the current exit's position */
2509 if (!strncmp(EXIT_PATH (exit), settings.localdir, strlen(settings.localdir)))
2510 exitmap = ready_map_name(EXIT_PATH (exit), MAP_PLAYER_UNIQUE);
2511 else exitmap = ready_map_name(EXIT_PATH (exit), 0);
2512 if (exitmap)
2513 { 2564 {
2514 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)));
2515 if (!tmp) return 0; 2566 return;
2516 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)))
2517 { 2572 {
2518 if (tmp->type!=EXIT) continue; /*Not an exit*/ 2573 yield = atoi (find);
2519 if (!EXIT_PATH (tmp)) continue; /*Not a valid exit*/ 2574 if (yield < 1)
2520 if ( (EXIT_X(tmp)!=exit->x) || (EXIT_Y(tmp)!=exit->y)) continue; /*Not in the same place*/
2521 if (strcmp(exit->map->path,EXIT_PATH(tmp))!=0) continue; /*Not in the same map*/
2522
2523 /* From here we have found the exit is valid. However we do
2524 * here the check of the exit owner. It is important for the
2525 * town portals to prevent strangers from visiting your appartments
2526 */
2527 if (!exit->race) return 1; /*No owner, free for all!*/
2528 exit_owner=NULL;
2529 for (pp=first_player;pp;pp=pp->next)
2530 { 2575 {
2531 if (!pp->ob) continue; 2576 LOG (llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name (marked, 0), yield);
2532 if (pp->ob->name!=exit->race) continue; 2577 yield = 1;
2533 exit_owner= pp->ob; /*We found a player which correspond to the player name*/
2534 break;
2535 } 2578 }
2536 if (!exit_owner) return 0; /* No more owner*/
2537 if (exit_owner->contr==op->contr) return 1; /*It is your exit*/
2538 if ( exit_owner && /*There is a owner*/
2539 (op->contr) && /*A player tries to pass */
2540 ( (exit_owner->contr->party==NULL) || /*No pass if controller has no party*/
2541 (exit_owner->contr->party!=op->contr->party)) ) /* Or not the same as op*/
2542 return 0;
2543 return 1;
2544 }
2545 } 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)));
2546 return 0; 2606 return;
2547 } 2607 }
2548 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}
2549 2622
2550/** 2623/**
2551 * Main apply handler. 2624 * Main apply handler.
2552 * 2625 *
2553 * Checks for unpaid items before applying. 2626 * Checks for unpaid items before applying.
2555 * Return value: 2628 * Return value:
2556 * 0: player or monster can't apply objects of that type 2629 * 0: player or monster can't apply objects of that type
2557 * 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
2558 * 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
2559 * 2632 *
2560 * 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
2561 * being applied. 2634 * being applied.
2562 * 2635 *
2563 * aflag is special (always apply/unapply) flags. Nothing is done with 2636 * aflag is special (always apply/unapply) flags. Nothing is done with
2564 * them in this function - they are passed to apply_special 2637 * them in this function - they are passed to apply_special
2565 */ 2638 */
2566 2639int
2567int manual_apply (object *op, object *tmp, int aflag) 2640manual_apply (object *who, object *op, int aflag)
2568{ 2641{
2569 if (tmp->head) tmp=tmp->head; 2642 op = op->head_ ();
2570 2643
2571 if (QUERY_FLAG (tmp, FLAG_UNPAID) && ! QUERY_FLAG (tmp, FLAG_APPLIED)) { 2644 if (QUERY_FLAG (op, FLAG_UNPAID) && !QUERY_FLAG (op, FLAG_APPLIED))
2645 {
2572 if (op->type == PLAYER) { 2646 if (who->type == PLAYER)
2573 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
2574 return 1; 2650 return 1;
2575 } else { 2651 }
2652 else
2576 return 0; /* monsters just skip unpaid items */ 2653 return 0; /* monsters just skip unpaid items */
2577 } 2654 }
2655
2656 if (INVOKE_OBJECT (APPLY, op, ARG_OBJECT (who)))
2657 return RESULT_INT (0);
2658
2659 switch (op->type)
2578 } 2660 {
2579 2661 case T_HANDLE:
2580 2662 who->play_sound (sound_find ("turn_handle"));
2581 /* Lauwenmark: Handle for plugin apply event */ 2663 who->statusmsg ("You turn the handle.");
2582 if (execute_event(tmp, EVENT_APPLY,op,NULL,NULL,SCRIPT_FIX_ALL)!=0) 2664 op->value = op->value ? 0 : 1;
2665 SET_ANIMATION (op, op->value);
2666 update_object (op, UP_OBJ_FACE);
2667 push_button (op, who);
2583 return 1; 2668 return 1;
2584 2669
2585 switch (tmp->type) { 2670 case TRIGGER:
2671 if (check_trigger (op, who, who))
2672 {
2673 who->statusmsg ("You turn the handle.");
2674 who->play_sound (sound_find ("turn_handle"));
2675 }
2676 else
2677 who->failmsg ("The handle doesn't move.");
2586 2678
2587 case TRANSPORT:
2588 return apply_transport(op, tmp, aflag);
2589
2590 case CF_HANDLE:
2591 new_draw_info(NDI_UNIQUE, 0,op,"You turn the handle.");
2592 play_sound_map(op->map, op->x, op->y, SOUND_TURN_HANDLE);
2593 tmp->value=tmp->value?0:1;
2594 SET_ANIMATION(tmp, tmp->value);
2595 update_object(tmp,UP_OBJ_FACE);
2596 push_button(tmp);
2597 return 1; 2679 return 1;
2598 2680
2599 case TRIGGER: 2681 case EXIT:
2600 if (check_trigger (tmp, op)) {
2601 new_draw_info (NDI_UNIQUE, 0, op, "You turn the handle.");
2602 play_sound_map (tmp->map, tmp->x, tmp->y, SOUND_TURN_HANDLE);
2603 } else {
2604 new_draw_info (NDI_UNIQUE, 0, op, "The handle doesn't move.");
2605 }
2606 return 1;
2607
2608 case EXIT:
2609 if (op->type != PLAYER) 2682 if (who->type != PLAYER)
2610 return 0; 2683 return 0;
2611 if( ! EXIT_PATH (tmp) || !is_legal_2ways_exit(op,tmp)) { 2684
2612 new_draw_info_format(NDI_UNIQUE, 0, op, "The %s is closed.", 2685 if (!EXIT_PATH (op))
2613 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)));
2614 } else { 2687 else
2688 {
2615 /* Don't display messages for random maps. */ 2689 /* Don't display messages for random maps. */
2616 if (tmp->msg && strncmp(EXIT_PATH(tmp),"/!",2) && 2690 if (op->msg && EXIT_PATH (op) != shstr_random_map_exit)
2617 strncmp(EXIT_PATH(tmp), "/random/", 8)) 2691 who->statusmsg (op->msg, NDI_NAVY);
2618 new_draw_info (NDI_NAVY, 0, op, tmp->msg); 2692
2619 enter_exit(op,tmp); 2693 who->enter_exit (op);
2620 } 2694 }
2695
2621 return 1; 2696 return 1;
2622 2697
2623 case SIGN: 2698 case INSCRIBABLE:
2624 apply_sign (op, tmp, 0); 2699 who->statusmsg (op->msg);
2700 // maybe show a spell menu to chose from or something like that
2625 return 1; 2701 return 1;
2626 2702
2627 case BOOK: 2703 case SIGN:
2628 if (op->type == PLAYER) { 2704 apply_sign (who, op, 0);
2629 apply_book (op, tmp);
2630 return 1;
2631 } else {
2632 return 0;
2633 }
2634
2635 case SKILLSCROLL:
2636 if (op->type == PLAYER) {
2637 apply_skillscroll (op, tmp);
2638 return 1;
2639 }
2640 return 0;
2641
2642 case SPELLBOOK:
2643 if (op->type == PLAYER) {
2644 apply_spellbook (op, tmp);
2645 return 1;
2646 }
2647 return 0;
2648
2649 case SCROLL:
2650 apply_scroll (op, tmp, 0);
2651 return 1; 2705 return 1;
2652 2706
2653 case POTION: 2707 case BOOK:
2654 (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);
2655 return 1; 2736 return 1;
2656 2737
2738 case POTION:
2739 apply_potion (who, op);
2740 return 1;
2741
2657 /* Eneq(@csd.uu.se): Handle apply on containers. */ 2742 /* Eneq(@csd.uu.se): Handle apply on containers. */
2743 //TODO: remove, as it is unsed?
2658 case CLOSE_CON: 2744 case CLOSE_CON:
2659 if (op->type==PLAYER) 2745 apply_container (who, op->env);
2660 (void) esrv_apply_container (op, tmp->env);
2661 else
2662 (void) apply_container (op, tmp->env);
2663 return 1; 2746 return 1;
2664 2747
2665 case CONTAINER: 2748 case CONTAINER:
2666 if (op->type==PLAYER) 2749 apply_container (who, op);
2667 (void) esrv_apply_container (op, tmp);
2668 else
2669 (void) apply_container (op, tmp);
2670 return 1; 2750 return 1;
2671 2751
2672 case TREASURE: 2752 case TREASURE:
2673 if (op->type == PLAYER) { 2753 if (who->type == PLAYER)
2674 apply_treasure (op, tmp); 2754 {
2675 return 1; 2755 apply_treasure (who, op);
2676 } else { 2756 return 1;
2677 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;
2678 } 2862 }
2679
2680 case WEAPON:
2681 case ARMOUR:
2682 case BOOTS:
2683 case GLOVES:
2684 case AMULET:
2685 case GIRDLE:
2686 case BRACERS:
2687 case SHIELD:
2688 case HELMET:
2689 case RING:
2690 case CLOAK:
2691 case WAND:
2692 case ROD:
2693 case HORN:
2694 case SKILL:
2695 case BOW:
2696 case LAMP:
2697 case BUILDER:
2698 case SKILL_TOOL:
2699 if (tmp->env != op)
2700 return 2; /* not in inventory */
2701 (void) apply_special (op, tmp, aflag);
2702 return 1;
2703
2704 case DRINK:
2705 case FOOD:
2706 case FLESH:
2707 apply_food (op, tmp);
2708 return 1;
2709
2710 case POISON:
2711 apply_poison (op, tmp);
2712 return 1;
2713
2714 case SAVEBED:
2715 if (op->type == PLAYER) {
2716 apply_savebed (op);
2717 return 1;
2718 } else {
2719 return 0;
2720 }
2721
2722 case ARMOUR_IMPROVER:
2723 if (op->type == PLAYER) {
2724 apply_armour_improver (op, tmp);
2725 return 1;
2726 } else {
2727 return 0;
2728 }
2729
2730 case WEAPON_IMPROVER:
2731 (void) check_improve_weapon(op, tmp);
2732 return 1;
2733
2734 case CLOCK:
2735 if (op->type == PLAYER) {
2736 char buf[MAX_BUF];
2737 timeofday_t tod;
2738
2739 get_tod(&tod);
2740 sprintf(buf, "It is %d minute%s past %d o'clock %s",
2741 tod.minute+1, ((tod.minute+1 < 2) ? "" : "s"),
2742 ((tod.hour % 14 == 0) ? 14 : ((tod.hour)%14)),
2743 ((tod.hour >= 14) ? "pm" : "am"));
2744 play_sound_player_only(op->contr, SOUND_CLOCK,0,0);
2745 new_draw_info(NDI_UNIQUE, 0,op, buf);
2746 return 1;
2747 } else {
2748 return 0;
2749 }
2750
2751 case MENU:
2752 if (op->type == PLAYER) {
2753 shop_listing (op);
2754 return 1;
2755 } else {
2756 return 0;
2757 }
2758
2759 case POWER_CRYSTAL:
2760 apply_power_crystal(op,tmp); /* see egoitem.c */
2761 return 1;
2762
2763 case LIGHTER: /* for lighting torches/lanterns/etc */
2764 if (op->type == PLAYER) {
2765 apply_lighter(op,tmp);
2766 return 1;
2767 } else {
2768 return 0;
2769 }
2770
2771 case ITEM_TRANSFORMER:
2772 apply_item_transformer( op, tmp );
2773 return 1;
2774
2775 default:
2776 return 0;
2777 }
2778} 2863}
2779
2780 2864
2781/* 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"
2782 * 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
2783 * "but you are floating high above the ground" messages. 2867 * "but you are floating high above the ground" messages.
2784 * 2868 *
2785 * Same return value as apply() function. 2869 * Same return value as apply() function.
2786 */ 2870 */
2871int
2787int player_apply (object *pl, object *op, int aflag, int quiet) 2872player_apply (object *pl, object *op, int aflag, int quiet)
2788{ 2873{
2789 int tmp;
2790
2791 if (op->env == NULL && (pl->move_type & MOVE_FLYING)) { 2874 if (!op->env && (pl->move_type & MOVE_FLYING))
2875 {
2792 /* player is flying and applying object not in inventory */ 2876 /* player is flying and applying object not in inventory */
2793 if ( ! QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING)) { 2877 if (!QUERY_FLAG (pl, FLAG_WIZ) && !(op->move_type & MOVE_FLYING))
2794 new_draw_info (NDI_UNIQUE, 0, pl, "But you are floating high " 2878 {
2795 "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.>");
2796 return 0; 2882 return 0;
2797 } 2883 }
2798 }
2799
2800 /* Check for PLAYER to avoid a DM to disappear in a puff of smoke if
2801 * applied.
2802 */
2803 if (op->type != PLAYER && QUERY_FLAG (op, FLAG_WAS_WIZ) && ! QUERY_FLAG (pl, FLAG_WAS_WIZ))
2804 { 2884 }
2805 play_sound_map (pl->map, pl->x, pl->y, SOUND_OB_EVAPORATE);
2806 new_draw_info (NDI_UNIQUE, 0, pl, "The object disappears in a puff "
2807 "of smoke!");
2808 new_draw_info (NDI_UNIQUE, 0, pl, "It must have been an illusion.");
2809 remove_ob (op);
2810 free_object (op);
2811 return 1;
2812 }
2813 2885
2814 pl->contr->last_used = op; 2886 pl->contr->last_used = op;
2815 pl->contr->last_used_id = op->count;
2816 2887
2817 tmp = manual_apply (pl, op, aflag); 2888 int tmp = manual_apply (pl, op, aflag);
2889
2818 if ( ! quiet) { 2890 if (!quiet)
2891 {
2819 if (tmp == 0) 2892 if (tmp == 0)
2820 new_draw_info_format (NDI_UNIQUE, 0, pl, 2893 pl->statusmsg (format ("I don't know how to apply the %s.", query_name (op)));
2821 "I don't know how to apply the %s.",
2822 query_name (op));
2823 else if (tmp == 2) 2894 else if (tmp == 2)
2824 new_draw_info_format (NDI_UNIQUE, 0, pl, 2895 pl->failmsg ("You must get it first!\n");
2825 "You must get it first!\n");
2826 } 2896 }
2897
2827 return tmp; 2898 return tmp;
2828} 2899}
2829 2900
2830/** 2901/**
2831 * player_apply_below attempts to apply the object 'below' the player. 2902 * player_apply_below attempts to apply the object 'below' the player.
2832 * 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
2833 * we use the ground. 2904 * we use the ground.
2834 */ 2905 */
2835 2906void
2836void player_apply_below (object *pl) 2907player_apply_below (object *pl)
2837{ 2908{
2838 object *tmp, *next;
2839 int floors; 2909 int floors = 0;
2840 2910
2841 if (pl->contr->transport && pl->contr->transport->type == TRANSPORT) {
2842 apply_transport(pl, pl->contr->transport, 0);
2843 return;
2844 }
2845
2846 /* 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
2847 * item in the container. Otherwise, use the map. 2912 * item in the container. Otherwise, use the map.
2848 */
2849 tmp = (pl->container != NULL) ? pl->container->inv : pl->below;
2850
2851 /* 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
2852 * 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
2853 * 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
2854 * 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
2855 * not return a proper value. 2917 * not return a proper value.
2856 */ 2918 */
2857 for (floors = 0; tmp!=NULL; tmp=next) { 2919 for (object *next, *tmp = pl->container_ () ? pl->container_ ()->inv : pl->below; tmp; tmp = next)
2920 {
2858 next = tmp->below; 2921 next = tmp->below;
2922
2859 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 2923 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
2860 floors++; 2924 floors++;
2861 else if (floors > 0) 2925 else if (floors > 0)
2862 return; /* process only floor objects after first floor object */ 2926 return; /* process only floor objects after first floor object */
2863 2927
2864 /* 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
2865 * person moving on it, also activate. Added code to make it 2929 * person moving on it, also activate. Added code to make it
2866 * 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
2867 * the item needs. 2931 * the item needs.
2868 */ 2932 */
2869 if ( ! tmp->invisible || (tmp->move_on & pl->move_type)) { 2933 if (!tmp->invisible || (tmp->move_on & pl->move_type))
2870 if (player_apply (pl, tmp, 0, 1) == 1) 2934 if (player_apply (pl, tmp, 0, 1) == 1)
2871 return; 2935 return;
2872 } 2936
2873 if (floors >= 2) 2937 if (floors >= 2)
2874 return; /* process at most two floor objects */ 2938 return; /* process at most two floor objects */
2875 } 2939 }
2876} 2940}
2877 2941
2878/** 2942/**
2879 * Unapplies specified item. 2943 * Unapplies specified item.
2880 * No check done on cursed/damned. 2944 * No check done on cursed/damned.
2881 * Break this out of apply_special - this is just done 2945 * Break this out of apply_special - this is just done
2882 * 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.
2883 */ 2947 */
2948static int
2884static int unapply_special (object *who, object *op, int aflags) 2949unapply_special (object *who, object *op, int aflags)
2885{ 2950{
2886 object *tmp2; 2951 if (INVOKE_OBJECT (BE_UNREADY, op, ARG_OBJECT (who), ARG_INT (aflags))
2952 || INVOKE_OBJECT (UNREADY, who, ARG_OBJECT (op), ARG_INT (aflags)))
2953 return RESULT_INT (0);
2887 2954
2888 CLEAR_FLAG(op, FLAG_APPLIED); 2955 CLEAR_FLAG (op, FLAG_APPLIED);
2956
2889 switch(op->type) { 2957 switch (op->type)
2890 case WEAPON: 2958 {
2891 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwield %s.",query_name(op));
2892
2893 (void) change_abil (who,op);
2894 if(QUERY_FLAG(who,FLAG_READY_WEAPON))
2895 CLEAR_FLAG(who,FLAG_READY_WEAPON);
2896 /* GROS: update the current_weapon_script field (used with script_attack for weapons) */
2897 who->current_weapon_script = NULL;
2898 who->current_weapon = NULL;
2899 clear_skill(who);
2900 break;
2901
2902 case SKILL: /* allows objects to impart skills */
2903 case SKILL_TOOL: 2959 case SKILL_TOOL:
2904 if (op != who->chosen_skill) { 2960 // unapplying a skill tool should also unapply the skill it governs
2905 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
2906 } 2962 // be used for other reasons
2907 if (who->type==PLAYER) { 2963 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2908 if (who->contr->shoottype == range_skill) 2964 if (tmp->skill == op->skill
2909 who->contr->shoottype = range_none; 2965 && tmp->type == SKILL
2910 if ( ! op->invisible) { 2966 && tmp->flag [FLAG_APPLIED]
2911 new_draw_info_format (NDI_UNIQUE, 0, who, 2967 && !tmp->flag [FLAG_CAN_USE_SKILL])
2912 "You stop using the %s.", query_name(op)); 2968 unapply_special (who, tmp, 0);
2913 } else {
2914 new_draw_info_format (NDI_UNIQUE, 0, who,
2915 "You can no longer use the skill: %s.",
2916 op->skill);
2917 }
2918 }
2919 (void) change_abil (who, op);
2920 who->chosen_skill = NULL;
2921 CLEAR_FLAG (who, FLAG_READY_SKILL);
2922 break;
2923 2969
2924 case ARMOUR: 2970 change_abil (who, op);
2925 case HELMET:
2926 case SHIELD:
2927 case RING:
2928 case BOOTS:
2929 case GLOVES:
2930 case AMULET:
2931 case GIRDLE:
2932 case BRACERS:
2933 case CLOAK:
2934 new_draw_info_format(NDI_UNIQUE, 0, who, "You unwear %s.",query_name(op));
2935 (void) change_abil (who,op);
2936 break;
2937 case LAMP:
2938 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn off your %s.",
2939 op->name);
2940 tmp2 = arch_to_object(op->other_arch);
2941 tmp2->x = op->x;
2942 tmp2->y = op->y;
2943 tmp2->map = op->map;
2944 tmp2->below = op->below;
2945 tmp2->above = op->above;
2946 tmp2->stats.food = op->stats.food;
2947 CLEAR_FLAG(tmp2, FLAG_APPLIED);
2948 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
2949 SET_FLAG(tmp2, FLAG_INV_LOCKED);
2950 if (who->type == PLAYER)
2951 esrv_del_item(who->contr, (tag_t)op->count);
2952 remove_ob(op);
2953 free_object(op);
2954 insert_ob_in_ob(tmp2, who);
2955 fix_player(who);
2956 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
2957 if (who->type == PLAYER) {
2958 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
2959 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
2960 }
2961 }
2962 if(who->type==PLAYER)
2963 esrv_send_item(who, tmp2);
2964 return 1; /* otherwise, an attempt to drop causes problems */
2965 break;
2966 case BOW:
2967 case WAND:
2968 case ROD:
2969 case HORN:
2970 clear_skill(who);
2971 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2972 if(who->type==PLAYER) {
2973 who->contr->shoottype = range_none;
2974 } else {
2975 if (op->type == BOW)
2976 CLEAR_FLAG (who, FLAG_READY_BOW);
2977 else
2978 CLEAR_FLAG(who, FLAG_READY_RANGE);
2979 }
2980 break;
2981
2982 case BUILDER:
2983 new_draw_info_format(NDI_UNIQUE, 0, who, "You unready %s.",query_name(op));
2984 who->contr->shoottype = range_none;
2985 who->contr->ranges[ range_builder ] = NULL;
2986 break; 2971 break;
2987 2972
2988 default: 2973 case WEAPON:
2989 new_draw_info_format(NDI_UNIQUE, 0, who, "You unapply %s.",query_name(op)); 2974 if (player *pl = who->contr)
2990 break; 2975 if (op == pl->combat_ob)
2991 } 2976 {
2992 2977 pl->combat_ob = 0;
2993 fix_player(who); 2978 who->change_weapon (pl->ranged_ob);
2994
2995 if ( ! (aflags & AP_NO_MERGE)) {
2996 object *tmp;
2997
2998 tag_t del_tag = op->count;
2999 tmp = merge_ob (op, NULL);
3000 if (who->type == PLAYER) {
3001 if (tmp) { /* it was merged */
3002 esrv_del_item (who->contr, del_tag);
3003 op = tmp;
3004 } 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 ())
3005 esrv_send_item (who, op); 3057 esrv_send_item (pl, op);
3006 } 3058
3007 } 3059 who->update_stats ();
3060
3008 return 0; 3061 return 0;
3009} 3062}
3010 3063
3011/** 3064/**
3012 * Returns the object that is using location 'loc'. 3065 * Returns the object that is using location 'loc'.
3013 * Note that 'start' is the first object to start examing - we 3066 * Note that 'start' is the first object to start examing - we
3014 * 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
3015 * something like: 3068 * something like:
3016 * tmp = get_item_from_body_location(who->inv, 1); 3069 * tmp = get_next_item_from_body_location(who->inv, 1);
3017 * if (tmp) tmp1 = get_item_from_body_location(tmp->below, 1); 3070 * if (tmp) tmp1 = get_next_item_from_body_location(tmp->below, 1);
3018 * to find the second object that may use this location, etc. 3071 * to find the second object that may use this location, etc.
3019 * Returns NULL if no match is found. 3072 * Returns NULL if no match is found.
3020 * 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.
3021 * don't return invisible objects unless they are skill objects 3074 * don't return invisible objects unless they are skill objects
3022 * invisible other objects that use 3075 * invisible other objects that use
3023 * up body locations can be used as restrictions. 3076 * up body locations can be used as restrictions.
3024 */ 3077 */
3025object *get_item_from_body_location(object *start, int loc) 3078static object *
3079get_next_item_from_body_location (int loc, object *start)
3026{ 3080{
3027 object *tmp;
3028
3029 if (!start) return NULL;
3030
3031 for (tmp=start; tmp; tmp=tmp->below) 3081 for (object *tmp = start; tmp; tmp = tmp->below)
3032 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->body_info[loc] && 3082 if (tmp->flag [FLAG_APPLIED]
3033 (!tmp->invisible || tmp->type==SKILL)) return tmp; 3083 && tmp->slot[loc].info
3084 && (!tmp->invisible || tmp->type == SKILL))
3085 return tmp;
3034 3086
3035 return NULL; 3087 return 0;
3036} 3088}
3037
3038
3039 3089
3040/** 3090/**
3041 * '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.
3042 * This should only be called when it is known 3092 * This should only be called when it is known
3043 * that there are objects to unapply. This makes pretty heavy 3093 * that there are objects to unapply. This makes pretty heavy
3046 * Returns 0 on success, returns 1 if there is some problem. 3096 * Returns 0 on success, returns 1 if there is some problem.
3047 * 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
3048 * 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
3049 * another function that does just that. 3099 * another function that does just that.
3050 */ 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
3051int unapply_for_ob(object *who, object *op, int aflags) 3108unapply_for_ob (object *who, object *op, int aflags)
3052{ 3109{
3053 int i; 3110 if (op->is_range ())
3054 object *tmp=NULL, *last;
3055
3056 /* If we are applying a shield or weapon, unapply any equipped shield
3057 * or weapons first - only allowed to use one weapon/shield at a time.
3058 */
3059 if (op->type == WEAPON || op->type == SHIELD) {
3060 for (tmp=who->inv; tmp; tmp=tmp->below) { 3111 for (object *tmp = who->inv; tmp; tmp = tmp->below)
3061 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) { 3112 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->is_range ())
3062 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)))
3063 (!QUERY_FLAG(tmp, FLAG_CURSED) && !QUERY_FLAG(tmp, FLAG_DAMNED))) { 3114 {
3064 if (aflags & AP_PRINT) 3115 if (aflags & AP_PRINT)
3065 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3116 who->failmsg (query_name (tmp));
3066 else 3117 else
3067 unapply_special(who, tmp, aflags); 3118 unapply_special (who, tmp, aflags);
3068 } 3119 }
3069 else { 3120 else
3121 {
3070 /* 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.
3071 * 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
3072 * at least generate the message. 3124 * at least generate the message.
3073 */ 3125 */
3074 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)));
3075 "No matter how hard you try, you just can't\nremove %s.", 3127 return 1;
3076 query_name(tmp)); 3128 }
3077 return 1;
3078 }
3079 3129
3080 }
3081 }
3082 }
3083
3084 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3130 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3131 {
3085 /* this used up a slot that we need to free */ 3132 /* this used up a slot that we need to free */
3086 if (op->body_info[i]) { 3133 if (op->slot[i].info)
3087 last = who->inv; 3134 {
3135 object *last = who->inv;
3088 3136
3089 /* 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
3090 * to free up enough slots. 3138 * to free up enough slots.
3091 */ 3139 */
3092 while ((who->body_used[i] + op->body_info[i]) < 0) { 3140 while ((who->slot[i].used + op->slot[i].info) < 0)
3093 tmp = get_item_from_body_location(last, i); 3141 {
3094 if (!tmp) { 3142 object *tmp = get_next_item_from_body_location (i, last);
3143
3144 if (!tmp)
3145 {
3095#if 0 3146#if 0
3096 /* 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
3097 * equipped. 3148 * equipped.
3098 */ 3149 */
3099 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);
3100 i, body_locations[i].save_name, who->name);
3101#endif 3151#endif
3102 return 1; 3152 return 1;
3103 } 3153 }
3154
3104 /* 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 */
3105 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))))
3106 (!(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)))) { 3157 {
3107 if (aflags & AP_PRINT) 3158 if (aflags & AP_PRINT)
3108 new_draw_info(NDI_UNIQUE, 0, who, query_name(tmp)); 3159 who->failmsg (query_name (tmp));
3109 else 3160 else
3110 unapply_special(who, tmp, aflags); 3161 unapply_special (who, tmp, aflags);
3111 } 3162 }
3112 else { 3163 else
3164 {
3113 /* Cursed item that we can't unequip - tell the player. 3165 /* Cursed item that we can't unequip - tell the player.
3114 * 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,
3115 * 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
3116 * one cursed ring.) 3168 * one cursed ring.)
3117 */ 3169 */
3118 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)));
3119 } 3171 }
3120 last = tmp->below; 3172
3121 } 3173 last = tmp->below;
3174 }
3122 /* 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
3123 * return in the !tmp would have kicked in. 3176 * return in the !tmp would have kicked in.
3124 */ 3177 */
3125 } /* if op is using this body location */ 3178 } /* if op is using this body location */
3126 } /* for body lcoations */ 3179 } /* for body lcoations */
3180
3127 return 0; 3181 return 0;
3128} 3182}
3129 3183
3130/** 3184/**
3131 * Checks to see if 'who' can apply object 'op'. 3185 * Checks to see if 'who' can apply object 'op'.
3132 * Returns 0 if apply can be done without anything special. 3186 * Returns 0 if apply can be done without anything special.
3133 * Otherwise returns a bitmask - potentially several of these may be 3187 * Otherwise returns a bitmask - potentially several of these may be
3134 * set, but largely depends on circumstance - in the future, processing 3188 * set, but largely depends on circumstance - in the future, processing
3135 * 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
3136 * 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?)
3137 * 3191 *
3138 * See include/define.h for detailed description of the meaning of 3192 * See include/define.h for detailed description of the meaning of
3139 * these return values. 3193 * these return values.
3140 */ 3194 */
3195int
3141int can_apply_object(object *who, object *op) 3196can_apply_object (object *who, object *op)
3142{ 3197{
3198 if (INVOKE_OBJECT (CAN_BE_APPLIED, op, ARG_OBJECT (who)) || INVOKE_OBJECT (CAN_APPLY, who, ARG_OBJECT (op)))
3199 return RESULT_INT (0);
3200
3143 int i, retval=0; 3201 int retval = 0;
3144 object *tmp=NULL, *ws=NULL; 3202 object *tmp = 0, *ws = 0;
3145 3203
3146 /* Players have 2 'arm's, so they could in theory equip 2 shields or
3147 * 2 weapons, but we don't want to let them do that. So if they are
3148 * trying to equip a weapon or shield, see if they already have one
3149 * in place and store that way.
3150 */
3151 if (op->type == WEAPON || op->type == SHIELD) {
3152 for (tmp=who->inv; tmp && !ws; tmp=tmp->below) {
3153 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == op->type) {
3154 retval = CAN_APPLY_UNAPPLY;
3155 ws = tmp;
3156 }
3157 }
3158 }
3159
3160
3161 for (i=0; i<NUM_BODY_LOCATIONS; i++) { 3204 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
3162 if (op->body_info[i]) { 3205 {
3206 if (op->slot[i].info)
3207 {
3163 /* Item uses more slots than we have */ 3208 /* Item uses more slots than we have */
3164 if (FABS(op->body_info[i]) > who->body_info[i]) { 3209 if (who->slot[i].info + op->slot [i].info < 0)
3210 {
3165 /* Could return now for efficiently - rest of info below isn' 3211 /* Could return now for efficiency - rest of info below isn't
3166 * really needed. 3212 * really needed.
3167 */ 3213 */
3168 retval |= CAN_APPLY_NEVER; 3214 retval |= CAN_APPLY_NEVER;
3169 } 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 {
3170 /* in this case, equipping this would use more free spots than 3218 /* in this case, equipping this would use more free spots than
3171 * we have. 3219 * we have.
3172 */ 3220 */
3173 object *tmp1;
3174 3221
3175
3176 /* 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
3177 * enough slots to equip the new item, then just set this can 3223 * enough slots to equip the new item, then just set "can
3178 * 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
3179 * shield equipped and try to equip another shield, there is only 3225 * shield equipped and try to equip another shield, there is only
3180 * one choice. However, the check for the number of body locations 3226 * one choice. However, the check for the number of body locations
3181 * does take into the account cases where what is being applied 3227 * does take into the account cases where what is being applied
3182 * may be two handed for example. 3228 * may be two handed for example.
3183 */ 3229 */
3184 if (ws) { 3230 if (ws)
3185 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)
3186 retval |= CAN_APPLY_UNAPPLY; 3232 {
3187 continue; 3233 retval |= CAN_APPLY_UNAPPLY;
3188 } 3234 continue;
3189 } 3235 }
3190 3236
3191 tmp1 = get_item_from_body_location(who->inv, i); 3237 object *tmp1 = get_next_item_from_body_location (i, who->inv);
3192 if (!tmp1) { 3238 if (!tmp1)
3239 {
3193#if 0 3240#if 0
3194 /* 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
3195 * join in with more stuff equipped than they are now allowed. 3242 * join in with more stuff equipped than they are now allowed.
3196 */ 3243 */
3197 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);
3198 i, who->name);
3199#endif 3245#endif
3200 retval |= CAN_APPLY_NEVER; 3246 retval |= CAN_APPLY_NEVER;
3201 } else { 3247 }
3248 else
3249 {
3202 /* need to unapply something. However, if this something 3250 /* need to unapply something. However, if this something
3203 * is different than we had found before, it means they need 3251 * is different than we had found before, it means they need
3204 * to apply multiple objects 3252 * to apply multiple objects
3205 */ 3253 */
3206 retval |= CAN_APPLY_UNAPPLY; 3254 retval |= CAN_APPLY_UNAPPLY;
3207 if (!tmp) tmp = tmp1; 3255
3208 else if (tmp != tmp1) { 3256 if (!tmp)
3209 retval |= CAN_APPLY_UNAPPLY_MULT; 3257 tmp = tmp1;
3210 } 3258 else if (tmp != tmp1)
3259 retval |= CAN_APPLY_UNAPPLY_MULT;
3260
3211 /* 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
3212 * 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
3213 * the slots, the player then has a choice. 3263 * the slots, the player then has a choice.
3214 */ 3264 */
3215 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)
3216 (FABS(op->body_info[i]) < who->body_info[i])) 3266 && abs (op->slot[i].info) < who->slot[i].info)
3217 retval |= CAN_APPLY_UNAPPLY_CHOICE; 3267 retval |= CAN_APPLY_UNAPPLY_CHOICE;
3218 3268
3219 /* Does unequippint 'tmp1' free up enough slots for this to be 3269 /* Does unequippint 'tmp1' free up enough slots for this to be
3220 * equipped? If not, there must be something else to unapply. 3270 * equipped? If not, there must be something else to unapply.
3221 */ 3271 */
3222 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)
3223 retval |= CAN_APPLY_UNAPPLY_MULT; 3273 retval |= CAN_APPLY_UNAPPLY_MULT;
3224 3274 }
3225 } 3275 } /* if not enough free slots */
3226 } /* if not enough free slots */ 3276 } /* if this object uses location i */
3227 } /* if this object uses location i */
3228 } /* for i -> num_body_locations loop */ 3277 } /* for i -> num_body_locations loop */
3229 3278
3230 /* 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
3231 * really be controlled by use of body locations. We do have 3280 * really be controlled by use of body locations. We do have
3232 * the weapon/shield checks, and the range checks for monsters, 3281 * the weapon/shield checks, and the range checks for monsters,
3233 * 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,
3234 * 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
3235 * all use the same location. 3284 * all use the same location.
3236 */ 3285 */
3237 if (op->type == WEAPON && !QUERY_FLAG(who,FLAG_USE_WEAPON)) 3286 if (op->type == WEAPON && !QUERY_FLAG (who, FLAG_USE_WEAPON))
3238 retval |= CAN_APPLY_RESTRICTION;
3239 if (op->type == SHIELD && !QUERY_FLAG(who,FLAG_USE_SHIELD))
3240 retval |= CAN_APPLY_RESTRICTION;
3241
3242
3243 if (who->type != PLAYER) {
3244 if ((op->type == WAND || op->type == HORN || op->type==ROD)
3245 && !QUERY_FLAG(who, FLAG_USE_RANGE))
3246 retval |= CAN_APPLY_RESTRICTION;
3247 if (op->type == BOW && !QUERY_FLAG(who, FLAG_USE_BOW))
3248 retval |= CAN_APPLY_RESTRICTION; 3287 retval |= CAN_APPLY_RESTRICTION;
3288
3249 if (op->type == RING && !QUERY_FLAG(who, FLAG_USE_RING)) 3289 if (op->type == SHIELD && !QUERY_FLAG (who, FLAG_USE_SHIELD))
3250 retval |= CAN_APPLY_RESTRICTION; 3290 retval |= CAN_APPLY_RESTRICTION;
3251 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))
3252 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;
3253 } 3305 }
3306
3254 return retval; 3307 return retval;
3255} 3308}
3256
3257
3258 3309
3259/** 3310/**
3260 * 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.
3261 * 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,
3262 * 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
3271 * AP_UNAPPLY=always unapply). 3322 * AP_UNAPPLY=always unapply).
3272 * 3323 *
3273 * Optional flags: 3324 * Optional flags:
3274 * 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
3275 * 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
3276 * 3328 *
3277 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE) 3329 * Usage example: apply_special (who, op, AP_UNAPPLY | AP_IGNORE_CURSE)
3278 * 3330 *
3279 * apply_special() doesn't check for unpaid items. 3331 * apply_special() doesn't check for unpaid items.
3280 */ 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
3281int apply_special (object *who, object *op, int aflags) 3338apply_special (object *who, object *op, int aflags)
3282{ 3339{
3283 int basic_flag = aflags & AP_BASIC_FLAGS; 3340 int basic_flag = aflags & AP_BASIC_FLAGS;
3284 object *tmp, *tmp2, *skop=NULL; 3341 object *tmp, *tmp2, *skop = NULL;
3285 int i;
3286 3342
3287 if(who==NULL) { 3343 if (who == NULL)
3344 {
3288 LOG(llevError,"apply_special() from object without environment.\n"); 3345 LOG (llevError, "apply_special() from object without environment.\n");
3289 return 1; 3346 return 1;
3290 } 3347 }
3291 3348
3292 if(op->env!=who) 3349 if (op->env != who)
3293 return 1; /* op is not in inventory */ 3350 return 1; /* op is not in inventory */
3294 3351
3295 /* trying to unequip op */ 3352 /* trying to unequip op */
3296 if (QUERY_FLAG(op,FLAG_APPLIED)) { 3353 if (QUERY_FLAG (op, FLAG_APPLIED))
3354 {
3297 /* always apply, so no reason to unapply */ 3355 /* always apply, so no reason to unapply */
3298 if (basic_flag == AP_APPLY) return 0; 3356 if (basic_flag == AP_APPLY)
3357 return 0;
3299 3358
3300 if ( ! (aflags & AP_IGNORE_CURSE) 3359 if (!(aflags & AP_IGNORE_CURSE) && (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED)))
3301 && (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED))) { 3360 {
3302 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)));
3303 "No matter how hard you try, you just can't\nremove %s.",
3304 query_name(op));
3305 return 1; 3362 return 1;
3306 } 3363 }
3364
3307 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;
3308 } 3377 }
3309 3378
3310 if (basic_flag == AP_UNAPPLY) return 0; 3379 splay (op);
3311 3380
3312 i = can_apply_object(who, op);
3313
3314 /* 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 */
3315 if (i) { 3382 if (int i = can_apply_object (who, op))
3383 {
3316 if (i & CAN_APPLY_NEVER) { 3384 if (i & CAN_APPLY_NEVER)
3317 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)));
3318 return 1; 3387 return 1;
3388 }
3319 } else if (i & CAN_APPLY_RESTRICTION) { 3389 else if (i & CAN_APPLY_RESTRICTION)
3320 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 ));
3321 return 1; 3396 return 1;
3322 } 3397 }
3398
3323 if (who->type != PLAYER) { 3399 if (who->type != PLAYER)
3400 {
3324 /* Some error, so don't try to equip something more */ 3401 /* Some error, so don't try to equip something more */
3325 if (unapply_for_ob(who, op, aflags)) return 1; 3402 if (unapply_for_ob (who, op, aflags))
3326 } else { 3403 return 1;
3327 if (who->contr->unapply == unapply_never || 3404 }
3328 (i & CAN_APPLY_UNAPPLY_CHOICE && who->contr->unapply == unapply_nochoice)) { 3405 else
3329 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:");
3330 unapply_for_ob(who, op, AP_PRINT); 3410 unapply_for_ob (who, op, AP_PRINT);
3331 return 1; 3411 return 1;
3332 } 3412 }
3333 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))
3334 i = unapply_for_ob(who, op, aflags); 3414 if (unapply_for_ob (who, op, aflags))
3335 if (i) return 1; 3415 return 1;
3416 }
3336 } 3417 }
3337 } 3418
3338 }
3339 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL) { 3419 if (op->skill && op->type != SKILL && op->type != SKILL_TOOL)
3420 {
3340 skop=find_skill_by_name(who, op->skill); 3421 skop = find_skill_by_name (who, op->skill);
3341 if (!skop) { 3422
3342 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));
3343 return 1; 3426 return 1;
3344 } else { 3427 }
3428 else
3345 /* While experience will be credited properly, we want to change the 3429 /* While experience will be credited properly, we want to change the
3346 * skill so that the dam and wc get updated 3430 * skill so that the dam and wc get updated
3347 */ 3431 */
3348 change_skill(who, skop, 0); 3432 who->change_skill (skop);
3349 } 3433 }
3434
3435 if (!check_item_power (who, op->item_power))
3350 } 3436 {
3351 3437 who->failmsg ("Equipping that combined with other items would consume your soul!" LACK_ITEM_POWER);
3352 if (who->type == PLAYER && op->item_power && 3438 return 1;
3353 (op->item_power + who->contr->item_power) > (settings.item_power_factor * who->level)) {
3354 new_draw_info(NDI_UNIQUE, 0, who, "Equipping that combined with other items would consume your soul!");
3355 return 1;
3356 } 3439 }
3357
3358 3440
3359 /* 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.
3360 * Note that we don't have the checks for can_use_... 3442 * Note that we don't have the checks for can_use_...
3361 * below - that is already taken care of by can_apply_object. 3443 * below - that is already taken care of by can_apply_object.
3362 */ 3444 */
3363 3445 tmp = op->nrof > 1 ? op->split (op->nrof - 1) : 0;
3364 3446
3365 if(op->nrof > 1) 3447 if (INVOKE_OBJECT (BE_READY, op, ARG_OBJECT (who)) || INVOKE_OBJECT (READY, who, ARG_OBJECT (op)))
3366 tmp = get_split_ob(op,op->nrof - 1); 3448 return RESULT_INT (0);
3367 else
3368 tmp = NULL;
3369 3449
3370 switch(op->type) { 3450 switch (op->type)
3451 {
3371 case WEAPON: 3452 case WEAPON:
3372 if (!check_weapon_power(who, op->last_eat)) { 3453 //TODO: this obviously fails for players using a shorter prefix
3373 new_draw_info(NDI_UNIQUE, 0,who, 3454 // i.e. "R" can use Ragnarok's sword.
3374 "That weapon is too powerful for you to use."); 3455 if (op->level && !op->name.starts_with (who->name))
3375 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!."); 3456 {
3376 if(tmp!=NULL)
3377 (void) insert_ob_in_ob(tmp,who);
3378 return 1;
3379 }
3380 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3381 /* 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. */
3382 /* (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) */
3383 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.>");
3384 if(tmp!=NULL)
3385 (void) insert_ob_in_ob(tmp,who);
3386 return 1;
3387 }
3388 SET_FLAG(op, FLAG_APPLIED);
3389 3460
3390 if (skop) change_skill(who, skop, 1); 3461 if (tmp)
3391 if(!QUERY_FLAG(who,FLAG_READY_WEAPON))
3392 SET_FLAG(who, FLAG_READY_WEAPON);
3393
3394 new_draw_info_format(NDI_UNIQUE, 0, who, "You wield %s.",query_name(op));
3395
3396 (void) change_abil (who,op);
3397 /* GROS: update the current_weapon_script field (used with EVENT_ATTACK for weapons) */
3398 /*if ((evt = find_event(op, EVENT_ATTACK)) != NULL) {
3399 LOG(llevDebug, "Scripting Weapon wielded\n");
3400 if (who->current_weapon_script) free_string(who->current_weapon_script);
3401 who->current_weapon_script=add_string(query_name(op));
3402 }
3403 who->current_weapon = op;*/
3404 break;
3405
3406 case ARMOUR:
3407 case HELMET:
3408 case SHIELD:
3409 case BOOTS:
3410 case GLOVES:
3411 case GIRDLE:
3412 case BRACERS:
3413 case CLOAK:
3414 case RING:
3415 case AMULET:
3416 SET_FLAG(op, FLAG_APPLIED);
3417 new_draw_info_format(NDI_UNIQUE, 0, who, "You wear %s.",query_name(op));
3418 (void) change_abil (who,op);
3419 break;
3420 case LAMP:
3421 if (op->stats.food < 1) {
3422 new_draw_info_format(NDI_UNIQUE, 0, who, "Your %s is out of"
3423 " fuel!", op->name);
3424 return 1;
3425 }
3426 new_draw_info_format(NDI_UNIQUE, 0, who, "You turn on your %s.",
3427 op->name);
3428 tmp2 = arch_to_object(op->other_arch);
3429 tmp2->stats.food = op->stats.food;
3430 SET_FLAG(tmp2, FLAG_APPLIED);
3431 if (QUERY_FLAG(op, FLAG_INV_LOCKED))
3432 SET_FLAG(tmp2, FLAG_INV_LOCKED);
3433 insert_ob_in_ob(tmp2, who); 3462 insert_ob_in_ob (tmp, who);
3434 3463
3435 /* Remove the old lantern */ 3464 return 1;
3436 if (who->type == PLAYER) 3465 }
3437 esrv_del_item(who->contr, (tag_t)op->count);
3438 remove_ob(op);
3439 free_object(op);
3440 3466
3441 /* insert the portion that was split off */ 3467 if (!skop)
3442 if(tmp!=NULL) { 3468 {
3443 (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
3444 if(who->type==PLAYER) 3470 return 1;
3445 esrv_send_item(who, tmp); 3471 }
3446 }
3447 fix_player(who);
3448 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) {
3449 if (who->type == PLAYER) {
3450 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3451 SET_FLAG(tmp2, FLAG_KNOWN_CURSED);
3452 }
3453 }
3454 if(who->type==PLAYER)
3455 esrv_send_item(who, tmp2);
3456 return 0;
3457 break;
3458 3472
3459 /* this part is needed for skill-tools */
3460 case SKILL:
3461 case SKILL_TOOL:
3462 if (who->chosen_skill) {
3463 LOG (llevError, "BUG: apply_special(): can't apply two skills\n");
3464 return 1;
3465 }
3466 if (who->type == PLAYER) {
3467 who->contr->shoottype = range_skill;
3468 who->contr->ranges[range_skill] = op;
3469 if ( ! op->invisible) {
3470 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.",
3471 query_name (op));
3472 new_draw_info_format (NDI_UNIQUE, 0, who,
3473 "You can now use the skill: %s.",
3474 op->skill);
3475 } else {
3476 new_draw_info_format (NDI_UNIQUE, 0, who, "Readied skill: %s.",
3477 op->skill? op->skill:op->name);
3478 }
3479 }
3480 SET_FLAG (op, FLAG_APPLIED); 3473 SET_FLAG (op, FLAG_APPLIED);
3481 (void) change_abil (who, op); 3474 who->change_skill (skop);
3482 who->chosen_skill = op;
3483 SET_FLAG (who, FLAG_READY_SKILL);
3484 break;
3485
3486 case BOW:
3487 if (!check_weapon_power(who, op->last_eat)) {
3488 new_draw_info(NDI_UNIQUE, 0, who,
3489 "That item is too powerful for you to use.");
3490 new_draw_info(NDI_UNIQUE, 0, who, "It would consume your soul!.");
3491 if(tmp != NULL)
3492 (void)insert_ob_in_ob(tmp,who);
3493 return 1;
3494 }
3495 if( op->level && (strncmp(op->name,who->name,strlen(who->name)))) {
3496 new_draw_info(NDI_UNIQUE, 0, who,
3497 "The weapon does not recognize you as its owner.");
3498 if(tmp != NULL)
3499 (void)insert_ob_in_ob(tmp,who);
3500 return 1;
3501 }
3502 /*FALLTHROUGH*/
3503 case WAND:
3504 case ROD:
3505 case HORN:
3506 /* check for skill, alter player status */
3507 SET_FLAG(op, FLAG_APPLIED);
3508 if (skop) change_skill(who, skop, 0);
3509 new_draw_info_format (NDI_UNIQUE, 0, who, "You ready %s.", query_name(op));
3510 3475
3511 if(who->type==PLAYER) { 3476 if (who->contr)
3512 if (op->type == BOW) { 3477 who->change_weapon (who->contr->combat_ob = op);
3513 (void)change_abil(who, op); 3478
3514 new_draw_info_format (NDI_UNIQUE, 0, who, 3479 who->statusmsg (format ("You wield %s.", query_name (op)));
3515 "You will now fire %s with %s.", 3480
3516 op->race ? op->race : "nothing", query_name(op));
3517 who->contr->shoottype = range_bow;
3518 } else {
3519 who->contr->shoottype = range_misc;
3520 }
3521 } else {
3522 if (op->type == BOW)
3523 SET_FLAG (who, FLAG_READY_BOW);
3524 else
3525 SET_FLAG (who, FLAG_READY_RANGE); 3481 SET_FLAG (who, FLAG_READY_WEAPON);
3526 } 3482 change_abil (who, op);
3527 break;
3528
3529 case BUILDER:
3530 if ( who->contr->ranges[ range_builder ] )
3531 unapply_special( who, who->contr->ranges[ range_builder ], 0 );
3532 who->contr->shoottype = range_builder;
3533 who->contr->ranges[ range_builder ] = op;
3534 new_draw_info_format( NDI_UNIQUE, 0, who, "You ready your %s.", query_name( op ) );
3535 break; 3483 break;
3536 3484
3537 default: 3485 case ARMOUR:
3538 new_draw_info_format(NDI_UNIQUE, 0, who, "You apply %s.",query_name(op)); 3486 case HELMET:
3539 } /* 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;
3540 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
3541 SET_FLAG(op, FLAG_APPLIED); 3653 SET_FLAG (op, FLAG_APPLIED);
3542 3654
3543 if(tmp!=NULL) 3655 if (tmp)
3544 tmp = insert_ob_in_ob(tmp,who); 3656 who->insert (tmp);
3545 3657
3546 fix_player(who); 3658 who->update_stats ();
3547 3659
3548 /* We exclude spell casting objects. The fire code will set the 3660 /* We exclude spell casting objects. The fire code will set the
3549 * been applied flag when they are used - until that point, 3661 * been applied flag when they are used - until that point,
3550 * you don't know anything about them. 3662 * you don't know anything about them.
3551 */ 3663 */
3552 if (who->type == PLAYER && op->type!=WAND && op->type!=HORN && 3664 if (who->type == PLAYER && op->type != WAND && op->type != HORN && op->type != ROD)
3553 op->type!=ROD)
3554 SET_FLAG(op,FLAG_BEEN_APPLIED); 3665 SET_FLAG (op, FLAG_BEEN_APPLIED);
3555 3666
3556 if (QUERY_FLAG(op, FLAG_CURSED) || QUERY_FLAG(op, FLAG_DAMNED)) { 3667 if (QUERY_FLAG (op, FLAG_CURSED) || QUERY_FLAG (op, FLAG_DAMNED))
3557 if (who->type == PLAYER) {
3558 new_draw_info(NDI_UNIQUE, 0,who, "Oops, it feels deadly cold!");
3559 SET_FLAG(op,FLAG_KNOWN_CURSED);
3560 }
3561 }
3562 if(who->type==PLAYER) { 3668 if (who->type == PLAYER)
3563 /* if multiple objects were applied, update both slots */ 3669 {
3564 if (tmp) 3670 who->failmsg (
3565 esrv_send_item(who, tmp); 3671 "Oops, it feels deadly cold! "
3566 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);
3567 } 3675 }
3676
3677 if (object *pl = op->visible_to ())
3678 esrv_send_item (pl, op);
3679
3568 return 0; 3680 return 0;
3569}
3570
3571
3572int monster_apply_special (object *who, object *op, int aflags)
3573{
3574 if (QUERY_FLAG (op, FLAG_UNPAID) && ! QUERY_FLAG (op, FLAG_APPLIED))
3575 return 1;
3576 return apply_special (who, op, aflags);
3577} 3681}
3578 3682
3579/** 3683/**
3580 * Map was just loaded, handle op's initialisation. 3684 * Map was just loaded, handle op's initialisation.
3581 * 3685 *
3582 * Generates shop floor's item, and treasures. 3686 * Generates shop floor's item, and treasures.
3583 */ 3687 */
3688int
3584int auto_apply (object *op) { 3689auto_apply (object *op)
3690{
3585 object *tmp = NULL, *tmp2; 3691 object *tmp = NULL, *tmp2;
3586 int i; 3692 int i;
3587 3693
3588 switch(op->type) {
3589 case SHOP_FLOOR:
3590 if (!HAS_RANDOM_ITEMS(op)) return 0;
3591 do {
3592 i=10; /* let's give it 10 tries */
3593 while((tmp=generate_treasure(op->randomitems,
3594 op->stats.exp?(int)op->stats.exp:MAX(op->map->difficulty, 5)))==NULL&&--i);
3595 if(tmp==NULL)
3596 return 0;
3597 if(QUERY_FLAG(tmp, FLAG_CURSED) || QUERY_FLAG(tmp, FLAG_DAMNED)) {
3598 free_object(tmp);
3599 tmp = NULL;
3600 }
3601 } while(!tmp);
3602 tmp->x=op->x;
3603 tmp->y=op->y;
3604 SET_FLAG(tmp,FLAG_UNPAID);
3605 insert_ob_in_map(tmp,op->map,NULL,0);
3606 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);
3607 identify(tmp); 3726 identify (tmp);
3608 break; 3727 break;
3609 3728
3610 case TREASURE: 3729 case TREASURE:
3611 if (QUERY_FLAG(op,FLAG_IS_A_TEMPLATE)) 3730 if (QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
3612 return 0; 3731 return 0;
3732
3613 while ((op->stats.hp--)>0) 3733 while (op->stats.hp-- > 0)
3614 create_treasure(op->randomitems, op, op->map?GT_ENVIRONMENT:0, 3734 create_treasure (op->randomitems, op, op->map ? GT_ENVIRONMENT : 0,
3615 op->stats.exp ? (int)op->stats.exp : 3735 op->stats.exp ? (int) op->stats.exp : op->map == NULL ? 14 : op->map->difficulty, 0);
3616 op->map == NULL ? 14: op->map->difficulty,0);
3617 3736
3618 /* 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,
3619 * 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
3620 * to disappear. An example of this item is the random_* stuff 3739 * to disappear. An example of this item is the random_* stuff
3621 * that is put inside other objects. 3740 * that is put inside other objects.
3622 */ 3741 */
3623 for (tmp=op->inv; tmp; tmp=tmp2) { 3742 if (op->env)
3624 tmp2 = tmp->below; 3743 while (op->inv)
3625 remove_ob(tmp); 3744 op->env->insert (op->inv);
3626 if (op->env) insert_ob_in_ob(tmp, op->env); 3745
3627 else free_object(tmp); 3746 op->destroy ();
3747 break;
3628 } 3748 }
3629 remove_ob(op);
3630 free_object(op);
3631 break;
3632 }
3633 return tmp ? 1 : 0;
3634}
3635 3749
3750 return !!tmp;
3751}
3752
3636/** 3753/**
3637 * 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
3638 * when an original map is loaded) and performs special actions for 3755 * is loaded or swapped in and performs special actions for
3639 * certain objects (most initialization of chests and creation of 3756 * certain objects (most initialization of chests and creation of
3640 * treasures and stuff). Calls auto_apply if appropriate. 3757 * treasures and stuff). Calls auto_apply if appropriate.
3641 */ 3758 */
3759void
3760maptile::fix_auto_apply ()
3761{
3762 if (!spaces)
3763 return;
3642 3764
3643void fix_auto_apply(mapstruct *m) { 3765 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3644 object *tmp,*above=NULL; 3766 for (object *tmp = ms->bot; tmp; )
3645 int x,y; 3767 {
3768 object *above = tmp->above;
3646 3769
3647 if(m==NULL) return; 3770 if (tmp->inv)
3648 3771 {
3649 for(x=0;x<MAP_WIDTH(m);x++)
3650 for(y=0;y<MAP_HEIGHT(m);y++)
3651 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=above) {
3652 above=tmp->above;
3653
3654 if (tmp->inv) {
3655 object *invtmp, *invnext; 3772 object *invtmp, *invnext;
3656 3773
3657 for (invtmp=tmp->inv; invtmp != NULL; invtmp = invnext) { 3774 for (invtmp = tmp->inv; invtmp; invtmp = invnext)
3658 invnext = invtmp->below; 3775 {
3776 invnext = invtmp->below;
3659 3777
3660 if(QUERY_FLAG(invtmp,FLAG_AUTO_APPLY)) 3778 if (QUERY_FLAG (invtmp, FLAG_AUTO_APPLY))
3661 auto_apply(invtmp); 3779 auto_apply (invtmp);
3662 else if(invtmp->type==TREASURE && HAS_RANDOM_ITEMS(invtmp)) { 3780 else if (invtmp->type == TREASURE && invtmp->has_random_items ())
3663 while ((invtmp->stats.hp--)>0) 3781 {
3664 create_treasure(invtmp->randomitems, invtmp, 0, 3782 while (invtmp->stats.hp-- > 0)
3665 m->difficulty,0); 3783 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3666 invtmp->randomitems = NULL; 3784
3667 } 3785 invtmp->randomitems = NULL;
3668 else if (invtmp && invtmp->arch && 3786 }
3669 invtmp->type!=TREASURE && 3787 else if (invtmp && invtmp->arch
3670 invtmp->type != SPELL && 3788 && invtmp->type != TREASURE && invtmp->type != SPELL && invtmp->type != CLASS && invtmp->has_random_items ())
3671 invtmp->type != CLASS && 3789 {
3672 HAS_RANDOM_ITEMS(invtmp)) { 3790 create_treasure (invtmp->randomitems, invtmp, 0, difficulty, 0);
3673 create_treasure(invtmp->randomitems, invtmp, 0,
3674 m->difficulty,0);
3675 /* Need to clear this so that we never try to create 3791 /* Need to clear this so that we never try to create
3676 * treasure again for this object 3792 * treasure again for this object
3677 */ 3793 */
3678 invtmp->randomitems = NULL; 3794 invtmp->randomitems = NULL;
3679 } 3795 }
3680 } 3796 }
3797
3681 /* This is really temporary - the code at the bottom will 3798 /* This is really temporary - the code at the bottom will
3682 * also set randomitems to null. The problem is there are bunches 3799 * also set randomitems to null. The problem is there are bunches
3683 * of maps/players already out there with items that have spells 3800 * of maps/players already out there with items that have spells
3684 * which haven't had the randomitems set to null yet. 3801 * which haven't had the randomitems set to null yet.
3685 * MSW 2004-05-13 3802 * MSW 2004-05-13
3686 * 3803 *
3687 * 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,
3688 * else you get two spells in the book ^_- 3805 * else you get two spells in the book ^_-
3689 * Ryo 2004-08-16 3806 * Ryo 2004-08-16
3690 */ 3807 */
3691 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL || 3808 if (tmp->type == WAND || tmp->type == ROD || tmp->type == SCROLL
3692 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)
3693 tmp->type == ALTAR || tmp->type == SPELLBOOK)
3694 tmp->randomitems = NULL; 3810 tmp->randomitems = NULL;
3811 }
3695 3812
3696 }
3697
3698 if(QUERY_FLAG(tmp,FLAG_AUTO_APPLY)) 3813 if (QUERY_FLAG (tmp, FLAG_AUTO_APPLY))
3699 auto_apply(tmp); 3814 auto_apply (tmp);
3700 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 {
3701 while ((tmp->stats.hp--)>0) 3817 while ((tmp->stats.hp--) > 0)
3702 create_treasure(tmp->randomitems, tmp, 0, 3818 create_treasure (tmp->randomitems, tmp, 0, difficulty, 0);
3703 m->difficulty,0);
3704 tmp->randomitems = NULL; 3819 tmp->randomitems = NULL;
3705 } 3820 }
3706 else if(tmp->type==TIMED_GATE) { 3821 else if (tmp->type == TIMED_GATE)
3822 {
3707 object *head = tmp->head != NULL ? tmp->head : tmp; 3823 object *head = tmp->head != NULL ? tmp->head : tmp;
3824
3708 if (QUERY_FLAG(head, FLAG_IS_LINKED)) { 3825 if (QUERY_FLAG (head, FLAG_IS_LINKED))
3709 tmp->speed = 0; 3826 tmp->set_speed (0);
3710 update_ob_speed(tmp); 3827 }
3711 }
3712 }
3713 /* 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
3714 * 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
3715 * 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
3716 * 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.
3717 * 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
3718 * which say how many times to make the treasure. 3833 * which say how many times to make the treasure.
3719 */ 3834 */
3720 else if(tmp && tmp->arch && tmp->type!=PLAYER && tmp->type!=TREASURE && 3835 else if (tmp && tmp->arch && tmp->type != PLAYER
3721 tmp->type != SPELL && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && 3836 && tmp->type != TREASURE && tmp->type != SPELL
3722 HAS_RANDOM_ITEMS(tmp)) { 3837 && tmp->type != PLAYER_CHANGER && tmp->type != CLASS && tmp->has_random_items ())
3838 {
3723 create_treasure(tmp->randomitems, tmp, GT_APPLY, 3839 create_treasure (tmp->randomitems, tmp, GT_APPLY, difficulty, 0);
3724 m->difficulty,0);
3725 tmp->randomitems = NULL; 3840 tmp->randomitems = NULL;
3726 } 3841 }
3842
3843 // close all containers
3844 else if (tmp->type == CONTAINER)
3845 tmp->flag [FLAG_APPLIED] = 0;
3846
3847 tmp = above;
3727 } 3848 }
3728 3849
3729 for(x=0;x<MAP_WIDTH(m);x++) 3850 for (mapspace *ms = spaces + size (); ms-- > spaces; )
3730 for(y=0;y<MAP_HEIGHT(m);y++) 3851 for (object *tmp = ms->bot; tmp; tmp = tmp->above)
3731 for(tmp=get_map_ob(m,x,y);tmp!=NULL;tmp=tmp->above)
3732 if (tmp->above &&
3733 (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL)) 3852 if (tmp->above && (tmp->type == TRIGGER_BUTTON || tmp->type == TRIGGER_PEDESTAL))
3734 check_trigger (tmp, tmp->above); 3853 check_trigger (tmp, tmp->above, tmp->above);
3735} 3854}
3736 3855
3737/** 3856/**
3738 * Handles player eating food that temporarily changes status (resistances, stats). 3857 * Handles player eating food that temporarily changes status (resistances, stats).
3739 * This used to call cast_change_attr(), but 3858 * This used to call cast_change_attr(), but
3740 * 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
3741 * the food changes, just grab a force and use that instead. 3860 * the food changes, just grab a force and use that instead.
3742 */ 3861 */
3743 3862void
3744void eat_special_food(object *who, object *food) { 3863eat_special_food (object *who, object *food)
3864{
3745 object *force; 3865 object *force;
3746 int i, did_one=0; 3866 int i, did_one = 0;
3747 sint8 k;
3748 3867
3749 force = get_archetype(FORCE_NAME); 3868 char buf[64];
3869 snprintf (buf, sizeof(buf), "sp_food_%s", &food->title);
3870 shstr key (buf);
3750 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 */
3751 for (i=0; i < NUM_STATS; i++) { 3893 for (i = 0; i < NUM_STATS; i++)
3752 k = get_attr_value(&food->stats, i); 3894 if (sint8 k = food->stats.stat (i))
3753 if (k) { 3895 {
3754 set_attr_value(&force->stats, i, k); 3896 force->stats.stat (i) = k;
3755 did_one = 1; 3897 did_one = 1;
3756 } 3898 }
3757 }
3758 3899
3759 /* check if we can protect the eater */ 3900 /* check if we can protect the eater */
3760 for (i=0; i<NROFATTACKS; i++) { 3901 for (i = 0; i < NROFATTACKS; i++)
3761 if (food->resist[i]>0) {
3762 force->resist[i] = food->resist[i] / 2;
3763 did_one = 1;
3764 }
3765 }
3766 if (did_one) {
3767 force->speed = 0.1;
3768 update_ob_speed(force);
3769 /* bigger morsel of food = longer effect time */
3770 force->stats.food = food->stats.food / 5;
3771 SET_FLAG(force, FLAG_IS_USED_UP);
3772 SET_FLAG(force, FLAG_APPLIED);
3773 change_abil(who, force);
3774 insert_ob_in_ob(force, who);
3775 } else {
3776 free_object(force);
3777 }
3778
3779 /* check for hp, sp change */
3780 if(food->stats.hp!=0) {
3781 if(QUERY_FLAG(food, FLAG_CURSED)) {
3782 strcpy(who->contr->killer,food->name);
3783 hit_player(who, food->stats.hp, food, AT_POISON, 1);
3784 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3785 } else {
3786 if(food->stats.hp>0)
3787 new_draw_info(NDI_UNIQUE, 0,who,"You begin to feel better.");
3788 else
3789 new_draw_info(NDI_UNIQUE, 0,who,"Eck!...that was poisonous!");
3790 who->stats.hp += food->stats.hp;
3791 }
3792 }
3793 if(food->stats.sp!=0) {
3794 if(QUERY_FLAG(food, FLAG_CURSED)) {
3795 new_draw_info(NDI_UNIQUE, 0,who,"You are drained of mana!");
3796 who->stats.sp -= food->stats.sp;
3797 if(who->stats.sp<0) who->stats.sp=0;
3798 } else {
3799 new_draw_info(NDI_UNIQUE, 0,who,"You feel a rush of magical energy!");
3800 who->stats.sp += food->stats.sp;
3801 /* place limit on max sp from food? */
3802 }
3803 }
3804 fix_player(who);
3805}
3806
3807
3808/**
3809 * Designed primarily to light torches/lanterns/etc.
3810 * Also burns up burnable material too. First object in the inventory is
3811 * the selected object to "burn". -b.t.
3812 */
3813
3814void apply_lighter(object *who, object *lighter) {
3815 object *item;
3816 int is_player_env=0;
3817 uint32 nrof;
3818 tag_t count;
3819 char item_name[MAX_BUF];
3820
3821 item=find_marked_object(who);
3822 if(item) {
3823 if(lighter->last_eat && lighter->stats.food) { /* lighter gets used up */
3824 /* Split multiple lighters if they're being used up. Otherwise *
3825 * one charge from each would be used up. --DAMN */
3826 if(lighter->nrof > 1) {
3827 object *oneLighter = get_object();
3828 copy_object(lighter, oneLighter);
3829 lighter->nrof -= 1;
3830 oneLighter->nrof = 1;
3831 oneLighter->stats.food--;
3832 esrv_send_item(who, lighter);
3833 oneLighter=insert_ob_in_ob(oneLighter, who);
3834 esrv_send_item(who, oneLighter);
3835 } else {
3836 lighter->stats.food--;
3837 }
3838
3839 } else if(lighter->last_eat) { /* no charges left in lighter */
3840 new_draw_info_format(NDI_UNIQUE, 0,who,
3841 "You attempt to light the %s with a used up %s.",
3842 item->name, lighter->name);
3843 return;
3844 } 3902 {
3845 /* Perhaps we should split what we are trying to light on fire? 3903 if (food->resist[i] > 0)
3846 * I can't see many times when you would want to light multiple
3847 * objects at once.
3848 */
3849 nrof=item->nrof;
3850 count=item->count;
3851 /* If the item is destroyed, we don't have a valid pointer to the
3852 * name object, so make a copy so the message we print out makes
3853 * some sense.
3854 */
3855 strcpy(item_name, item->name);
3856 if (who == is_player_inv(item)) is_player_env=1;
3857
3858 save_throw_object(item,AT_FIRE,who);
3859 /* Change to check count and not freed, since the object pointer
3860 * may have gotten recycled
3861 */
3862 if ((nrof != item->nrof ) || (count != item->count)) {
3863 new_draw_info_format(NDI_UNIQUE, 0,who,
3864 "You light the %s with the %s.",item_name,lighter->name);
3865 /* Need to update the player so that the players glow radius
3866 * gets changed.
3867 */
3868 if (is_player_env) fix_player(who);
3869 } else {
3870 new_draw_info_format(NDI_UNIQUE, 0,who,
3871 "You attempt to light the %s with the %s and fail.",item->name,lighter->name);
3872 }
3873
3874 } else /* nothing to light */
3875 new_draw_info(NDI_UNIQUE, 0,who,"You need to mark a lightable object.");
3876
3877}
3878
3879/**
3880 * op made some mistake with a scroll, this takes care of punishment.
3881 * scroll_failure()- hacked directly from spell_failure
3882 */
3883void scroll_failure(object *op, int failure, int power)
3884{
3885 if(abs(failure/4)>power) power=abs(failure/4); /* set minimum effect */
3886
3887 if(failure<= -1&&failure > -15) {/* wonder */
3888 object *tmp;
3889
3890 new_draw_info(NDI_UNIQUE, 0,op,"Your spell warps!.");
3891 tmp=get_archetype(SPELL_WONDER);
3892 cast_wonder(op, op, 0, tmp);
3893 free_object(tmp);
3894 } else if (failure <= -15&&failure > -35) {/* drain mana */
3895 new_draw_info(NDI_UNIQUE, 0,op,"Your mana is drained!.");
3896 op->stats.sp -= random_roll(0, power-1, op, PREFER_LOW);
3897 if(op->stats.sp<0) op->stats.sp = 0;
3898 } else if (settings.spell_failure_effects == TRUE) {
3899 if (failure <= -35&&failure > -60) { /* confusion */
3900 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3901 confuse_player(op,op,power);
3902 } else if (failure <= -60&&failure> -70) {/* paralysis */
3903 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils and paralyzes "
3904 "you!");
3905 paralyze_player(op,op,power);
3906 } else if (failure <= -70&&failure> -80) {/* blind */
3907 new_draw_info(NDI_UNIQUE, 0,op,"The magic recoils on you!");
3908 blind_player(op,op,power);
3909 } else if (failure <= -80) {/* blast the immediate area */
3910 object *tmp;
3911 tmp=get_archetype(LOOSE_MANA);
3912 cast_magic_storm(op,tmp, power);
3913 new_draw_info(NDI_UNIQUE, 0,op,"You unlease uncontrolled mana!");
3914 free_object(tmp);
3915 }
3916 }
3917}
3918
3919void apply_changes_to_player(object *pl, object *change) {
3920 int excess_stat=0; /* if the stat goes over the maximum
3921 for the race, put the excess stat some
3922 where else. */
3923
3924 switch (change->type) {
3925 case CLASS: {
3926 living *stats = &(pl->contr->orig_stats);
3927 living *ns = &(change->stats);
3928 object *walk;
3929 int flag_change_face=1;
3930
3931 /* the following code assigns stats up to the stat max
3932 * for the race, and if the stat max is exceeded,
3933 * tries to randomly reassign the excess stat
3934 */
3935 int i,j;
3936 for(i=0;i<NUM_STATS;i++) {
3937 sint8 stat=get_attr_value(stats,i);
3938 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3939 stat += get_attr_value(ns,i);
3940 if(stat > 20 + race_bonus) {
3941 excess_stat++;
3942 stat = 20+race_bonus;
3943 }
3944 set_attr_value(stats,i,stat);
3945 }
3946
3947 for(j=0;excess_stat >0 && j<100;j++) {/* try 100 times to assign excess stats */
3948 int i = rndm(0, 6);
3949 int stat=get_attr_value(stats,i);
3950 int race_bonus = get_attr_value(&(pl->arch->clone.stats),i);
3951 if(i==CHA) continue; /* exclude cha from this */
3952 if( stat < 20 + race_bonus) {
3953 change_attr_value(stats,i,1);
3954 excess_stat--;
3955 }
3956 }
3957
3958 /* insert the randomitems from the change's treasurelist into
3959 * the player ref: player.c
3960 */
3961 if(change->randomitems!=NULL)
3962 give_initial_items(pl,change->randomitems);
3963
3964
3965 /* set up the face, for some races. */
3966
3967 /* first, look for the force object banning
3968 * changing the face. Certain races never change face with class.
3969 */
3970 for(walk=pl->inv;walk!=NULL;walk=walk->below)
3971 if (!strcmp(walk->name,"NOCLASSFACECHANGE")) flag_change_face=0;
3972
3973 if(flag_change_face) {
3974 pl->animation_id = GET_ANIM_ID(change);
3975 pl->face = change->face;
3976
3977 if(QUERY_FLAG(change,FLAG_ANIMATE))
3978 SET_FLAG(pl,FLAG_ANIMATE);
3979 else
3980 CLEAR_FLAG(pl,FLAG_ANIMATE);
3981 }
3982
3983 /* check the special case of can't use weapons */
3984 /*if(QUERY_FLAG(change,FLAG_USE_WEAPON)) CLEAR_FLAG(pl,FLAG_USE_WEAPON);*/
3985 if(!strcmp(change->name,"monk")) CLEAR_FLAG(pl,FLAG_USE_WEAPON);
3986
3987 break;
3988 }
3989 }
3990}
3991
3992/**
3993 * This handles items of type 'transformer'.
3994 * Basically those items, used with a marked item, transform both items into something
3995 * else.
3996 * "Transformer" item has food decreased by 1, removed if 0 (0 at start means illimited)..
3997 * Change information is contained in the 'slaying' field of the marked item.
3998 * The format is as follow: transformer:[number ]yield[;transformer:...].
3999 * This way an item can be transformed in many things, and/or many objects.
4000 * The 'slaying' field for transformer is used as verb for the action.
4001 */
4002void apply_item_transformer( object* pl, object* transformer )
4003 {
4004 object* marked;
4005 object* new_item;
4006 char* find;
4007 char* separator;
4008 int yield;
4009 char got[ MAX_BUF ];
4010 int len;
4011
4012 if ( !pl || !transformer )
4013 return;
4014 marked = find_marked_object( pl );
4015 if ( !marked )
4016 {
4017 new_draw_info_format( NDI_UNIQUE, 0, pl, "Use the %s with what item?", query_name( transformer ) );
4018 return;
4019 }
4020 if ( !marked->slaying )
4021 {
4022 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4023 return;
4024 }
4025 /* check whether they are compatible or not */
4026 find = strstr( marked->slaying, transformer->arch->name );
4027 if ( !find || ( *( find + strlen( transformer->arch->name ) ) != ':' ) )
4028 {
4029 new_draw_info_format( NDI_UNIQUE, 0, pl, "You can't use the %s with your %s!", query_name( transformer ), query_name( marked ) );
4030 return;
4031 }
4032 find += strlen( transformer->arch->name ) + 1;
4033 /* Item can be used, now find how many and what it yields */
4034 if ( isdigit( *( find ) ) )
4035 {
4036 yield = atoi( find );
4037 if ( yield < 1 )
4038 { 3904 {
4039 LOG( llevDebug, "apply_item_transformer: item %s has slaying-yield %d.", query_base_name( marked, 0 ), yield ); 3905 force->resist[i] = food->resist[i];
4040 yield = 1; 3906 did_one = 1;
4041 } 3907 }
4042 } 3908 }
4043 else
4044 yield = 1;
4045 3909
4046 while ( isdigit( *find ) ) 3910 if (did_one)
4047 find++;
4048 while ( *find == ' ' )
4049 find++;
4050 memset( got, 0, MAX_BUF );
4051 if ( (separator = strchr( find, ';' ))!=NULL)
4052 {
4053 len = separator - find;
4054 } 3911 {
4055 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);
4056 { 3916 }
4057 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))
4058 } 3925 {
4059 if ( len > MAX_BUF-1) 3926 who->contr->killer = food;
4060 len = MAX_BUF-1; 3927 hit_player (who, food->stats.hp, food, AT_POISON, 1);
4061 strcpy( got, find ); 3928 who->failmsg ("Eck!...that was poisonous!");
4062 got[len] = '\0';
4063
4064 /* Now create new item, remove used ones when required. */
4065 new_item = get_archetype( got );
4066 if ( !new_item )
4067 { 3929 }
4068 new_draw_info_format( NDI_UNIQUE, 0, pl, "This %s is strange, better to not use it.", query_base_name( marked, 0 ) ); 3930 else
4069 return;
4070 } 3931 {
4071 new_item->nrof = yield; 3932 if (food->stats.hp > 0)
4072 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.");
4073 insert_ob_in_ob( new_item, pl ); 3934 else
4074 esrv_send_inventory( pl, pl ); 3935 who->failmsg ("Eck!...that was poisonous!");
4075 /* Eat up one item */ 3936
4076 decrease_ob_nr( marked, 1 ); 3937 who->stats.hp += food->stats.hp;
4077 /* Eat one transformer if needed */ 3938 }
4078 if ( transformer->stats.food ) 3939 }
4079 if ( --transformer->stats.food == 0 ) 3940
4080 decrease_ob_nr( transformer, 1 ); 3941 if (food->stats.sp != 0)
4081 } 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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